01-12-2016 07:09 AM
01-14-2016 03:12 AM
"keithianw" wrote:
I'm still waiting for a Vive fanatic to tell me how this CES Vive demo is practical with Room Scaling between her almost getting choked by the person holding the cable and the fact that even in this large room she ran out of space and they made her stop so they could manually adjust what she was looking at. Talk about immersion breaking. If those are the experiences we can expect in the average home with if folks are lucky even half that space then we have a big problem.
https://www.youtube.com/watch?v=044OpBaIMjk&feature=youtu.be
01-14-2016 05:58 AM
01-14-2016 08:48 AM
"keithianw" wrote:
I'm still waiting for a Vive fanatic to tell me how this CES Vive demo is practical with Room Scaling between her almost getting choked by the person holding the cable and the fact that even in this large room she ran out of space and they made her stop so they could manually adjust what she was looking at. Talk about immersion breaking. If those are the experiences we can expect in the average home with if folks are lucky even half that space then we have a big problem.
https://www.youtube.com/watch?v=044OpBaIMjk&feature=youtu.be
01-14-2016 12:01 PM
"Percy1983" wrote:"keithianw" wrote:
I'm still waiting for a Vive fanatic to tell me how this CES Vive demo is practical with Room Scaling between her almost getting choked by the person holding the cable and the fact that even in this large room she ran out of space and they made her stop so they could manually adjust what she was looking at. Talk about immersion breaking. If those are the experiences we can expect in the average home with if folks are lucky even half that space then we have a big problem.
https://www.youtube.com/watch?v=044OpBaIMjk&feature=youtu.be
This sums it up for me, I will be able to do everything I have seen in rift demos and nothing I have seen in vive demos, so if I strip out the things I can't do with vive it will cost me more and from what I understand I will have a less comfortable headset ans slightly worse screen/optics.
Its only logical.
01-14-2016 12:40 PM
01-14-2016 12:46 PM
"willste" wrote:
Really you could eliminate the cable today by getting a laptop and putting it in a backpack... for those vr arcades that people are hopefully working on.
01-14-2016 12:51 PM
"Mradr" wrote:"keithianw" wrote:
I'm still waiting for a Vive fanatic to tell me how this CES Vive demo is practical with Room Scaling between her almost getting choked by the person holding the cable and the fact that even in this large room she ran out of space and they made her stop so they could manually adjust what she was looking at. Talk about immersion breaking. If those are the experiences we can expect in the average home with if folks are lucky even half that space then we have a big problem.
https://www.youtube.com/watch?v=044OpBaIMjk&feature=youtu.be
Meh ~ Like there will be problems with full room scale settings like that, but a lot of it can be fix later in software to help balance stuff like how much their movements have to scale to their environmental box.
I do agree though, I feel like that the Vive is the promise of what VR will look like soon *tm, but Oculus is what the reality of what it is now. Gen 2 of both device will be what draws in more people for full scale VR. That's when things will be crazy and we will have a better understanding on controls and settings that work best for VR. Right now we just figured out how to control just the headset and starting to make games work around with it. Gen of both will start to bring in Eye tracking as well while increasing the screen resolution.
Hopefully gen 3 might have a way around the cable as well using short wave high bandwidth bands making it wireless. Sadly that'll be 10 years out, so we are stuck with the cable for a while.
01-14-2016 01:52 PM
"keithianw" wrote:"Mradr" wrote:"keithianw" wrote:
I'm still waiting for a Vive fanatic to tell me how this CES Vive demo is practical with Room Scaling between her almost getting choked by the person holding the cable and the fact that even in this large room she ran out of space and they made her stop so they could manually adjust what she was looking at. Talk about immersion breaking. If those are the experiences we can expect in the average home with if folks are lucky even half that space then we have a big problem.
https://www.youtube.com/watch?v=044OpBaIMjk&feature=youtu.be
Meh ~ Like there will be problems with full room scale settings like that, but a lot of it can be fix later in software to help balance stuff like how much their movements have to scale to their environmental box.
I do agree though, I feel like that the Vive is the promise of what VR will look like soon *tm, but Oculus is what the reality of what it is now. Gen 2 of both device will be what draws in more people for full scale VR. That's when things will be crazy and we will have a better understanding on controls and settings that work best for VR. Right now we just figured out how to control just the headset and starting to make games work around with it. Gen of both will start to bring in Eye tracking as well while increasing the screen resolution.
Hopefully gen 3 might have a way around the cable as well using short wave high bandwidth bands making it wireless. Sadly that'll be 10 years out, so we are stuck with the cable for a while.
Yes, we both agree on your second paragraph. I think the Vive is where everybody who doesn't want to be seated or stationary would love to be able to go..like a Holodeck in Star Trek. That is a great goal. I think I'd feel safer getting the Vive 2.0 or maybe Gen 3 as you put it once the kinks that will ultimately be discovered are worked out with the Vive 1.0. A lot of this is software related and I question with Pre-Orders happening in February and a release target in April just how ready things really are or can possibly be. I guess time will tell 🙂
01-14-2016 08:01 PM
"keithianw" wrote:"Mradr" wrote:"keithianw" wrote:
I'm still waiting for a Vive fanatic to tell me how this CES Vive demo is practical with Room Scaling between her almost getting choked by the person holding the cable and the fact that even in this large room she ran out of space and they made her stop so they could manually adjust what she was looking at. Talk about immersion breaking. If those are the experiences we can expect in the average home with if folks are lucky even half that space then we have a big problem.
https://www.youtube.com/watch?v=044OpBaIMjk&feature=youtu.be
Meh ~ Like there will be problems with full room scale settings like that, but a lot of it can be fix later in software to help balance stuff like how much their movements have to scale to their environmental box.
I do agree though, I feel like that the Vive is the promise of what VR will look like soon *tm, but Oculus is what the reality of what it is now. Gen 2 of both device will be what draws in more people for full scale VR. That's when things will be crazy and we will have a better understanding on controls and settings that work best for VR. Right now we just figured out how to control just the headset and starting to make games work around with it. Gen of both will start to bring in Eye tracking as well while increasing the screen resolution.
Hopefully gen 3 might have a way around the cable as well using short wave high bandwidth bands making it wireless. Sadly that'll be 10 years out, so we are stuck with the cable for a while.
Yes, we both agree on your second paragraph. I think the Vive is where everybody who doesn't want to be seated or stationary would love to be able to go..like a Holodeck in Star Trek. That is a great goal. I think I'd feel safer getting the Vive 2.0 or maybe Gen 3 as you put it once the kinks that will ultimately be discovered are worked out with the Vive 1.0. A lot of this is software related and I question with Pre-Orders happening in February and a release target in April just how ready things really are or can possibly be. I guess time will tell 🙂
01-15-2016 05:38 AM