Discussion
I'm going to hang on, prices may start to come down now they are becoming stock items. Also this looks interesting too...
https://www.google.co.uk/url?sa=t&rct=j&q=...
I'm really disappointed about Oculus playing silly buggers with exclusives and lock ins, I didn't want the Vive room scale stuff as I mainly play racing sims and I'm a clumsy bd when i can see where I'm going as it is...
https://www.google.co.uk/url?sa=t&rct=j&q=...
I'm really disappointed about Oculus playing silly buggers with exclusives and lock ins, I didn't want the Vive room scale stuff as I mainly play racing sims and I'm a clumsy bd when i can see where I'm going as it is...
Edited by born2bslow on Tuesday 14th June 09:36
red_slr said:
Been reading a lot of info and reviews this afternoon and I am considering changing over to vive... the or looks great but seeing some of the reviews makes me think the vive might be worth the extra.
The final cost won't be much different anyway, the Vive is £190 more expensive, but the Oculus Touch controllers will probably cost most of that anyway. This assumes that you have a pair of headphones to use with the Vive, of course!I have used both and the Vive definitely feels like the more complete kit at the moment because the interaction provided by the controllers adds so much to the experience.
I have got the Rift, but mainly because my room is too small to use the Vive properly. I think by Christmas they will be much more equal but if I was buying now and had a bigger room, I'd probably go for the Vive.
I use mine (vive) in the cinema room which is a converted double garage (not very PH sorry). And it's tight for some room scale games even then. You want a space big enough that the chaperone doesn't kick in or you like banging your head. I'm going to rearrange stuff for a bit more space.
The Vive controllers are brilliant though, really enhance the experience and feel pretty natural in your hand. Very immersive. I've put down the tool I was using on a table in games but of course actually dropped the controller.
The Vive controllers are brilliant though, really enhance the experience and feel pretty natural in your hand. Very immersive. I've put down the tool I was using on a table in games but of course actually dropped the controller.
Anybody know anything about the Razer HDK2? Basic reviews saying it's specced the same as Oculus/Vive, no headphones, weighs significantly more (presumably partly because it's still a dev kit), it has a clever screen filter to reduce the screen door effect, but I'm struggling to find out anything about game compatibility other than a general "it should work on games that work on oculus/vive already". I'm hoping this means Assetto Corsa, Project CARS and Dirt Rally would be ok?
I was reading about this the other day.
From what I understand it support the OSVR api so the game would need to support that.
Things like revive (which allows some OR games to be played on Vive) may come along but I'd really be looking for native support of the api.
So no. Games tend to support either SteamVR or Oculus VR sometimes both. I've never noticed OSVR mentioned but then I've never looked for it. Support for one does not mean support for another.
From what I understand it support the OSVR api so the game would need to support that.
Things like revive (which allows some OR games to be played on Vive) may come along but I'd really be looking for native support of the api.
So no. Games tend to support either SteamVR or Oculus VR sometimes both. I've never noticed OSVR mentioned but then I've never looked for it. Support for one does not mean support for another.
Edited by Bullett on Thursday 16th June 11:43
Bullett said:
I was reading about this the other day.
From what I understand it support the OSVR api so the game would need to support that.
Things like revive (which allows some OR games to be played on Vive) may come along but I'd really be looking for native support of the api.
So no. Games tend to support either SteamVR or Oculus VR sometimes both. I've never noticed OSVR mentioned but then I've never looked for it. Support for one does not mean support for another.
I think SteamVR is designed for *any* HMD, so should work on the Razer one?From what I understand it support the OSVR api so the game would need to support that.
Things like revive (which allows some OR games to be played on Vive) may come along but I'd really be looking for native support of the api.
So no. Games tend to support either SteamVR or Oculus VR sometimes both. I've never noticed OSVR mentioned but then I've never looked for it. Support for one does not mean support for another.
Edited by Bullett on Thursday 16th June 11:43
Yes, but the Razer uses OSVR not SteamVR
So if I wanted to build my own hardware I could use the SteamVR or the OSVR sdk to drive it.
I did find a github for "An OSVR plugin for SteamVR, providing SteamVR support for OSVR HMD" so you might be ok but it's not native support.
"This is a SteamVR driver for allowing applications written against that API to work with hardware and software running with the OSVR software framework.
Note that despite similar goals, the internal models of the two systems are not the same (in most cases, OSVR has a more flexible, descriptive model), so if you're writing an application from scratch, be sure to evaluate that. This driver exists primarily for compatibility reasons (a bit like the Unity or Unreal integration, but more general), so existing software using the SteamVR system can run on OSVR. OSVR ClientKit itself (along with its wrappers/engine integrations) is and remains the first-class preferred API for working with OSVR."
So if I wanted to build my own hardware I could use the SteamVR or the OSVR sdk to drive it.
I did find a github for "An OSVR plugin for SteamVR, providing SteamVR support for OSVR HMD" so you might be ok but it's not native support.
"This is a SteamVR driver for allowing applications written against that API to work with hardware and software running with the OSVR software framework.
Note that despite similar goals, the internal models of the two systems are not the same (in most cases, OSVR has a more flexible, descriptive model), so if you're writing an application from scratch, be sure to evaluate that. This driver exists primarily for compatibility reasons (a bit like the Unity or Unreal integration, but more general), so existing software using the SteamVR system can run on OSVR. OSVR ClientKit itself (along with its wrappers/engine integrations) is and remains the first-class preferred API for working with OSVR."
Edited by Bullett on Thursday 16th June 12:13
kingston12 said:
red_slr said:
Been reading a lot of info and reviews this afternoon and I am considering changing over to vive... the or looks great but seeing some of the reviews makes me think the vive might be worth the extra.
The final cost won't be much different anyway, the Vive is £190 more expensive, but the Oculus Touch controllers will probably cost most of that anyway. This assumes that you have a pair of headphones to use with the Vive, of course!I have used both and the Vive definitely feels like the more complete kit at the moment because the interaction provided by the controllers adds so much to the experience.
I have got the Rift, but mainly because my room is too small to use the Vive properly. I think by Christmas they will be much more equal but if I was buying now and had a bigger room, I'd probably go for the Vive.
Anyway, I basically have an empty room that's 3m x 5m. In the corner is my gaming pc and my racing rig and that's it - empty.
I think the vive might suit me better... my only concern is I play a lot of flight sims and racing sims and I read the OR is better in this respect than the vive.
Hmm. Scan have stock of the vive so I can get one fairly quickly.
:/
red_slr said:
Well I sent a ticket in today to Oculus to get the order cancelled and by some miracle they sent an email back saying it was already shipped... funny its not showing that as the status on the order!
Anyway, I basically have an empty room that's 3m x 5m. In the corner is my gaming pc and my racing rig and that's it - empty.
I think the vive might suit me better... my only concern is I play a lot of flight sims and racing sims and I read the OR is better in this respect than the vive.
Hmm. Scan have stock of the vive so I can get one fairly quickly.
:/
My room is a little bigger than that, BUT it is a lounge with sofas etc. I can't see why Vive wouldn't be ok in that size room if it was empty, but it definitely wouldn't work for me with stuff in there. Even in the Oculus experiences where you don't really need to move, I find myself moving a few steps forward and that is quite a lot in a smaller space.Anyway, I basically have an empty room that's 3m x 5m. In the corner is my gaming pc and my racing rig and that's it - empty.
I think the vive might suit me better... my only concern is I play a lot of flight sims and racing sims and I read the OR is better in this respect than the vive.
Hmm. Scan have stock of the vive so I can get one fairly quickly.
:/
Oculus still seems to be selling at a premium at the moment, so you could sell it if you prefer the Vive?
Long term, I see my main use being driving sims and I am not sure if Rift is better or not, but it is certainly lighter and I like the built in headphones as it is one less thing to deal with when setting up.
Tonsko said:
br d said:
Does this mean that if you don't have a facebook account you won't be able to use it?
If you're not being facetious, FB are the parent company and they've just stopped a piece of software from enabling OR slgames from working on the Vive.Gassing Station | Video Games | Top of Page | What's New | My Stuff