You've dealt with that rather quickly. Is there anything else preventing LFS from being a Rift launch title? Is there anything else you want to implement or improve before Rift/Vive launches?
Maybe it isn't much, but still a waste of energy. It's not something like a refrigerator which HAVE TO BE running 24h/d, you only need them on while you play. Let's not forget that despite they are quieter than on the DK1, they still make noise and you probably wouldn't want to hear that noise all day long when there is no reason for them to be running.
Both the headset and the basestations have some sort of wireless communication module. HMD uses it to communicate with the controllers (and phone?) and basestations use it to sync with eachother. Couldn't they make it so that when you turn your headset on, it sends a signal to basestations to turn on and when you turn it off they go into standby mode.
Say what you want, but for me it's a bad design, expecialy in a product that costs 899 Euro.
That sucks.
The more I read about the Vive, the more I think they rushed it out a bit. As if they skipped that development stage where they make it more user friendly and easy to use.
I remember that in the past you were using the Vive DK1 with one basestation because the second one was faulty. So right know are you using one or two basestations? Maybe it's not optimized for one-basestation-setup. All the videos I've seen of people using the Vive had always two basestations. Before you said you are using it with one, I thought that wouldn't even work.
I was also wondering - does the basestations automaticaly turn on and off when you are using the headset or do you have to turn them on and off manualy?
I'm pretty sure some people will have a different opinion on that, they should be there shortly...
That would be great. On the launch day thousands of people will get their Rifts and once they are done playing with the bundled games they will go to the Oculus store to search for something new and there will be like 100 games at most (my guess), so there is a very high chance that they'll run into LFS. Free demo is very inviting.
I was expecting that you will be under NDA since I can't see any developer talking much about their Rift CV1 or Touch devkits beyond the fact that they have it. So... just nod your head if you are getting the Rift CV1 and SDK 1.0 before the launch.
Even if they wouldn't require that, I think it still would be worth implementing. It's hard to locate and operate your mouse and keyboard with the headset on.
Are you going to do anything with the Oculus Audi SDK in the future? I think that good postional audio is very important in VR and it's a big immersion multiplier.
It's up to HTC/Valve to sort this out by disabling chaperone in seated mode. Too bad the article makes it look like it's a bug in LFS rather than OpenVR SDK. Still, it's good to see LFS beeing mentioned somewhere.
Would be nice to see LFS on Steam or Oculus Store on the launch day, but as far as I know neither is possible. I do know there will be something called "Oculus Concepts" alongside Oculus Store, which will basicaly be what Oculus Share is right now, so maybe LFS will aprear at least there.
Are there any plans to implement any VR related features before the headsets start shipping? Like for example the image in the mirrors changing depending on head possition. I know the chaperone camera binded to a key is on the to-do-list.
I think you are talking about VorpX and it doesn't work with all games, here is the list: http://www.vorpx.com/supported-games/
Scawen did alot more than just making it work with VR headsets. Menus and replays are displayed on a virtual monitor, HUD is floating in the air... you wouldn't be able to that with VorpX even if it would support LFS.
If that wasn't enough of a apology then I'm sorry. Next time I'll write a poem.
Ask about some stupid cables and next thing you know someone gets offended by the question and you are heading for a ban.
Thanks for the insult, Scawen.
Ok, I'm serious from now on - no sarcasm.
Let's get back were we were - nice peaceful conversation. No more offensive cable questions. No more ban threats and insults. No sarcastic responses. Just a conversation about HTC Vive - wireless.
If I've caused trouble I'm sorry. I apologize to everyone. I'm a bad person.
I've admitted that I've made a mistake and apologized for it, what else do you want from me? Just let it go.
Good news is that now apparently they've started sending Vives to the press: https://www.youtube.com/watch?v=88KKpJu5q5I
Not sure why they send them Pre instead of the CV1. I think that confirms they are the same, because why would you send outdated hardware to the press.
Rift DK2 had a few cables (two I think) held together with a plastic mesh, they were quite stiff. When you moved around or looked back you could feel it scratch your back, which was uncomfortable and immersion breaking. So I was wondering how is that on the Vive, since you can move around alot more with it - thanks to better tracking.
And I don't think I have to tell you about the importance of the facial interface material. It's what connects the headset with your face. DK2 had 2 layers of foam of different density and it was covered with some soft - nice to touch - material. It was not bad for a devkit. The foam on the Vive looks on the photos like that hard, ichy, scrachy type. And I've asked is it removable because you would probably like to wash it from time to time, with all that sweat and stuff going on.
It seems like little details but combined together they make a big difference in long term use.
Ok - I admit - I've made a horrible mistake and as a result many innocent people were hurt. I will no longer distract your slave with questions which - I suspect - would take him at least 73 hours to answer. I'm sorry you had to go through such a traumatic experience because of my irresponsible behavior. Hope your burns will heal soon.
I don't know... maybe the guy who is not interested in VR, yet thinks it's a good idea to go into a thread about a VR headset and tell people they should stop talking about it.
There is no real reviews yet because they haven't sent any units to the press. It's only available to selected developers and Scawen happens to be one of them.
If you think VR support is a waste of time and it's delaying LFS development, I'm afraid you are wrong. From my perspective VR is what brought Scawen back to active development of LFS. He seems genuinely excited about new possibilities VR brings to the world of simracing. It also an opportunity to make LFS shine again and gain new players.
I thought 43€ shipping cost for the Rift was a bit high, but if I was to preorder the Vive I would have to pay 72.57€. It's even worse for other countries - 90€ for Sweden and Finland, 96€ for Iceland.
Apparently it's bundled with the same HTC phone earbuds as Vive Pre. It was ok for a devkit but for a consumer version... not really. From what they were saying at CES not long ago it seemed like CV1 will have a integrated audio solution which Pre didn't have, meanwhile it's the same 'audio jack on the back + earbuds'.
Scawen, can you talk a bit more about the comfort in comparison to the Rift DK2?
To me DK2 was quite bad in terms of comfort, but it was a devkit so I was ok with that. If I tightened the strap too much it rested firmly on the face but it was uncomfortable because it was pushing too hard on the face. If I loosened the strap it would be more comfortable to wear, but during fast head movement it would move on my face and I had to often readjust it. Vive also uses elastic strap and it weights quite a bit more so I wonder how it compares.
What kind of material is the facial interface made of? Looks like a foam on the photos. Is it removable?
How thick and elastic the cables are comparing to DK2?
Preorders will start in 7 hours. http://www.htcvive.com/
Is anyone in here going to preorder the Vive? If so I wish you good luck and I hope you won't run into any problems like I did with PayPal while preordering the Rift.
Make sure to create a HTC account in advance, not sure if it will be possible to preorder as guest, so better be safe.
In my opinion chaperone should be completely disabled in the "seated" mode. It's not like you are going to walk into a wall while seating.
It's still in developement so let's hope it won't be as bad when Vive launches.
I don't know why they didn't integrate the headphones into the headset - expecialy that they are required to use the headset after all. It's very inconvenient having to put the headset on and then, put the headphones on when you are blindfolded. The Rift have integrated headphones and you can put it on with only one hand thanks to the rigid strap. One of the reasons I went for the Rift over Vive.
You should shoot him an email. Launch is only a month away.
In case anyone have been wondering - weight of the headsets (without wires):
Rift DK1 - 380g
Rift DK2 - 440g
Rift CV1 - 470g (including headphones)
Vive Pre - 555g
As far as I know chaperone is supposted to show up only when you get close to the boundaries of your "play space", which you assign during the installation. So you may have to reconfigure that.
That's kinda good since the speakers are not good for VR and the software is written with headphones in mind. Not sure if you noticed, but Vive Pre have a cable with audio connector somewhere near the back of the strap. Did you get earphones with your Pre? Some guy on Reddit claims that his Pre was bundled with some HTC in-ear earphones.
Yes, many people who tried it, noticed that the image wasn't 1:1 and everthing apeared to be a couple inches further than it was in reality. That's probably because the camera is a few inches away from the possition of your eyes and it not real steroscopic image. Well but still should be good enough to locate your keyborard, phone or booze. Definitely something worth implementing. Rift DK2 had the nose gap for that
Could you check how much it weights? Would apriciate it.
A bit off topic but - any news on your submission for the Rift CV1/SDK 1.0? I've seen that your thread on Reddit about patch 0.6M caught the attention of Philanthropi (Developer Relations, Oculus VR).
By the way you should request a developer flair.
Smartphones are what HTC is mostly known for so probably it didn't cost them much extra to implement that, but it does seem quite pointless and adds unnecesary weight and bulk to a headset which is already quite overweight compared to the Rift.
Preorders "for a limited time" will be bundled with Job Simulator and Fantactic Contraption.
As I've expected CV1 is basicaly a Vive Pre/DK2 with some minor changes. At CES 2016 they were saying that CV1 will have integrated headphones, better straps and whatnot... can't see that.
Copy-paste with some extra bit in the middle showing the eye-relief adjustment.
Well the price I think is quite reasonable... $200 more than the Rift but you get the motion controlers and 2 basestations vs one camera and Xbox one gamepad. If Oculus Touch will cost around $200 then the pricing for the headset + motion controlers will be nearly the same for Rift and Vive.
I wonder what will be the price for Europe... it's confirmed to be more.
There will be more news from MWC 2016 which starts tommorrow.
Pre-orders start on February 29th at 10am Eastern (7am PST / 12 Noon GMT)
So please, Scawen let us know how is the Vive Pre once it arrives, since it's basicaly the same as CV1.
Also - do you have any plans for the passthrough camera? In the article I've posted earlier, if you watch the video and go to 11:25, the guy from HTC says that you could possible project a steering wheel in the lower part of your peripheral vision. So basicaly you could play LFS and see your actual steering wheel inside the game through the camera. Even if this would be possibly I don't think it would be easy to implement and wouldn't work very well... but worth looking into, I guess.
Last edited by Amynue, .
Reason : link at the top of my post wasn't supposted to be there and some misspelings
FOV is kind of subjective, but in general, I want to say the Vive has a taller FOV and the Oculus has a wider one.
Vive uses circular lenses while the ones on the Rift (Crescent Bay) look more like those of that Weareality 150 degree headset. So they may be stretching the image a bit horizontaly and squeezing it verticaly.
The whole thing is to see in "3D" and maybe they are optimizing for that. It's still going to be a bag of compromises.
Every pixel you put in your periheral vison is one pixel less in the center of the screen - and that's where you will be looking most of the time. We use our peripheral mostly for awarnes of our surroundings and when you see something interesting going on in your peripheral you just turn your head this way to inspect it and look at it directly. Try moving your eyes to the left as far as you can for awhile - within seconds you will start feeling discomfort and strain in your eye muscles, so most of the time we turn our head istead of our eyes to see something in our far peripheral. 2160x1200 is not much to play with - if you make the FOV very high and your peripheral vision very sharp, you will have a blury image in the center, you won't be able to read text, see in the distance and so on.
In the future when we'll have 4k+ resolution headsets it will be much easier to add some extra FOV without notably sacrificing overal image quality. Eye tracking will alow to render more pixels in the direcion your eyes are currently looking using foveated rendering - this will also reduce the load on your GPU by eliminating the need of rendering pointles pixels in the direction where you aren't looking anyway.
That was exactly my point from the beginning - there is no point discussing how bad pheripheral vision of Rift CV1 is and how it could have been avoided, if non of us actually tried it and can tell if pheripheral vision is good or bad on it.
the image makes it also look like there might be a problem with packaging the screens any closer to each other
There is a slider on the bottom of the headset that lets you adjust the IPD. It moves whole lens/screen assembly closer or further apart. Here Palmer shows how it works: https://www.youtube.com/watch?v=DpP7E7o3ZOY
since both the vive and the rift have standadised on the same screens and orientation im guessing theres a good technical reason for it
Nah, it's just a conspiracy against humanity. Don't be silly.
It is actually quite irritating how you defend every action by Oculus as if it is beyond reason to consider they might have made any kind of mistake in anything.
I'm not sure is it me defending Oculus or you attacking them. Not for us to judge, but the fact that you still insist that you would have engineered the screens better makes me think it's the latter of the two. Also, in this case I wasn't speaking defensively about Oculus but also HTC, since they use very similar screens, with same portrait orientation, resolution and refresh rate. Sony also uses 16:9 screen for Playstation VR which is roughtly the same aspect ratio.