If you are required to be online to play offline games you bought, there is something wrong, buy maybe its just my point of view.
DRM is pointless, every game is getting cracked within hours/days anyway, so what's the point. It just pain in the ass for those who actually bought the game - you have to login or put the CD/DVD in to play.
HTC apparently is planning to have their own store with some nazi DRM, which is weird - I thought that Valve will handle games distribution via Steam VR: http://i.imgur.com/tuTthBf.png
To sign up for DK2 you have to agree to "deploy your application to HTC's store first at debut: https://i.imgur.com/7YUJiVY.png
Updated website where you can sing up for DK2 and download "DRM SDK v0.8.0.0": http://www.htcvive.com/
"Vive DRM User Policy: 1. Users must be signed in with their HTC Account in order to download any content (free or paid)."
Ok guys from now on let's go with the good old "don't feed the troll" rule and ignore dawedust_12. Hopefuly he will tighten up his tin foil hat and go somewhere else.
There is a difference between "targeting" a price and promising a price, you know? Noone can predict a price of a hardware that is going to be released 3 years later. Components of the CV1 didn't even exist at that time.
That guy really is on a quest to prove that stupidity can go further than we can imagine...
Palmer also indicated od Reddit that there will be more than one game. I hope that Lucky's Tale will also be bundled, I really miss platformers from PSX era.
You got it all wrong. I didn't say it's bad that they delayed it. I've said that it was a dick move to make that announcement a few weeks before the supposted release date while they must have known many months ahead that they can't release it on time.
People were getting ready for the Holiday 2015 release, building VR-ready gaming rigs, making space in their rooms for the "roomscale VR", developers were rushing to get their games ready on time and then HTC casually drops the "we are excited to announce a delay" bomb. How is that not messed up?
Tell that to the people waiting for Half Life 3.
You know what? You should make your own VR headset, with lasers and WiFi. As a person who haven't even tried VR you can sure pull it off. Don't forget to make it for less than $300. Thanks and good luck.
Oh man that's pathetic. They must have known for a long time that they won't make it this year, why didn't they announce that earlier? There is so many people waiting for it and they just got surprise f##ked.
Well, so it apears that Rift CV1 will be the first to hit the market since April is Q2 and Rift will be out somewhere in Q1.
"At least $300" means "at least $300" not "closer to $500. We don't know yet how much will it cost.
If you think Vive will be cheaper than the Rift then you are setting yourself up for a big disappointment. Those fancy base stations won't do any good for the price.
I was hoping that HTC will announce something today at that Nvidia VR event, but they just shown some demos and that was it.
They were supposted to release the consumer version by the end of 2015, but it almost middle of December and we still know nothing about the consumer version - how different will it be from the devkits, price, release date - absolutely nothing. It's not looking promising.
Dude, please...
What exactly makes you believe that Lighthouse is more accurate than IR cameras? How did you mesure that? Just becasue it uses lasers it's more accurate? What are you five?
Track IR was over 10 years ago, technology moves forward quickly. 10 years ago I had a 2mpx camera in my phone that could record at 176x144 resolution and now it's 16mpx and it can record at 3840 × 2160. Same goes for IR cameras. Those are much higher resolution these days and allow much higher precision over a higher field of view.
Lighthouse can track an area of 15x15 feet aka 4.5x4.5 meters using two base stations. That's nothing ground braking that goes way beyond IR tracking capabilities, really.
At this time we have absolutely no information about what would the tracking volume would be with 2 Rift CV1 cameras, so it's impossible to tell if it's better or worse than Vive in regard to tracking volume.
There is a video of Crescent Bay prototype (1 year old tech) tracking whole room with two cameras placed besides each other (not optimal setup for roomscale tracking): https://www.youtube.com/watch?v=cXrJu-zOzm4
Rift can do roomscale VR, but they don't market it as such because they don't want to be "that company" known to general public mostly from news stories about people getting hurt while walking around the house in a blindfold wired to their PC.
At this point, the Rift might as well be dead TBH. It's at least 2x the originally stated "goal" price
Please provide some links to where they stated the goal price and where they announce that CV1 is 2x that. Please.
Just kidding, I know you won't.
I haven't tried any VR demos in person because Vive isn't for sale yet, so there's no VR platforms worth purchasing.
Oh so you are the real VR expert who knows what is important in a VR headset.
it's too expensive, and they abandoned their original stated goal of making it affordable.
As far as I can remember they were saying that CV1 will cost around $300 since forever and in most recent interviews they were saying not more than $400. So even if the estimated price went a bit higher that is out of nessesity rather than greed, because that's what it takes to build a high quality headset. Even the shitty chinese knockoff aka ANTVR costs 1499Y which is like $230.
One month ago Bartosz Żuk - HTC Product Commercialization Manager said in an interview for a Polish gaming website Gramy.pl that on 8th December they will announce the price, list of available games and start taking preorders.
He probably wasn't allowed to reveal that at the time, but Valve/HTC didn't make any comment.
I wonder what will be the price and how much different will the consumer version be from the Devkits. My bet is $700 for the Headset + 2 base stations + 2 controllers.
So basically I can only send emails to my Steam contacts but it's probably better not to spam them with feedback about noisy lighthouses.
You said one of the base stations was faulty, that's worth reporting.
For comparison it is a lot louder than an ordinary refrigerator. Subjectively, I'd say 5 times as lond.
That's quite bad then. With two base stations running in a small room, I imagine the noise would be very bothersome.
Quite pleased to have Sunday off now that I can enter VR in the Vive, in LFS and look around as expected.
I'm glad you were able to make it work with LFS so fast.
Let us know how does it compare with DK2. How much better is the resolution? Is screendoor effect still as apparent? How is the FOV? Weight and overal comfort?
I've sold my DK2 two months ago and now I'm trying to decide which one to preorder - Rift CV1 or HTC Vive. So far I'm leaning towards the Rift...
Lucky that because the first one I tried seems to be faulty.
You should let Valve know, you are kind of a beta tester.
The base stations are very "pre-production" and there is quite a bit of noise / vibration from the base station (mounted on a tripod on the left desk - maybe the desk is amplifying it). A continual hum that is much noisier than my PC, for example.
I can still see the pixels as in the Rift but my first impression is this has higher resolution than the Rift DK2. However it is not really comparable until I can see the same thing in each headset (e.g. LFS).
Resolution is 1080x1200 vs 960x1080 per eye compared to DK2. There is also less wasted space on the screen, lenses are better and I think there is less space between the pixels: http://i.imgur.com/ZWEsSru.png
That was quick. No, wait... actually it's been nearly 8 months since you first applied for a DevKit. Oh well it's never too late for some free hardware.
So it seems to me the Vive has more capabilities in its current form, but is more difficult to set up.
Are base stations wireless - if not - how long are the cables?
Unfortunately that is as far as I have got because the headset requires a power supply but the transformer requires a US socket.
That's a shame. DK2 power supply had 5 adapters for all kinds of power sockets, which was nice.
How is the weight of the headset? Is it lighter than DK2?
Main focus will be implementing standard VR support, hopefully through the same interface as the Rift, though I really don't know how it works with the Vive yet.