If you get a chance for it, I recommend trying Full Body Tracking in VR aswell. Basically need 3x HTC Vive tracker pucks placed on feet and torso. Ingame skeleton is then calculated from six tracking points (head, torso, hands, feet) and it seems to work quite well!
Been running 3x Tracker setup on an Index now and it makes games like VR Chat and Beat Saber all the more awesome when you're able to see your feet move in games just like they do in real life.
Wouldn't be able to tell it's wireless from the latency.
Some very minor compression artifacts at 30 Mbps in darker shadow'y areas, also tried 70 Mbps but started to notice slight latency even with H265. 30 Mbps is more than fine for sim racing in any case.
Planning to get a Valve Index at some point, the launch price is bit too steep for my wallet.
Not sure if there's a separate VR test thread, but I tried U6 with Oculus Quest wirelessly using SteamVR emulation (ALVR) and LFS works beautifully, flawless 6 DOF tracking.
I personally jumped ship and went with the HTC Vive.
The Oculus shipment delays and their overall attitude as of late has been very disappointing to see. The last straw was hearing brick and mortar stores get a ton of Rifts to sell with bundled PC packages, while those who pre-ordered at launch have to wait for months upon months. My own Rift order is set to ship at the very end of august/early september after their component delay, while there's people just walking in to a store to get their Rifts and then selling the bundled PC.
I ordered a Vive at the start of this month, now its payment has already been processed and they're preparing it for shipping within the next week. Been a million times faster and more pleasant experience than dealing with Oculus, I can tell you that much.
I got an email aswell after ordering, though it took me 50 minutes from the pre-order launch to get an actual order in.
I kept getting the Rift in my shopping basket just fine, but the website refused to include the shipping cost at the last step, which stopped the order from being completed. Then I just started all over and it worked fine.
Hard launch of the Vive was _never_ going to happen this year, there was absolutely zero marketing work happening in the gaming scene for it - and yet people were thinking it was going to out in december. Once it's closer to an actual launch (say couple months) expect to see it being pushed hard by HTC and Valve everywhere.
I guess Valve is focusing on getting their own product properly supported first, which is definitely understandable. The idea of a unified VR interface like OpenVR sounds great for developers though, as long as it's equally versatile and somewhat bug free for all the devices.
Since OpenVR supports both Vive and Rift (atleast as far as I know) have you tried how your Vive implementation looks with the Rift DK2 through OpenVR?
Reading about VR development is always very interesting though, keep it up!
Congrats for getting a devkit, Scawen. Well deserved given your previous success with VR development.
In my opinion, based on what I've seen and tried so far, motion detection/controllers still need a few more years worth of development to get their latency and resolution to be good enough. However in due time, they will be a great match for VR.
I also wouldn't bet on seeing a hard launch of the Vive this year.
Good to hear, fingers crossed for a devkit, keep us posted how it goes.
Since it seems very likely for VR to hit the mass consumer markets early next year, it wouldn't hurt to have implementations ready to go for both of the competing devices.
I'm not sure I'd be willing to diss all VR headsets as slower than regular monitors only based on data from couple early devkit products.
DK1 was pretty useless for driving since you couldn't see clearly further than 20 meters, but DK2 was already good enough to race consistently. I can only imagine 1440p and 4K VR displays to level out the playing field even further.
If driving with a Rift means I'll be 3rd instead of 1st at the finish line then so be it, because I get much more enjoyment out of driving in VR compared to a monitor.
It's the same reason I rather go with a 3-turn lock to lock steering wheel setup and a shifter/clutch setup, even if that means not being as fast as people on mice or arcadey steering wheels. It's so much more enjoyable and satisfying to me.
Also nothing stops people on VR headsets only racing against each other. As time goes on and VR sets become a common item for any serious gamer/sim enthusiast, it shouldn't be a problem to find other VR users to race against.
It's all about the immersion in VR, there's just no replacement for it. Sam Altman nails it in this interview:
Playing LFS in VR with a steering wheel does feel like I'm sitting in a car in actual reality, and getting in to a high speed crash for example, is a genuinely frightening thing.