HTC Vive is $799, ships early April 2016

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I get the feeling room-scale is going to be the gimmick. Even standing around is going to be uninteresting after a while. Comparing it to the Wii, everyone jumped around like crazy at first, then started standing around, then ended up just sitting down. I think games most conducive to that kind of play are going to end up being the lead played over interesting room experiences.

I'm on the opposite side of the fence. Aside from racing/flying games, sitting down VR is the gimmick. Every time I play a VR game with the DK2 I wanna get up and walk around, and grab shit.
 
I get the feeling room-scale is going to be the gimmick. Even standing around is going to be uninteresting after a while. Comparing it to the Wii, everyone jumped around like crazy at first, then started standing around, then ended up just sitting down. I think games most conducive to that kind of play are going to end up being the lead played over interesting room experiences.

I don't know about it being a gimmick but I can honestly say (keep in mind I have zero experience using any VR, even the mobile stuff) that 99% of my VR usage will probably be setting down or standing stationary.

I don't see the appeal of the walk around VR stuff. Sure it looks cool and seems to be great for tech demos and stuff but I don't see myself wanting to play a game that way.

It is possible I could do a complete 180 on it once I've tried it.
 
I get the feeling room-scale is going to be the gimmick. Even standing around is going to be uninteresting after a while. Comparing it to the Wii, everyone jumped around like crazy at first, then started standing around, then ended up just sitting down. I think games most conducive to that kind of play are going to end up being the lead played over interesting room experiences.

I think it's a gimmick until they can lose the physical tether. I'm looking forward to the tripping over the cord YouTube videos once the Vive comes out.
 
I'm on the opposite side of the fence. Aside from racing/flying games, sitting down VR is the gimmick. Every time I play a VR game with the DK2 I wanna get up and walk around, and grab shit.
Yeah same here. I think I'd rather play most games on a TV than being strapped in. But if you go the length of being strapped in, might as well get up and really get a good view of everything.
 
I get the feeling room-scale is going to be the gimmick.
As someone who has actually been using VR for a few years now, I think that's completely wrong. Even playing completely traditional games like The Witness, the lack of room-scale tracking on DK2 is distracting.
 
I don't know about it being a gimmick but I can honestly say (keep in mind I have zero experience using any VR, even the mobile stuff) that 99% of my VR usage will probably be setting down or standing stationary.

I don't see the appeal of the walk around VR stuff. Sure it looks cool and seems to be great for tech demos and stuff but I don't see myself wanting to play a game that way.

It is possible I could do a complete 180 on it once I've tried it.

I have tried the HTC Vive and it is pretty damn compelling and I was completely on board, but I have sort of cooled down from it.

I think it's really neat, but I am interested to see what type of content. A lot of the announced games all look the same. Tilt Brush and Fantastic Contraception look like they will be a blast to play for a bit, but a lot of them look to be hoard based shooters.

I think the locomotion being limited by the room makes people rely on the teleportation mechanic, which seems awesome in budget cuts, but also seems like it will get old if that's how all games handle it.

Still plan on getting both so I am interested to see which one gets more use. HTC Vive will probably be the one I am most interested to show off.
 
I get the feeling room-scale is going to be the gimmick. Even standing around is going to be uninteresting after a while. Comparing it to the Wii, everyone jumped around like crazy at first, then started standing around, then ended up just sitting down. I think games most conducive to that kind of play are going to end up being the lead played over interesting room experiences.

I can pretty much guarantee you it isn't a gimmick from my experience with it. Unlike the Wii, it is actually extremely accurate, requiring all the skill you've developed from a life time of movement and manipulation of your hands and the world around you. Because of that, there are no waggle mechanics here, and no need to aimlessly over exert yourself for an extremely sketchy gimmicky mechanic.

You only move as much as you want or need to, and you need to have situational awareness, which no medium has required before. The most important thing with room-scale, also applies to standing or seated play in that you are not restricted to a forward facing experience due to the tracking setup. Just naturally turning around and continuing to engage with the world is so powerful. It's intoxicating and hilarious to feel it work so perfectly. Because it is accurate and demanding natural responses, the games at least that I have tried and seen take that into account excellently.

Here is a 20sec clip of Fantastic Contraption and the kind of movement you can expect in that.
 
I don't think room scale is gimmick, I think it has great potential. But I'm predicting that there won't be much use for it before it's more widely adopted across HMD's.
 
https://www.reddit.com/r/oculus/comments/3pnkfi/preview_job_simulator_on_oculus_touch_office/cw87tnx

I've seen too many Vive demos that convince me occlusion is not going to be a (significant if any) issue with Vive, including this demo where the user does several interactions where his hands are close together, a scenario Palmer suggests will have occlusion issues unless you have to sensors in front of you:

https://www.youtube.com/watch?v=n_PL4_D6ggU#t=25s

99% likely. That's always been my experience with preorders.

Luckey says room-scale tracking with cameras in opposing corners works "fine," but the side-by-side configuration is strongly recommended. Occlusion issues associated with fine hand tracking have never been brought up to my knowledge regarding Vive, and it's always been demoed in the opposing corners configuration. My understanding is that Vive doesn't need as big a pattern of controller diodes to be within sight of the corner base stations. Each diode is a sensor in itself, whereas Touch can't tell one diode from another and requires multiple diodes to be viewable to determine what it's looking at.

Yep in my experience I've had to put the controllers into my chest, covering them with my arms basically, and then stand so that the side of me is facing both sensors for any occlusion to happen. This isn't a realistic scenario. Only concern I could see is if your sensors are are not high enough with a decent downward facing angle. They may not be able to see what is below them if they are not set up in this way. Can't say for sure though.

That may be true, and most people didn't throw their Wiimotes through their TVs. But there will always be a few that will not disappoint ;)

Oh you are going to see some great controller related stuff with the Vive. People are going to be throwing controllers when they are asked to throw away a gun in the game, or let go of the controller instead of releasing the grip buttons etc. It will be fun.
 
What I actually wonder is why HTC/Valve didnt pack "The Gallery" in the preorder. Its supposed to come out at launch and seems a more "complete" game than Job Simulator.
 
It's funny because at this price and with the way VR has worked so far people who buy these things will just buy every piece of content that exists just so they can have more and more stuff to experience. Saves me money, but I would have bought all the bundled stuff anyways.
 
https://www.reddit.com/r/oculus/comments/3pnkfi/preview_job_simulator_on_oculus_touch_office/cw87tnx

I've seen too many Vive demos that convince me occlusion is not going to be a (significant if any) issue with Vive, including this demo where the user does several interactions where his hands are close together, a scenario Palmer suggests will have occlusion issues unless you have to sensors in front of you:

https://www.youtube.com/watch?v=n_PL4_D6ggU#t=25s

99% likely. That's always been my experience with preorders.

Luckey says room-scale tracking with cameras in opposing corners works "fine," but the side-by-side configuration is strongly recommended. Occlusion issues associated with fine hand tracking have never been brought up to my knowledge regarding Vive, and it's always been demoed in the opposing corners configuration. My understanding is that Vive doesn't need as big a pattern of controller diodes to be within sight of the corner base stations. Each diode is a sensor in itself, whereas Touch can't tell one diode from another and requires multiple diodes to be viewable to determine what it's looking at.
I can 't find anywhere in your link of any evidence of insisting that both cameras be in front. He said that is currently "their default target", but he has also talked about developers choosing to target opposing-corner setups for their games. And Oculus has gone further in saying the true default target for the Rift is one camera and an XBox One gamepad, and when the Touch comes out, while it is mostly being supported by horizontally offset cameras, what ends up being its default setup will depend on what developers do with it.
Also, you are mistaken by saying that a single sensor on the Vive is all that's needed, Vive figures out its orientation and position by detecting how long it takes a laser to contact multiple sensors as their laser sweeps across the devices, and which sensors are hit in which order. Also, the Rift's camera setups knows exactly which IR light is being seen, the lights have blink patterns that give each LED a number that the camera can recognize and start tracking.
 
I can 't find anywhere in your link of any evidence of insisting that both cameras be in front. He said that is currently "their default target", but he has also talked about developers choosing to target opposing-corner setups for their games. And Oculus has gone further in saying the true default target for the Rift is one camera and an XBox One gamepad, and when the Touch comes out, while it is mostly being supported by horizontally offset cameras, what ends up being its default setup will depend on what developers do with it.
Also, you are mistaken by saying that a single sensor on the Vive is all that's needed, Vive figures out its orientation and position by detecting how long it takes a laser to contact multiple sensors as their laser sweeps across the devices, and which sensors are hit in which order. Also, the Rift's camera setups knows exactly which IR light is being seen, the lights have blink patterns that give each LED a number that the camera can recognize and start tracking.

We'll see what happens, but if the reality ends up being that you have to move your cameras around depending on the game then that seems like a big misstep.
 
Now the whole question is: does the price includes shiping? Rift is 699 euros without shipping where I live.
Overall, seems that Vive asking price is pretty much what Rift+touch will end up beeing.

(pre-ordering the Vive tomorow!)

At least in america it seems to have free shipping:

QXr9B8d.jpg
 
899 Euro, holy shit.

In the majority of EU regions with 19%+ tax, that is actually very reasonable vs the base price conversion. You actually have a great buffer amount added with Oculus than you do with the Vive. With the addition of Touch Controllers, the two are likely to cost around about the same.
 
I already have a Rift ordered, but there is still a small part of me that wants to order this tomorrow

I need to ignore this part of me for the good of my credit card
 
Man, if I could afford it right now, I would jump on the Vive in a heartbeat. Oculus looks great too, but the Vive really sold me on room scale and how they deal with tracking occlusion, plus the software looks pretty solid to start out.
 
I'm planning to get both. I'm in the early batches for a Rift (a "27" number), and hopefully I can get something early for the Vive. Hold a bakeoff in my house through the spring then sell the one I don't want in May/June.
 
Man, if I could afford it right now, I would jump on the Vive in a heartbeat. Oculus looks great too, but the Vive really sold me on room scale and how they deal with tracking occlusion, plus the software looks pretty solid to start out.

My problem is we are making $600-800 decisions based on little more than second hand info from people that have had demos of protos, many in highly controlled circumstances (perfect 15x15ft room with a guy carrying your cable to avoid getting tangled etc)

Why can't we be nice and sensible and wait until they are out and decide when there is more concrete info? (This is a rhetorical question)
 
I'm planning to get both. I'm in the early batches for a Rift (a "27" number), and hopefully I can get something early for the Vive. Hold a bakeoff in my house through the spring then sell the one I don't want in May/June.

This is what I'm doing, or I might just end up keeping both
 
I have a Rift coming, and I'm not going to cancel that in any scenario. But I'm considering getting a Vive too because

1) I have a huge VR boner in general and I want to be in on this whole thing from the beginning
2) I could have a Vive sooner than the Rift (May batch)
3) I don't want to miss anything, be it a Rift exclusive or some awesome room scale game

But it's 899€, that's a steep price to pay in addition to Rift + 980ti + 4790K + other components that I recently got for VR.

Anyway, more than 15 hours left to decide.
 
My problem is we are making $600-800 decisions based on little more than second hand info from people that have had demos of protos, many in highly controlled circumstances (perfect 15x15ft room with a guy carrying your cable to avoid getting tangled etc)

Why can't we be nice and sensible and wait until they are out and decide when there is more concrete info? (This is a rhetorical question)
Good point. Think its all hype and the rush to get one and not having to wait months to get ur preorder. Have a Rift pre-ordered and told myself i wasnt gonna preorder the Vive, especially if the experiences are similar. My problem is I really wanna try that Everest one Vive has. Smh im a real sucker when it comes to stuff like this. Its my only hobby though.
 
Ordered a Rift, gonna order a Vive, but not sure if I'll keep the Vive, the roomscale stuff actually puts me off as my lounge is fairly small, and that's where my PC is.
 
I'm guessing there's no way to know how quickly early Vive stock is gonna go until tomorrow?

I'm going to be refreshing as they launch pre-orders to get an early one, I'm just hoping I can get one for April.
 
Anyone here ordering tomorrow? Planning on getting to the studio a bit early to pre-order mine.

I already have the first dev kit at home, but I'd like my own set of hardware that actually belongs to me. lol
 
So did we confirm they charge on preorder?


Going to order regardless but I would prefer they didn't charge right away so we could see some reviews before we get stuck.
 
I know SLI is supposed to be important for VR but have developers said in mass that they're going to support it?

Cause I don't want to be stuck with the minimum 970 if not.
 
Anyone here ordering tomorrow? Planning on getting to the studio a bit early to pre-order mine.

I already have the first dev kit at home, but I'd like my own set of hardware that actually belongs to me. lol

I keep going back and forth. I'm getting my Rift for free thanks to being a DK1 backer and I have the money to do it but I did just buy a new computer and would almost rather wait until we see a full suite of games that really take advantage of the Vive that I find interesting. That said, I'm all in on everything VR at this point and I'm not sure I'll be able to resist.
 
So is htcvive.com where we'll actually be ordering from? Or is there another website I should have open tomorrow? REALLY don't want to miss the preorder because I'm on the wrong page.
 
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