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cakefoo

Member
Nov 2, 2017
1,413
Today I was thinking about a potentially simple and natural locomotion solution: walking in place and leaning. With two tracker pucks on the feet, and one on the chest or waist, it should be pretty easy to interpret the user's intent, whether they want to artificially locomote or genuinely move in 1:1 roomscale. It get a little complicated if you want to aim 2-handed weapons- you wouldn't want to stick your neck out to look down the sights and have that translate into forward movement- so some intelligent coding would have to be done.
 

Aztechnology

Community Resettler
Avenger
Oct 25, 2017
14,146
Today I was thinking about a potentially simple and natural locomotion solution: walking in place and leaning. With two tracker pucks on the feet, and one on the chest or waist, it should be pretty easy to interpret the user's intent, whether they want to artificially locomote or genuinely move in 1:1 roomscale. It get a little complicated if you want to aim 2-handed weapons- you wouldn't want to stick your neck out to look down the sights and have that translate into forward movement- so some intelligent coding would have to be done.
I think that would be quite awkward, especially when you're trying to combine actions, dodging, quick aiming etc. with movement. I don't think intelligent coding alone would really be enough to distinguish all the different potential actions the user is taking vs implied movement from leaning. Thinking about coding all the different potentials, would probably end up with a lot of unintentional movement.
 

Ferrio

Member
Oct 25, 2017
18,078
Tried sprint vector. Not sure a game where you're going really fast while standing in place was a good idea, no dizziness but I really have to fight the urge to fall over.
 

cakefoo

Member
Nov 2, 2017
1,413
I think that would be quite awkward, especially when you're trying to combine actions, dodging, quick aiming etc. with movement. I don't think intelligent coding alone would really be enough to distinguish all the different potential actions the user is taking vs implied movement from leaning. Thinking about coding all the different potentials, would probably end up with a lot of unintentional movement.
So just like every single other locomotion solution to date, it'll have its strengths and weaknesses.

We don't know what problems it will have or what solutions it will need, but one thing's for sure- I like the idea of separating my hands from locomotion duties without needing a huge omni treadmill.
 

Aztechnology

Community Resettler
Avenger
Oct 25, 2017
14,146
So just like every single other locomotion solution to date, it'll have its strengths and weaknesses.

We don't know what problems it will have or what solutions it will need, but one thing's for sure- I like the idea of separating my hands from locomotion duties without needing a huge omni treadmill.
True doesn't hurt. I just meant I don't think it's all that simple to code, there's a lot of conditionals in there that would require quite a bit of very precise conditions to get right.
 

1-D_FE

Member
Oct 27, 2017
8,265
So just like every single other locomotion solution to date, it'll have its strengths and weaknesses.

We don't know what problems it will have or what solutions it will need, but one thing's for sure- I like the idea of separating my hands from locomotion duties without needing a huge omni treadmill.

I feel like there'd probably be neck strain after a while. It's crazy how quickly something becomes painful when you're constantly forced to stare up/down in VR. I suspect that constantly making unnatural movements with your neck would also become unpleasant fairly quickly.

But, if you had trackers on both legs anyways, I'd be down with letting the user walk in place for locomotion. And being able to match movement exactly to their stride.

EDIT: I know you said leaning and that would theoretically be done by leaning, but it'd be all too easy to just start cheating and using you neck to tilt. Even if you weren't trying to do this, it'd be the path of least resistance and most would probably resort to this regardless.
 
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low-G

Member
Oct 25, 2017
8,144
That Gauntlet game in the Ready Player One game on Steam is really great. Amazing for free. The other games kinda suck though (mostly framey problems in 2 of the other 4).

I had crashing loading Gauntlet on Viveport but it works perfectly on Steam. Gauntlet even has Oculus API support.

Nice. Looks like you can just pop the Gauntlet folder out of the RPO installation and run it separately. Saves you 12GB or so. Important as I install most VR games to SSD.
 

I Don't Like

Member
Dec 11, 2017
14,920
Damn that looks cool. Please share your impressions!

Having used the Pro for a good amount now, here are my thoughts:

1. Resolution bump is legit.

2. I'm not as big of a fan of the "deluxe" audio strap as others. Removing the on-board speakers (since I use Bose headphones) makes it better but I honestly believe I'd prefer going back to the original strap. It's a little easier to put the entire thing on and off and with less plastic it's lighter. I think the loss of slightly better weight distribution wouldn't bother me. However, at this point I have the strap on the Pro adjusted to how I like it and it's quite comfortable. Also, since they're not swappable (this deluxe strap is not the same as the one you could put on the original VIVE), I'd have to do some custom work and lose the ability to sell my original HMD, so I doubt I'm going to bother.

3. God-rays seem to be more pronounced on the Pro, at least in some games.

4. Going down to one cable from HMD to link box makes a difference.

5. No issues using the original base stations and controllers.

Bottom line is this: if you have $800 burning a hole in your pocket and you plan to get the Pro anyway, it's an appropriate purchase. Otherwise, you can wait.
 

Kinggroin

Self-requested ban
Banned
Oct 26, 2017
6,392
Uranus, get it?!? YOUR. ANUS.
Today I was thinking about a potentially simple and natural locomotion solution: walking in place and leaning. With two tracker pucks on the feet, and one on the chest or waist, it should be pretty easy to interpret the user's intent, whether they want to artificially locomote or genuinely move in 1:1 roomscale. It get a little complicated if you want to aim 2-handed weapons- you wouldn't want to stick your neck out to look down the sights and have that translate into forward movement- so some intelligent coding would have to be done.


http://store.steampowered.com/app/584170/Freedom_Locomotion_VR/
 

cakefoo

Member
Nov 2, 2017
1,413
The whole appeal of the locomotion system I propose is in having complete freedom to use your hands for what they were intended for, and being able to dampen your footsteps to walk as fluidly as you want in scenarios like shooting on the move.

CAOTS has the same issue as controller-relative trackpad locomotion- the controller orientation influences your movement direction, so when you interact with your locomotion hand, it has an adverse impact on your movement direction. In addition, since CAOTS is reliant on headbobbing to propel the player, aiming in an FPS would be inherently unstable.
 

cakefoo

Member
Nov 2, 2017
1,413
I feel like there'd probably be neck strain after a while. It's crazy how quickly something becomes painful when you're constantly forced to stare up/down in VR. I suspect that constantly making unnatural movements with your neck would also become unpleasant fairly quickly.

But, if you had trackers on both legs anyways, I'd be down with letting the user walk in place for locomotion. And being able to match movement exactly to their stride.

EDIT: I know you said leaning and that would theoretically be done by leaning, but it'd be all too easy to just start cheating and using you neck to tilt. Even if you weren't trying to do this, it'd be the path of least resistance and most would probably resort to this regardless.
If the path to least resistance is also the path to a strained neck, then users will quickly learn their lesson.

I don't foresee that being attempted by many- just look at CAOTS- you could simply use your toes or knees to get the HMD to bob, but I've never seen someone do that.
 

tmkn

Banned
Oct 30, 2017
348
I just tried Arsetto Corsa including a motion seat and I have to say that I actually like Gran Turismo more when it comes to full immersion, even though the Antialiasing is a tad bit better in Arsetto Corsa.

While super awesome I thought GT would be very limited compared to a PC setup so I was super excited for today but actually they are pretty close. Unfortunately, because I had high expectations but more expensive doesn't automatically mean better
 

Wowfunhappy

Member
Oct 27, 2017
3,102
Can someone please remind me where chaperone profiles are stored? I want to create a separate profile with my room + furniture moved around of the way, separate from the existing profile that has furniture in place.

The option in SteamVR Advanced Settings doesn't seem to be working, and I want to have a manual backup anyway for safety.
 

Lakuza

Community Resettler
Member
Oct 25, 2017
834
first dev update vid for the year, seems like they are aiming to have one every 2 week:


New Home World (replaces the current hub) - This is a small area by default that will have tips ands tutorials and dev updates, instead of dumping you into a populated Hub world immediately. You'll be able to set any world as your default home world too instead of using the steam launcher trick.

New World by Devs - Coldfront: This is a light pubg styled map with new real win goals yet

Playmaker support is entering a closed beta test right now, really looking forward to see what the community creates onces its enabled for everyone. :)
 

Grug

Member
Oct 26, 2017
4,645
Any interest in this hangout holding periodic "VR movie nights" using BigScreen? Rotate hosts who choose the film/documentary etc?

Could be a little tricky with timezones etc but we could probably find a way to make it work.
 

Lakuza

Community Resettler
Member
Oct 25, 2017
834
Any interest in this hangout holding periodic "VR movie nights" using BigScreen? Rotate hosts who choose the film/documentary etc?

Could be a little tricky with timezones etc but we could probably find a way to make it work.
I know UltraJay wants us to do big screen meetups of things like E3 conferences which i'm definitely down for :)
a vr movie night sounds cool though :)
Hosting a movie night on vrchat is also possible too, its only live streams that don't work at the moment. (which can have a max of 80 players in a world/room).
 

Paganmoon

Member
Oct 26, 2017
5,586
I know UltraJay wants us to do big screen meetups of things like E3 conferences which i'm definitely down for :)
a vr movie night sounds cool though :)
Hosting a movie night on vrchat is also possible too, its only live streams that don't work at the moment. (which can have a max of 80 players in a world/room).
Oh, that'd be nice actually, I'd be up for watching E3 together in VR.
 

Brau

Senior Artist
Verified
Oct 26, 2017
283
Finland
Downward Spiral: Horus Station is on its last stretch and I thought I would raise some awareness of it here. Even tho the game has a flat version that can be played with K+M or a controller, the best immersive experience would be in VR. So this seems like a good place to post.

http://store.steampowered.com/app/690620/Downward_Spiral_Horus_Station/

There are a whole bunch of previews and articles I can link of people that have tried the game, as well as some Dev Diaries and a 17 min demo of the game running on PC.

I'll be happy to answer any questions you guys have on the game if interested.

Things to expect.
• Atmospheric and mysterious solo or two player online co-op zero-g sci-fi thriller
• A complete environmental storytelling experience without dialogue or cinematics
• Totally new way to experience movement in zero g
• Electronic ambient soundtrack composed by platinum selling HIM frontman Ville Valo
• Range of bolt throwers, rail guns, grappling magnets and electro magnetic devices to use against threats
• Optional Explorer mode that completely removes threats leaving the story and puzzles
• 8 player zero g deathmatch, survivor and horde modes
• Playable in Flat or VR mode

Can't say the price just yet but expect a price and release date soon.

Some preview links and quotes:
"Downward Spiral puts the Unity engine to use spectacularly." - Hardcore Gamer

"The end result is highly polished, with a delicious melding of both film and videogame sensibilities." - Paste Magazine (The 12 Best Games of GDC 2018 -article)

"It's all very immersive and I'd attribute that to the unique movement system and the seemingly-brilliantly designed space station." - Destructoid

https://www.hardcoregamer.com/2018/...f-vr-in-downward-spiral-horus-station/294775/

https://www.vrfocus.com/2018/03/pre...ion-3rd-eye-studios-expand-the-space-odyssey/

Finnish preview, so just translate it into your browser hehe
https://www.gamereactor.fi/ennakko/525443/Downward+Spiral+Horus+Station/

Good interview with our Lead Designer
http://www.everythingvive.com/2018/...rd-eye-studios-downward-spiral-horus-station/

 
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1-D_FE

Member
Oct 27, 2017
8,265
If the path to least resistance is also the path to a strained neck, then users will quickly learn their lesson.

I don't foresee that being attempted by many- just look at CAOTS- you could simply use your toes or knees to get the HMD to bob, but I've never seen someone do that.

I wonder if Vive controllers will also work with Knuckles controllers (which will obviously need to be connected wirelessly through USB). I'd love to be able to put the Vive controllers in my pocket and have locomotion be based on walking/running in place. That would be my perfect system (especially if it could be a Natural Locomotion type implementation).

Of course, that obviously hinges on the Knuckles controllers one day seeing release.
 

I Don't Like

Member
Dec 11, 2017
14,920
So y'all heard of vorpX right? Play a ton of non-VR games in VR (not just theater mode): http://www.vorpx.com/

Totally worth $40, IMO. I hadn't played L4D2 in a while (despite it being, overall, my most played game pretty much ever) and I ran it with vorpX and ended up playing like 2 hours last Friday night.

SWBF II is awesome, especially for star fighter assault - cockpit view is amazing.

GTAV is all sorts of hilarious in VR. Jumping out of a moving car is a really interesting experience. I don't get motion sickness but if you do, be warned when pulling this maneuver.

Gonna install a bunch of older games this weekend (Bioshock Infinite, Far Cry 4, Crysis 3 and others) to test them out. I think Infinite will be especially cool when traveling on the railings.
 

UltraJay

Avenger
Oct 25, 2017
1,580
Australia
I guess I should have people RSVP for E3 streams. The good thing about saying the streams is that if you want to catch it live you are going to be on at the same time anyways regardless of timezones.
 

Iorv3th

Member
Oct 27, 2017
580
Is there a good way to check what framerate you are getting in VR?

I have been trying to play skyrim but for some reason it's making me feel nauseous everytime. It might just be that i'm teleporting around too frequently when moving or something, but the freemove also made me queasy. I really haven't had a problem with other games other then when i first got the oculus.
 

I KILL PXLS

Member
Oct 25, 2017
11,550
I wonder if Vive controllers will also work with Knuckles controllers (which will obviously need to be connected wirelessly through USB). I'd love to be able to put the Vive controllers in my pocket and have locomotion be based on walking/running in place. That would be my perfect system (especially if it could be a Natural Locomotion type implementation).

Of course, that obviously hinges on the Knuckles controllers one day seeing release.
Don't see why that couldn't work. The controllers are interchangeable with the pucks so anything supporting those I imagine should work.
 

Lucky Forward

Member
Oct 27, 2017
1,514
I tried the Downward Spiral demo, but after a while it made me queasy. More recently, I've been trying Natural Locomotion for Skyrim over several days but after a while I still start to get that queasy feeling and have to quit. I think I'm just going to have a problem with any situation where my body appears to be moving but it's really not (even with the arm swinging and stepping in place of NL.) I noticed with NL Skyrim that moving around outside isn't that bad, but once I'm moving indoors and the walls are gliding by close to me, that's where I have problems

Some people have suggested that it takes time to get your VR legs, but my problem is that although my queasiness has never been to the point of getting physically sick, it's a feeling of discomfort and mild headache that will persist for several hours after playing, so it sort of ruins my evening. I'm perfectly fine when I use teleport, so I think I'll just have to stick with that and avoid games that don't offer it.
 

Paganmoon

Member
Oct 26, 2017
5,586
I wonder if Vive controllers will also work with Knuckles controllers (which will obviously need to be connected wirelessly through USB). I'd love to be able to put the Vive controllers in my pocket and have locomotion be based on walking/running in place. That would be my perfect system (especially if it could be a Natural Locomotion type implementation).

Of course, that obviously hinges on the Knuckles controllers one day seeing release.

Yeah I'm dreaming of strapping them to my legs and having those tracked for presence. That is as you said if they ever release.
 

The Cellar Letters

lmayo
Member
Oct 25, 2017
4,158
I believe I have already asked this before, but I'm going to ask again.
For those that have either a Vive or an Oculus, what are the pros and cons of each?
My main reason for wanting a Vive over the oculus is for the native Steam support.
 

Laser Man

Member
Oct 26, 2017
2,683
Is there a good way to check what framerate you are getting in VR?

I have been trying to play skyrim but for some reason it's making me feel nauseous everytime. It might just be that i'm teleporting around too frequently when moving or something, but the freemove also made me queasy. I really haven't had a problem with other games other then when i first got the oculus.

I never really used the frametime and lost frames feature of Steam VR, I assume that is where you can check on your performance history and have actual numbers/graphs.
 

vermadas

Member
Oct 25, 2017
567
Is there a good way to check what framerate you are getting in VR?

I have been trying to play skyrim but for some reason it's making me feel nauseous everytime. It might just be that i'm teleporting around too frequently when moving or something, but the freemove also made me queasy. I really haven't had a problem with other games other then when i first got the oculus.

You can use the Oculus debug tool which has a performance overlay. Alternatively, the 3rd party Oculus Tray Tool can do this as well, and assignable to a hotkey for toggling.
 

1-D_FE

Member
Oct 27, 2017
8,265
Steam is having a VR Spring Sale
All of Croteam's VR games are discounted and will be free to play this weekend.
OrbusVR will be free to play this weekend on the Oculus store.

Also received native Oculus support.

Wonder what I'm playing this weekend?

What's the consensus on the best of the traditional Serious Sam VR games? If I want to get see the very best of what these games offer, should I try 1st Encounter, 2nd Encounter, or SS 3?
 

vermadas

Member
Oct 25, 2017
567
Wonder what I'm playing this weekend?

What's the consensus on the best of the traditional Serious Sam VR games? If I want to get see the very best of what these games offer, should I try 1st Encounter, 2nd Encounter, or SS 3?

2nd Encounter IMO. 1st Encounter is also great but ramps up kind of slowly. The first few levels of SS3 are a slog.
 

Brau

Senior Artist
Verified
Oct 26, 2017
283
Finland
I tried the Downward Spiral demo, but after a while it made me queasy. More recently, I've been trying Natural Locomotion for Skyrim over several days but after a while I still start to get that queasy feeling and have to quit. I think I'm just going to have a problem with any situation where my body appears to be moving but it's really not (even with the arm swinging and stepping in place of NL.) I noticed with NL Skyrim that moving around outside isn't that bad, but once I'm moving indoors and the walls are gliding by close to me, that's where I have problems

Some people have suggested that it takes time to get your VR legs, but my problem is that although my queasiness has never been to the point of getting physically sick, it's a feeling of a discomfort and mild headache that will persist for several hours after playing, so it sort of ruins my evening. I'm perfectly fine when I use teleport, so I think I'll just have to stick with that and avoid games that don't offer it.
Are you new to VR?

When i first started to work on VR i think the first couple of times i got the worst headache ever. There is a ramp of endurance that i had to build up. Now its not a problem. DS was designed to minimize the nausea feeling with the locomotion we use, so it might just be your sensibility to using the design. That, or maybe the pressure of the headset on the bridge of your nose? I know when i started using the headset, depending on the one it would get some uncomfortable feeling until i got used to the hardware.
 

Ferrio

Member
Oct 25, 2017
18,078
Beat Saber isn't far off from release, so I'm curious does anyone know if you can play your own music like Audio Surf or Audioshield does?
 

Wowfunhappy

Member
Oct 27, 2017
3,102
I tried the Downward Spiral demo, but after a while it made me queasy. More recently, I've been trying Natural Locomotion for Skyrim over several days but after a while I still start to get that queasy feeling and have to quit. I think I'm just going to have a problem with any situation where my body appears to be moving but it's really not (even with the arm swinging and stepping in place of NL.) I noticed with NL Skyrim that moving around outside isn't that bad, but once I'm moving indoors and the walls are gliding by close to me, that's where I have problems

Some people have suggested that it takes time to get your VR legs, but my problem is that although my queasiness has never been to the point of getting physically sick, it's a feeling of discomfort and mild headache that will persist for several hours after playing, so it sort of ruins my evening. I'm perfectly fine when I use teleport, so I think I'll just have to stick with that and avoid games that don't offer it.

Your situation isn't unusual at all! It may still get better over time, but it also might not. All the research we have points to this being largely innate.