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Ask HN: Do you still play with VR actively?

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101–110 of 112 posts

Re: Ask HN: Do you still play with VR actively?

#101
post #25

I was in the very first wave of Vive shipments and I got a Rift at the very beginning of June. So at this point I've had both for a pretty decent chunk of time. I haven't been using them much, but that's largely due to lack of content. I used them both heavily when they arrived, and the Vive in particular got a ton of playtime, but after a certain point I just don't want to fire up SPT again. Recently it got to a poi…

How does VR do to your eyes after wearing it for a long time?

I personally haven't felt any effect on my eyes, but my SO says that it dries her eyes out after a while and makes them burn a bit. I think she's the only person I know who's experienced that though.

Re: Ask HN: Do you still play with VR actively?

#102
post #22

I've had a vive for three or four months now and still play pretty regularly. I only play games on the vive now (though I only have time for a few hours of gaming a week). Even though there's not a lot of content, "regular" video games seem really lame now. I've felt for a long time that the video game industry is stagnant. The big studios come out with the same shooter franchises and sports franchises. Most indie ga…

Fantastic contraption literally was built before now. It's been out since 2008, and was a great game before and after VR.

Yeah but it was 2D which is quite different.

Re: Ask HN: Do you still play with VR actively?

#103

I only have a GearVR, but I can tell you that the novelty has worn off for me. I still want to play it, but I rarely get around to it anymore.

I have a Gear VR as well, and wrote up my experiences with it here: https://jasonlefkowitz.net/2015/12/gear-vr-the-future-is-not... Mine's on the shelf now too, for a couple of reasons. First, there wasn't a whole lot of good VR content available at launch, and even now around nine months later there still isn't. Second, I found it the only experience where the device really provided a knockout experience was when vi…

Your experience mirrors several other peoples' "the only experience where the device really provided a knockout experience was when viewing panoramic photos"

I believe that this feature alone is enough to provide a "killer feature", I'm trying to work on it but I don't think I will get there as a side project :( (I did apply twice to Y Combinator and other incubators, no luck)

Re: Ask HN: Do you still play with VR actively?

#104
post #100

Earlier quoted context omitted.

Could be, but still playing traditional games like FPS, Sims, etc on VR isn't going to take hold. If there is one thing I've learned from playing ED, EVE:Valk, and StarCitizen on both the Rift and the VIVE is that I AM NOT AN OWL. AR on the other hand might be extremely cool, giving you some additional information in an augmented reality HUD that would give you advantage in a game can be great. Making VR specific act…

The vast majority of those problems sound fixable by software. In the absence of MSAA, supersampling goes a long way to improve crispness. With proper text rendering (i.e. NOT E:D) you can squeeze much more information in your field of view, even when the game runs at a lower resolution. Not seeing IRL objects or not being able to do anything else at the same time are also software problems. E.g. with OVDDP[0] you ca…

I find the free look nipple on my stick considerably faster than turning my head, but then again you might be better at summoning your inner owl than me.

But overall I had no issues with the graphical fidelity, I can run Raw Data on the highest settings on the dual Titan X's. As far as the FOV it's the FOV it self, in sims with a UWD or screen spanning you can easily do 150 FOV, VR's limit you to 90-110 FOV, with some games even running effectively lower FOV which can be closer to 60-70 (e.g. Adrift).

Overall for me it's the experience, cockpit games feel better without VR, VR specific games work very well, which is why I would like to see AR being pushed harder. If i can get the best of both worlds - 3 monitors and AR HUD that would be awesome for me.

Re: Ask HN: Do you still play with VR actively?

#105
post #100

Earlier quoted context omitted.

The vast majority of those problems sound fixable by software. In the absence of MSAA, supersampling goes a long way to improve crispness. With proper text rendering (i.e. NOT E:D) you can squeeze much more information in your field of view, even when the game runs at a lower resolution. Not seeing IRL objects or not being able to do anything else at the same time are also software problems. E.g. with OVDDP[0] you ca…

I find the free look nipple on my stick considerably faster than turning my head, but then again you might be better at summoning your inner owl than me. But overall I had no issues with the graphical fidelity, I can run Raw Data on the highest settings on the dual Titan X's. As far as the FOV it's the FOV it self, in sims with a UWD or screen spanning you can easily do 150 FOV, VR's limit you to 90-110 FOV, with som…

I agree completely on the FoV. More than 110 wasn't possible because of how many pixels are wasted with a linear projection matrix. That is, until now, where the latest generation of GPUs have viewport multicast and we can render parts of the screen in different resolutions and projection matrices without having to re-render each mesh for each viewport. Between this and the VR software in development, the next 2 years will be very interesting.

Re: Ask HN: Do you still play with VR actively?

#106
post #74

Nope. I bought an HTC Vive because Valve promised linux support. It's 5+ months since release and there's still not even a hint that they're working on it. It was a huge mistake to buy hardware based on promises of software support.

> there's still not even a hint that they're working on it The 64 bit version of Linux binaries have been updated on every OpenVR[0] release since the Vive was released. And it seems it works since the version 1.0.1. It's just there's no games for it. The ball is currently on the game and game engine developers. The only things Valve could release other than SteamVR and the API is Robot Repair (the only part of The L…

Replying to myself, it seems it doesn't work well, yet, but they're working on it https://github.com/ValveSoftware/openvr/issues/213#issuecomm...

Re: Ask HN: Do you still play with VR actively?

#107
post #85

Still? God no, that was twenty-five years ago. Oh wait - Oculus. You're talking about all this new stuff that's coming up and might actually make VR work this time? No, I haven't gotten back into it again, yet. Still waiting to see if it's actually going to take off.

Apples and oranges. 25 years ago we didn't have 4000+ GFLOPS GPUs. No 90 hz, no low persistence, no 90+ deg FoV, no high enough resolution, no absolute positional tracking... at least for a sub-1000$ device (expensive ones had a couple of those features). And until this year 2016, there was no actual, released games where the VR user had hands (other than tech demos) with the Vive (or leap motion or razer hydra which…

Yeah, I suppose I'm just unhelpfully poking at the disjunction between my perception of time and the poster's, as illuminated by the phrase "still play with". From my perspective, VR was a thing that got massively overhyped the minute it was dreamed up, a beautiful idea that never had a chance to grow because there was such a stampede to get in and make money before anyone had figured out what was going on or what the limits were. It blew up and died, and that was a long while ago. It's kind of cool to see people taking another crack at it now, and I have some hope that the smaller, simpler, less ambitious version of VR people are talking about now might actually fly, given improvements in technology since. It's just funny to hear someone referring to this second wave of VR, which to me feels like something that is just in its beginning stages, as though it is something in the past that one might already be done with.

Re: Ask HN: Do you still play with VR actively?

#108
post #105

Earlier quoted context omitted.

I find the free look nipple on my stick considerably faster than turning my head, but then again you might be better at summoning your inner owl than me. But overall I had no issues with the graphical fidelity, I can run Raw Data on the highest settings on the dual Titan X's. As far as the FOV it's the FOV it self, in sims with a UWD or screen spanning you can easily do 150 FOV, VR's limit you to 90-110 FOV, with som…

I agree completely on the FoV. More than 110 wasn't possible because of how many pixels are wasted with a linear projection matrix. That is, until now, where the latest generation of GPUs have viewport multicast and we can render parts of the screen in different resolutions and projection matrices without having to re-render each mesh for each viewport. Between this and the VR software in development, the next 2 year…

viewport multicast atm is somewhat vendor specific tho :\

Re: Ask HN: Do you still play with VR actively?

#109
post #105

Earlier quoted context omitted.

I agree completely on the FoV. More than 110 wasn't possible because of how many pixels are wasted with a linear projection matrix. That is, until now, where the latest generation of GPUs have viewport multicast and we can render parts of the screen in different resolutions and projection matrices without having to re-render each mesh for each viewport. Between this and the VR software in development, the next 2 year…

viewport multicast atm is somewhat vendor specific tho :\

IIRC AMD has it too, with a different name.

Re: Ask HN: Do you still play with VR actively?

#110
post #109

Earlier quoted context omitted.

viewport multicast atm is somewhat vendor specific tho :\

IIRC AMD has it too, with a different name.

As far as I don't it doesn't and I can't find it for OpenGL. NVIDIA exposes it via both OpenGL (IIRC NV_viewport_array2) and DX (via NVAPI). With Pascal NVIDIA has SMP (to MPA) which is adds even more.

There is a reason why the 1060 beats the Fury X in the most demanding VR titles these days. Yes they both run at 90fps but 90-98% of the time the AMD hardware resorts to reprojection.

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