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/vir/ - Virtual Reality

VR is coming soon™

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BOARD RULES

File: 3ds max hotkeys.jpg (884.3 KB, 3200x2400, 4:3, 3ds max hotkeys.jpg)

 No.1477[Reply]

When will it be possible to pre-order the rift?

 No.1483

>>1477

No date yet, but probably in November or in the holiday season at the latest.


 No.1628

Hopefully posting will pick up when they are out. Gear VR is already out. Why is no one contributing to the board hardly.

Except

>>1537

>>/vir/1537


 No.1629

>>1628

It's like the chicken and egg problem of online communities. Since there's not many people, people aren't as inclined to join in or start something.

I have a Gear VR and love it. I love talking about it. I'm actually already quite satisfied with the amount of discussion I have about it in real life and online, not on /vir/. So I'm already taken.




File: Palmer.PNG.png (55.14 KB, 908x566, 454:283, Palmer.PNG)

 No.1615[Reply]

Good news.

 No.1618

No shit they're supporting the GearVR with Oculus SDK, it should have been obvious that the games being developed for the Rift would be ported to later versions of the GearVR as it's a device being made in close collaboration with Oculus. The software store on it is called 'Oculus Home'. This says jack shit about third party developers wanting to use their exclusive platform.

That's the whole issue he's been constantly avoiding for over a year now. He initially sold his project as 'an open platform' for VR. The only thing that's 'open' about his SDK is that the source is open to the public;

>One can't redistribute anything less than the whole program libOVR.

>One's distribution rights can be terminated on vague conditions.

>Those who make modified versions are required to send them to Oculus on demand.

>Use is allowed only with their product.[1]

>New license versions totally supplant old versions, which means that permissions already given can be withdrawn.

http://www.gnu.org/licenses/license-list.en.html#OculusRiftSDK

[1] This isn't 100% correct, there's a provision allowing 'DIY' HMD projects to use it. Commercial headsets aren't allowed to use it without permission.

And let's not forget them dropping the Linux and Apple support while throwing in a Windows 10 exclusive wireless controller with every consumer headset;

>My computer doesn’t “magically” gain any new broadcast capabilities when I upgrade it to Windows 10. This is purely a driver issue, and Microsoft decided not to build drivers for people on Windows 7 and Windows 8. That’s ridiculous. It’s the exact opposite of an open community.

Post too long. Click here to view the full text.




File: oculus time.jpg (73.41 KB, 814x1085, 814:1085, oculus time.jpg)

 No.1142[Reply]

>11 Things We Learned By Trying Every Virtual Reality Headset Out There

>1. Palmer Luckey, the creator of the Oculus Rift, is not your typical nerd…

>He’s cheery and talks in normal sentences that are easy to understand.

For a second I thought I was reading buzzfeed. Holy shit. It's probably safe to say at this point that journalism is beyond a doubt dead, buried and rolling around in its shallow desecrated grave.

Nice cover though.

12 posts and 3 image replies omitted. Click reply to view.

 No.1496

>>1472

This


 No.1497

>>1494

Most I've seen is a ponyville environment. with ponies wandering around


 No.1590


 No.1591

>>1407

If all bronies did was want to fuck girls like that, I'd accept them. Sadly, it seems they can't stay in the containment boards with the rest of the furfags.


 No.1593

>>1142

Time has been irrelevant for a long time now. I stopped thinking of it as reliable once m00tle was voted the most influential person in the world.




File: 1425738153954.jpg (263.99 KB, 1600x990, 160:99, cyberpunk_city.jpg)

 No.507[Reply]

1.what VR headset you buying?
OP: Im confused as fuck.


list of headset

>oculus

>htc vive
>project morpheus
>razers OSVR
>sulon cortex
>avegeant glyph
>vrvana totem
>Fove
>google cardboard
63 posts and 3 image replies omitted. Click reply to view.

 No.1307

>>1301

There is some decent reason for it if you employ critical thinking instead of waiting for retards here to regurgitate things they read on "news" sites.

>>1299

>Oculus has said before that their Constellation tracking system will be free and open to third parties in the same way HTC has announced theirs will.

Yeah, and Oculus said before that their whole damn SDK would be free. HTC is no better, with the nerve to call their shit OpenVR.

>>1305

>But in the back of my mind there's a voice saying that it's all wishful thinking and that Valve will end up disappointing those of us expecting VR to be open and free in a manner similar to what Oculus did.

Stop expecting things if you're so fucking dense.

>>1306

>I am speaking from experience of the Vive, Rift, etc.

I hope the "etc" means you're an OSVR partner with a recent HDK, else your claims are just as bullshit as everyone else's. See: >>1279

I swear everyone here is either a shill or a retard, or both.


 No.1308

>>1306

>But Valve isn't completely open. Their solution isn't actually open source.

According to what Valve said when they announced it it'll be possible to use it without Steam and it will be open. Right now it's still in beta testing and it's still far off from a commercial release so you're right that it isn't 'open source' right now. And most people here I'd expect know better than to use that worthless marketing term, it's the permissiveness of the license that matters not whether the code is provided to the public.

Again I'm half expecting them to go back on their word and that their claims are all bullshit to build up hype similar to what Oculus did.

>>1307

>HTC is no better, with the nerve to call their shit OpenVR.

They're much better considering that OpenVR uses an FSF approved license;

https://github.com/ValveSoftware/openvr/blob/master/LICENSE

I have no idea what your problem with the Vive is. Did I miss something that makes this not worth using to someone who cares about the licensing issues?


 No.1311

>>1308

OpenVR is NOT free software. The Oculus SDK is closer to being free (but still is not).

1) That repository is not free, because it does not contain the source code.

2) Even if it was free, it is useless by itself and useless in the free world in the context of the proprietary runtime.

See: https://github.com/ValveSoftware/openvr/issues/8


 No.1521

This cheeses me off no end but I'm going to bite the bullet and get the vive and the rift. Money isn't an object to me.

It's annoying because I want to stick to FOSS as much as possible but I figure money spent on VR in general will show that there is demand and we'll get more open platforms eventually. Mostly looking forward to flight/space sims and porn.


 No.1587

I want Vive right now, even though the technology for it might change pretty quickly. I plan to resist buying a Rift, because I don't want to support them. For the time being, I'm getting a GearVR




File: 1446166733163.jpg (115.59 KB, 960x686, 480:343, 1446166733163.jpg)

 No.1565[Reply]

Can something like vr optimized hardware exists?

I mean GPU/CPU that can directly feed into the headset, for lower latencies

Also, where the work will be offloaded the most, on the CPU or the GPU?



File: project-morpheus-vs-htc-vive-vs-oculus-rift1-640x381.jpg (22.85 KB, 640x381, 640:381, project-morpheus-vs-htc-vi….jpg)

 No.906[Reply]

I'm starting a new thread since the old one slows to a crawl if it displays all the posts.

426 posts and 330 image replies omitted. Click reply to view.

 No.1531

File: Lytro_Immerge-light-field-camera-vr-0.jpg (130.78 KB, 1000x595, 200:119, Lytro_Immerge-light-field-….jpg)

File: Lytro_Immerge_Server-vr-camera--1.jpg (112.7 KB, 1000x563, 1000:563, Lytro_Immerge_Server-vr-ca….jpg)

File: Lytro_Immerge_City-light-field-camera-vr-2.jpg (206.7 KB, 1000x467, 1000:467, Lytro_Immerge_City-light-f….jpg)

File: Lytro_Immerge_Top-vr-virtual-reality-light-field-camera-3.jpg (169.91 KB, 1000x563, 1000:563, Lytro_Immerge_Top-vr-virtu….jpg)

>>1530

So how exactly does one do that?

Lytro Immerge uses a modular camera system consisting of “hundreds” of individual cameras in rings, each armed with Lytro’s unique image sensor. These image sensors are where a lot of the magic happens: a light field array of light field cameras, each recording the direction and position of light across a full 360º. The fidelity of the final image depends on just how many rings of cameras you decide to use and the density of the sensors inside each of them. Higher fidelity can mean higher positional fidelity, so your view is ‘better’ when you’re moving around. It can also mean higher resolution in the headset, “up to 2k per eye” according to Lytro.

When designing the system, Lytro wanted to focus on making it highly configurable. “You have to think of architecture that allows for flexibility,” says Ariel Braunstein, Lytro’s Chief Product Officer. By ‘configurable,’ Braunstein means you can deliver to lots of different formats from the same light field data: you can process it into a 180º or 360º view, monoscopic or stereoscopic, or use the entire light field and get positional tracking too – all from the same footage. Even more, that monoscopic data can be streamed to a live monitor, something vitally important for professional content creators.

In addition to controlling how the data is rendered, you can also control how the data is captured by adjusting the camera itself. The camera consists of a number of modular rings you will be able to add or remove, allowing you to scale the recording to your production size. One of the reasons you might need to do this is because light fields, especially in the raw, take up a lot of data. Like a whole lot. Lytro is currently mum as to the exact number, but it is safe to assume it is many terabytes per hour.

Data like that requires a special solution to handle it, which is exactly why Lytro Immerge comes tethered to its own specially-designed, dedicated server.

Post too long. Click here to view the full text.

 No.1532

>>1531

After you create a light field video, you probably are going to want something to watch it back on. Lytro has built a player that will leverage the entire 4D light field, allowing positional tracking, for example, during playback. Initially, the company is only focused on ‘higher end’ VR headsets like PSVR, the HTC Vive and Oculus Rift, but others are likely to follow (hardware constraints on positional tracking notwithstanding, of course).

Beyond the actual player software, Lytro has also built a streaming server prototype, which should optimize bandwidth for streaming delivery by only delivering the content within the user’s field of view (while streaming other regions at lower resolution). Lytro’s team compares it to Facebook’s streaming 360 video solution, though with the obvious added complication of positional data.

Lytro is planning to make prototypes available to content creators in Q1 2016, just in time for the consumer VR headset releases. According to the company, Lytro Immerge will be available for purchase at a cost that is “in line with other high end systems,” as well as being available for rental.

With the Lytro Immerge we are preparing to enter a whole new realm for filmmaking, especially within the VR space and it is something that has even the biggest VR content companies jumping for joy.

“Everybody is talking about light fields and nobody fully understands the potential yet. Light field technology is probably going to be at the core of most narrative VR,” says Aaron Koblin, Co­founder and CTO of Vr​se. “At Vr​se, we’re just waiting for the moment when we have the tools. I think both the capture and playback of light fields will be the future of cinematic virtual reality.”

Speaking with Lytro CEO Jason Rosenthal, he says that the company is exploring the idea of creating “multiple rigs,” which we can guess might vary in terms of the size of their capture volumes. Additionally, Rosenthal expressed that tPost too long. Click here to view the full text.


 No.1535

File: OculusRift_Header10-790x3002.png (63.42 KB, 790x300, 79:30, OculusRift_Header10-790x30….png)

http://vrfocus.com/archives/24710/facebook-starting-new-seattle-based-vrar-research-team/

Last week VRFocus reported that social networking specialist and Oculus VR owner Facebook had hired Microsoft veterans Michael Cohen, Rick Szeliski and Matt Uyttendaele to work on virtual reality (VR) tools. The group’s work is expected to pave the way for new features to Facebook itself, allowing users to upload their own 360 degree video content after the company launched support for the format earlier in the year. Today, new information has surfaced about this new team, including its location and what it will be working on.

Facebook has launched a web page (https://research.facebook.com/computationalphotography) for a new Seattle, Washington-based Computational Photography applied research group. It reveals that the team is working on ‘new and enhanced visual media experiences’. This stretches beyond VR itself and also into augmented reality (AR), another area that Facebook is said to be very interested in.

“The Computational Photography applied research group’s mission is to delight Facebook users with new and enhanced visual media (photo and video) experiences,” a description on the site reads. “Our interests and expertise range from traditional image and video enhancement techniques, such as stabilization, de-blurring, de-noising, and tone adjustment, to creating composite media such as panoramic (360°) photos and videos, video loops, and animated clips. Areas of exploration include photo and video capture and enhancement, mixed media story telling, VR and AR video content creation and sharing.”

It also notes that the group ‘collaborates closely’ with ‘research and product groups’ that are also Facebook-owned. It’s likely that it’s working with Oculus VR itself, then, as it will be creating tools for use with the Oculus Rift head-mounted display (HMD). The team is also currently hiring Interns and Research ScPost too long. Click here to view the full text.


 No.1536

File: ar_hud-970-80-0.jpg (49.96 KB, 970x545, 194:109, ar_hud-970-80.jpg)

File: Augmented_Reality_Primer-1.pdf (2.48 MB, Augmented_Reality_Primer.pdf)

http://www.techradar.com/news/world-of-tech/researchers-have-warned-of-the-dangers-of-an-augmented-reality-future-1308379

Augmented reality, where digital data is overlaid on the real world, is fast-becoming an inevitable part of our future. From Hololens to Google Glass, major tech firms are betting big on its potential.

But a world with widespread use of augmented reality headsets would be very different to today, and technology policy researchers at the University of Washington are studying exactly what that world might look like. They've published a white paper summarising their findings (http://techpolicylab.org/wp-content/uploads/2015/10/Augmented_Reality_Primer.pdf).

The paper identifies several legal and political challenges that are going to quickly become a problem. Issues around surveillance, privacy, safety, intellectual property, distraction and discrimination will slow progress as we try and work through them as an increasingly-global society.

'Useful to Policymakers'

But as well as challenges, the team also created a list of recommendations (http://www.washington.edu/news/2015/11/03/life-enhanced-uw-professors-study-legal-social-complexities-of-an-augmented-reality-future/) that do not purport to advance any particular vision, but rather provide guidance that can be used to inform the policymaking process".

Briefly summarised, they say that augmented systems must be flexible and capable of being updated to reflect technology and cultural changes, that creators should conduct 'threat modeling' ePost too long. Click here to view the full text.


 No.1538

New Thread >>1537

This one is getting slow.




File: 1380666887667.png (142.05 KB, 800x1000, 4:5, 1380666887667.png)

 No.844[Reply]

Don't mind this thread, i made it for developers.

At the moment, pretty much every HMD uses a personal SDK. I hope this changes in the future by having a wrapper library that includes every SDK.

Dump in this thread if you found something that will make developing easier. I will be doing the same.

 No.845

FreeVR is an open-source virtual reality interface/integration library. It has been designed to work with a wide variety of input and output hardware, with many device interfaces already implemented. One of the design goals was for FreeVR applications to be easily run in existing virtual reality facilities, as well as newly established VR systems. The other major design goal is to make it easier for VR applications to be shared among active VR research sites using different hardware from each other.

Currently, C is the only language for which a fully developed API exists. Of course, C++ will also work, but no extra features have been added to complement it. However, many C++ applications have been written using the FreeVR library, including many student programming assignments, and interfaces to other libraries with only C++ APIs, such as OSG and ODE.

Thus far, FreeVR has been interfaced to four graphics libraries:

OpenGL,

OpenSceneGraph,

Delta3D,

OpenSG, and

SGI's Performer.

Input devices/protocols that are currently able to be used:

X-windows (provides keyboard & mouse input – useful for simulating VR inputs)

Win32 (used for keyboard and simulated inputs under Cygwin)

Static — a device with constant (or constantly changing) inputs

Generic Shared Memory (usable with systems that put values into shared memory)

Ascension Flock of Birds

InterSense IS-900

AR-Tracking systems via dtrack protocol

Polhemus Fastrak

Magellan (aka SpaceMouse) 6-DOF input device

SpaceTec SpaceOrb 6-DOF input device

SpaceTec SpaceBall 6-DOF input device

Fakespace Pinch Glove

Linux "joydev" game controller interface

Linux Event interfPost too long. Click here to view the full text.


 No.846

The Developer Edition of the HTC Vive is only available to a select few.

The SDK is open for public use. It provides support for the HTC Vive Developer Edition, including the SteamVR controller and Lighthouse.

Based on this information we can't be sure if this library will change drastically in the future or not, since the currently available SDK only covers for the Developer Edition.

This SDK comes with documentation and samples. Valve likes calling things "open" and "source", but obviously this SDK is not open-source.

Along with the OpenVR SDK support has been added to support Unity via the SteamVR Unity Plugin and native SteamVR support in Unreal 4.8. Both will be available soon(™).

You can still sign up as developer at the time of this post: http://steamcommunity.com/steamvr/signup

http://steamcommunity.com/steamvr

http://www.htcvr.com/

https://github.com/ValveSoftware/openvr/


 No.1534

>>845

I don't see the value in such a high level interface. Just present the programs with a double buffered framebuffer to render into or one or more video-outputs to render to (and desired fov, resolution, current orientation/location, etc).




File: 1424267388160.jpg (38.02 KB, 580x346, 290:173, kv4PTiD.jpg)

 No.399[Reply]

>buying cockulus grift
>supporting a closed source future
http://www.hypergridbusiness.com/2015/02/13-firms-join-open-source-virtual-reality/
2 posts omitted. Click reply to view.

 No.413

>>405
This.

 No.1272

>>405

>>413

>implying OSS VR hasn't existed before the OR

>implying the OR didn't start on a forum filled with OSS VR HMDs.


 No.1279

File: OpticsComparison.jpg (170.3 KB, 1381x584, 1381:584, OpticsComparison.jpg)

>>405

People that shit on OSVR and the HDK without doing any research need to fuck right off because you're scaring away the people that will help us save the future of VR from becoming a proprietary pile of shit.

ALL 99% of you retards know about OSVR and the HDK is:

a) An extremely small number of people have used an ancient version with shit demos, and barely talked about it.

b) The "specs" you've glanced at that don't amount to jack. Resolution is one of the only things in an HMD a shit news outlet can promote with a quick number but the HDK has more important tech that adds up to a better EXPERIENCE. If you're looking for an immersive experience over e-peen, you want a quality screen and lenses over a few more pixels.

c) Everyone's been sucking Oculus dick for ages and they sold out to Facebook for a fortune so surely CV1 will be way better than DK2.

Oculus does NOT have the best team possible in the industry. Compare GNU/Linux and Windows. Sensics is Intel and they're making a damn good product with a bigger community than even Facebook/Microsoft.

Muh Gaymes(TM)tards will stick with Oculus as they stick with Windows but I hope that people with sense and especially real hobby developers will seek real information instead of gaymers' opinions of 2-paragraph news articles and YouTube videos from retards.

To further free VR we need to distance VR from gaymes. The real creators can be Blenderheads and 3D programmers, not hipster neckbeards that play vidya all day and fuck around in Unity. We need to remember that the real VR application is simulations, not gaymes. Waifu simulations.


 No.1463

File: PjlV_2015-10-22-111349_1280x800_scrot.png (21 KB, 957x293, 957:293, PjlV_2015-10-22-111349_128….png)


 No.1533

>>1279

So you propose scaring people away with elitism instead?




YouTube embed. Click thumbnail to play.

 No.666[Reply]

just saw this at TV. Are we near the future?
8 posts omitted. Click reply to view.

 No.1514

YouTube embed. Click thumbnail to play.

>the sensations while playing are very strange a new kind of out of body experience almost your eyes tell you you're moving but your body doesn't.

Sounds like "simulation sickness". But considering the game in the video had a cockpit view, it probably wan't as bad as some of the other classic vr games.


 No.1515

This playlist here: https://www.youtube.com/playlist?list=PL97EDA740343B580B has a fairly large collection of classic vr gameplay clips.


 No.1516

YouTube embed. Click thumbnail to play.

I especially like clips that have Jaron Lanier interviews from his vpl days.


 No.1517

YouTube embed. Click thumbnail to play.

This one has another great interview with Jaron Lanier.


 No.1518

YouTube embed. Click thumbnail to play.

A report on virtual reality in japan at the time.




File: 5c294b443c04d472bbb8acdffd71d394.jpg (36.89 KB, 450x345, 30:23, 5c294b443c04d472bbb8acdffd….jpg)

 No.1017[Reply]

What do you thing about usefulness of virtual reality for programming?

There is sub-reddit about this: https://www.reddit.com/r/HMDprogramming/

 No.1026

I think it would be extremely cool to have an empty room set up for VR along with a Vive, so that you can set up an entire room of virtual monitors and data visualizations.


 No.1486

File: gits.png (282.19 KB, 592x320, 37:20, gits.png)




 No.1468[Reply]

welcome:

vr game/experience developers

vr driver/api/binding/engine hackers

osvr

vr hardware hackers

diy vr hardware

not welcome:

consumer retard gaymers

 No.1469

let's discuss hardware-wise how we can achieve the most realistic waifu simulator possible right now (or in the next few years)

don't worry about how consumers will fit whatever in their living rooms or about how stupid people will look strapped into a harness to walk or about how normie gaymers will afford a comprehensive vr setup

* hmd

* locomotion

* head tracking

* hand tracking

* limb tracking

* handholding

* hugging

* responsive onaholes

* robot waifus mirroring in-software waifu behaviour

* facial expression detection

* eye tracking


 No.1470

>>1469

>hmd

osvr hdk, or anything else per personal preference

>locomotion

virtuix omni: can sit, crouch

infinadeck: can use waifubot, onahole, etc more comfortably without a harness?

the biggest problem I see with the whole setup lies here: transitioning from sleeping to walking to lewd is difficult when locomotion revolves around a surface or harness. I guess the best that can be done trivially is to put a bed next to an infinadeck. orientation is a problem

>head tracking

osvr hdk (ir)

>hand tracking

leap motion: bare hands enables handholding

glove-based tracking with haptics: includes haptics, but are they good enough for feeling you're waifu?

>limb tracking

kinect: don't need to wear shit

ir: accurate

useful for tracking lewd and other activities off the locomotion device especially

>handholding

diy cyberskin-covered robot hands?

>hugging

same?

haptics?

>responsive onaholes

novint falcon

>robot waifus mirroring in-software waifu behaviour

the hardest thing to emulate in vr is touch. haptics aren't enough. for the near future, we can mirror what happens in the virtual world in reality with robots

the novint falcon is a small-scale method of moving an onahole according to software, robot hands a small method to hold hPost too long. Click here to view the full text.




YouTube embed. Click thumbnail to play.

 No.1121[Reply]

Turns out there has been a 3DS vr video capture program for about a year now, but why haven't I heard about this yet?!

The only info I've been able to find on the program is a blog, everything else is in Japanese. It's called 3DS_VRift if you want to help find some info.

http://blog-non-standard.blogspot.jp/?m=1

Anywho, thoughts? What 3DS content would you like to play in VR?

 No.1341

>What 3DS content would you like to play in VR?

pokemon, what else?


 No.1371

I wouldn't mind playing an arcade racer in VR, one with drifting controls. would be pretty fun, if not nauseating


 No.1378

>>1371

''There's a kart racing game, VR karts, that you could try. It's old and was made for DK2 so I think that they'll improve it after CV1 comes out.




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File: summer-lesson-playstation-vr-6-1.jpg (433.51 KB, 1920x1080, 16:9, summer-lesson-playstation-….jpg)

File: swype-header-2.png (66.25 KB, 650x295, 130:59, swype-header.png)

File: continuum_a_stitch_in_time_rachel_nichols_as_kiera_cameron_with_some_cool_tech2-3.jpg (188.53 KB, 1446x914, 723:457, continuum_a_stitch_in_time….jpg)

 No.1372[Reply]

How much of a change will HUDs and user interfaces go through in VR?

I wonder if it'll be the end of menu hierarchies and all sorts of status bars, and instead go for a minimal amount of "onscreen" information and contextual not just head motions but using head movement to guess what the player is looking at, where he pauses his attentions and whatnot, sort of like a swipe keyboard.

 No.1376

>>1372

I think it is best practice to refrain as much as humanly possible from using HUDs because they detract from the experience and get in the way more often than not. Well at least for video games that might even be the case for CAD tools and what have you.

A good HUD should be minimal and as unnoticeable as possible popping up only when you absolutely need it then disappearing when you do not.

Ideally I'd want as many functions as possible to be easily accessible and feel natural without the need for a HUD or intrusive elements obscuring your vision or hindering your focus on whatever it is you intend to do.

In some cases the HUD might be your object of focus momentarily, such as opening up a map of the area, or you might want to keep a small mini map in the corner of your vision to guide you.

There must be a way to remove all HUD elements however should they become an eye soar.

Hell a good idea would probably be to have HUDs as intractable objects in the environment.

Like looking down and playing around with the radio in the car for instance, or ordering your fleet from a hologram in the command room.


 No.1377

GUI objects should not be parented to your head or waist because it's awkward to have an interface object that's a part of your body. Further, a GUI can't interrupt your movement or reset your body position, which makes a traditional game pause menu cheat-prone. Menu objects would either be independent objects in the world or hand-held, and would not interrupt the application.

The most comfortable standing experiences will be applications that are designed as if they were room-scale holograms rather than massive open worlds.




File: serveimaage.jpg (20.44 KB, 324x324, 1:1, serveimaage.jpg)

 No.1166[Reply]

>Room too small for HTC Lighthouse

>Don't want facebook strapped to my face

>Would have to upgrade my PC in order to run two 2k displays, and not too motivated about doing that for the above 2 reasons

What do?

3 posts omitted. Click reply to view.

 No.1171

Wait two more years


 No.1180

option 1: Realize you're not having facebook strapped to your face and buy the rift.

option 2: Forget vr and move on with your life.


 No.1352

>Can't Vive

>Don't want oculus

>Hate Samsung

>what do?

PSVR


 No.1353

File: Nicolas-Cage-Laugh.gif (4.67 MB, 430x215, 2:1, Nicolas-Cage-Laugh.gif)

>>1352

>PSVR

>Which will be powered by a console

Thanks, I needed a good laugh


 No.1369

>>1352

>>1353

Graphics cards will be cheaper late 2016 and as the gen 1 headsets will all have released by then, it's easier to plan long-term for the road ahead.

Hardware manufacturers are collaborating with Oculus to create "Oculus ready" pre-built PCs. Naturally, you can get better graphics cards for less if you can wait a while.

That also guarantees more content, because if VR really takes off, content will be coming at a much faster pace. The launch content seems pretty slim with few actual games and mostly tech demos.

Until then, PSVR seems like the best option as it's standardized to a closed ecosystem, especially if you already own a PS4. If not, then well, you'll need to cough up cash for a rig that can power VR anyway, be it a PC or a console.

PSVR comes with waifu simulator and I already have a PS4 so for me that's a no-brainer.

I'm going to invest in a killer mustard rig probably late 2016, but that depends on the market. I might wait.

Either way, we have nothing to lose by looking ahead and seeing how VR is received and how it evolves, if you are in doubt.




File: 1425593474036.webm (674.73 KB, 600x338, 300:169, gotta punch deck.webm)

 No.503[Reply]

Time to jack in to cyberspace.

 No.504

>>503
What is she playing?

 No.505

YouTube embed. Click thumbnail to play.
>>504
not OP, but finally found the source

 No.1271

>>504

liberal dancing simulator




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