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/vir/ - Virtual Reality

VRChat autism landfill


Winner of the 82rd Attention-Hungry Games
/tikilounge/ - Relax, take it easy

June 2019 - 8chan Transparency Report
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I would be interested in trying this stuff out, but despite the advanced sales pitches, the entire thing still seems to be very experimental, with zero interest in building a common platform. My specific problem is that I try to be conscious about my privacy, as much as I am still allowed by the powers that be. After reading a bit about the popular stuff, the current vr scene seems to be a nightmare from this perspective, with every solution tethered to a specific platform, each requiring a consistent online presence from you.

Cheap phone based solutions are instantly out, because smartphones . The most popular hardware, oculus, is out, because fuck facebook. I already have steam and windows on my gaming rig, so I could be persuaded to drop some money on their stuff, if it's not worse than their average.

So, my questions:

1, (General) Which vr solution you know of fucks with your privacy the least?

2, Can I use generic windows or steam based headsets (htc, samsung, etc.) offline, without microsoft accounts, as I would with any normal pc hardware?

3, Gaming in general seems to be a pain, because I need to access those pesky platform stores. If we assume that I give up gaming and aim for watching documentaries of human mating habits until the novelty wears off then sell the stuff, does that change anything? Streaming vids to two screens in your eye can't be that hard that third party software could not figure it out. Or is it?

4, (Bonus) Do we know of any motion (industrial or open source) toward a more open, perhaps properly standardized environment in the future? This tech has been around for some years now, and nobody is really doing anything worthwhile. My guess is that no, because A, as despite the artificial buzz, this is still a very niche thing so nobody has the incentive, and B, if anything, we're actually moving away from common industry standards toward closed corporate platforms in everything else as well.

YouTube embed. Click thumbnail to play.


Onward is pretty good for a military shooter sim. It also doesn't use the shitty teleport gimmick.

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File: 2e8f2e03775c9a1⋯.png (143.85 KB, 745x899, 745:899, VR doesn't real.png)


Soiboi detected, just give it time. You know people used to get motion sickness from Doom and Descent back when they were new, right?


Seconding request for sauce, I have seen zero serious, statistically rigorous studies done on VR motion sickness.


No issues with the movement, but it takes like 1-2 hours to really get used to it. Can play unlimited hours in it now, before i had to take a break after a few.

You just get used to it, extremly quickly.


File: 928adfaa40c9303⋯.gif (6.94 MB, 600x338, 300:169, gorn.gif)

File: 2a0773e923a51e8⋯.jpg (448.49 KB, 1200x675, 16:9, sairento.jpg)

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File: 131f0e82548b4b0⋯.jpg (157.94 KB, 1920x1080, 16:9, I expect you to die.jpg)

Gorn is the game VR was invented for! Fantastic gladiator combat with gory locational damage and physics.

Sairento is another fantastic game, and has the best VR movement I've ever seen. Jumping, sliding and wallrunning turn out to work perfectly for this kind of game, and having five guns strapped around your body gives a physical inventory that feels great to use on the fly.

Rick & Morty in Virtual Rick-ality has actually been the best vr puzzle game I've played. It's like Job Simulator with actual puzzles and story.

Speaking of puzzle games, I Expect You To Die is another great one about James Bond -style situations.


File: 1b867865ec4aec7⋯.png (1.92 MB, 2090x1176, 1045:588, superhot.png)

File: 950fc89113807f0⋯.jpg (276.57 KB, 1920x1080, 16:9, high noon vr.jpg)

File: 57edb38db34a185⋯.jpg (126.25 KB, 1864x1039, 1864:1039, viking rage.jpg)

Superhot VR may well be my third favorite VR game yet, right after Gorn and Sairento. It's about slow-motion gunplay, but I'm guessing it's famous enough that everyone already knows it.

Finally some smaller, simpler, but still decent games:

High Noon VR is a very simple western-style wave shooter, but does it well enough.

Viking Rage is a wave shooter mostly about throwing axes. It's most notable feature is that the throwing works well, and having played a lot of vr games I can tell how rare that is. Simple but satisfying.



I'm 3 years too late, but I wanted to ask if astronauts and fighter pilots are all fat neets. Are they?

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we're like 4 - 5 people here guys.

I'd like to know if it's 4 or 5.

can everyone like say "here!"

picture is quite unrelated.

also, would you guys like to stream VR related anime/movie soon? since we're a small number we could easily organize this to have everyone on this board.

I'm free sunday night, is everyone cool to watch anime/movie sunday night(19h - 24h) at eastern time?

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Feel free to post a torrent link, thanks.


Came for wanon. Stayed for the VR board.


I'm here, but it looks like no one else is.


I'm here and usually visit about once a week or so. I don't own a headset yet since I've been waiting for a wireless option to be released.


File: eb7d69e8a3e1198⋯.jpg (25.24 KB, 920x518, 460:259, Oculus-Quest-2-920x518[1].jpg)


Have you look into the Quest? With ALVR and SideQuest you can wirelessly stream PCVR to the headset and the creator of Virtual Desktop is working on a .apk that promises to run even smoother. You just either need a fast home network/router or a PC with its own wi-fi card, ideally 5GHz ac if possible, so you can broadcast a hotspot.

File: f4e8bc0db616139⋯.png (94.22 KB, 500x364, 125:91, NerveGear.png)


Could the crappy 2012 anime cancer Sword Art Online become a real thing by year 2025? Why? Why not?


Nope. We probably have the technology to build a NerveGear prototype today, but the thing that stops us from building it is a very serious lack of knowledge and theories on how to build such a device. Science has to make serious advances in Neurology and Neurotechnology before you can even begin to think about the theories on how to make such a device work. Neurology and Neurotechnology are still in the infant stages, so believe me, much less 2025 it's going to be an impressive accomplishment if even the theories can be made in 2040.


The best research result so far was reading blurry letters from the mind which required however training a machine learning algorithm (forgot what they used) to the selected individual as everyone has a different brain mapping and while the generated images allowed you to read the letters the participant saw on a big screen it was still blurry.

Writing is however completly out. If we had it the prostetics field would jizz in their pants but there is nothing even remotely looking good afaik.





>not .hack

I've come to this barren place to inform you of your shit taste.

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Surprised to see no one talking about this here. With the Rift S and Valve Index coming out soon, have we reached Gen 2 for PCVR? The Quest is going to make mobile 6dof VR mainstream, or at least I hope. I've ordered one just to show VR to people since it always sounds like a gimmick until you actually try it. What does /vir/ think about the new tech coming out?


I appreciate the upped specs, but this isn't a major game-changer. This is more of a gen 1.5 than gen 2, because the very serious problem of mobility in VR is still a problem. Until you can prone, jump and run towards any direction while staying in place, VR will be stuck in the upper-end of niche popularity.

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Let's start a VR project with unity3d.

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I already have a project in unity3D with friends for the summer. We're making a bicycle racing game that works with an actual bicycle.

by learning unity3D I concluded one thing, support for cardboard & other VR headset is extremly easy to make. There are already assets for thingss liek car(they aren't the best, but it works)

So I propose you this for a fun project we could all make:

1.open unity3D

2.get VR working

3.put car asset

4.put vr camera on car

5.open blender3D because

6.make a fun map to ride on

7.use it for unity3D VR car game

8.share them game in this thread

that could be fun.



I like this


I'll make the logo.



How do you use an actual bicycle in a vr game?



did you do it in the end?


VRchat is gaining massive popularity rn

i really hope people will figure out new online multiplayer games for VR that have the same sort of interactivity, like maybe a well polished MMORPG


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how do you pirate it?


File: 618e843a148a58f⋯.png (420.8 KB, 741x545, 741:545, evolved ant story.png)


a story of early days in vrchat, as told by evolvedant

>Team 5 Podcast | Episode 3

>Mar 23, 2018




>10 users peak time

>don't touch me

>no anime girls

>steam release

>anime girls everywhere

>everyone's patting everyone

>evolved ant wants hug

>decides to make cutest anime girl avatar

>creates first custom facial expressions

>vrchat devs have doubts

>beta testers love it

>but still no hugs

>then poke comes along



File: e375b01bb6170c0⋯.mp4 (12.6 MB, 1280x720, 16:9, @kohack_v Mar 30, 2018 中で….mp4)


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File: fc567c8794c070f⋯.jpg (354.35 KB, 590x567, 590:567, og4306_vrchatkchuuhen_004.jpg)

sleep parties?


>Well, as for what VR sleep is, it refers to the act of gathering together in VRChat in one world and sleeping together. Japanese avatars are generally pretty girls, even in men and voices, so it's going to be crowded with cute if everyone sleeps.

>"When people are sleeping, they can hear talk from here and there, listening to their voices is like a school excursion. Prior to this, when someone fell asleep, snoring was heard from a cute girl and" There was also a voice saying "I am snoring." Prior to this, when I got drunk at the VR drinking party and fell asleep, I was mischievous being surrounded by objects (objects of CG) "(Mizuna)


File: 4ae91ee73e617b3⋯.jpg (198.28 KB, 645x461, 645:461, Lachrymose.jpg)

>crashes my laptop

>300kb/s internet

>can't b myself


Hey Vir

Just asking, you have any recommendations for an AR-Glass

I need one for an Augmented Reality Software i made, the comon ones are too bulky…

File: 1419969801894.png (1.86 MB, 1680x1050, 8:5, 1387888107.png)


Time for some lewd, here is a nsfw games/videos list from reddit because I'm lazy. It's long so I'll be posting it in parts.
Original list is here: http://www.reddit.com/r/oculusnsfw/comments/2nv90j/unabridged_list_of_all_dk2_demos_released_up_to/


Virtual real porn: http://virtualrealporn.com/

PornulusRift's stuff:
EasyPop VR music video: http://www.mediafire.com/download/4r5b13vgbg34cgh/Girls_R-18.rar
Non-NSFW folder: https://www.mediafire.com/folder/3zj3aeq3zi2ng/rift
NSFW folder: https://www.mediafire.com/folder/p3083r4nkp31v/rift_mmd

Vice Documentary: http://www.vice.com/video/love-industries-digital-sex-669

How to watch normal porn in oculus: http://www.reddit.com/r/oculusnsfw/comments/2gt7lv/how_to_use_conventional_pornvideos_and/
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The game is out, and easy to get uncensored, deleting the "moza" files from the game content reveals a high res genitalia, that leads me to believe that the game was designed to be uncensored from the beginning…


File: 828b59b3fd42677⋯.jpg (101.97 KB, 800x533, 800:533, 6.BaDoinkVR_Pumping_Jumpin….jpg)

you can also check vr-porn here http://vrpornjack.com


File: 1ec6faff7121750⋯.gif (1.25 MB, 450x253, 450:253, tumblr_nzgfmtCFcm1u8tgm1o1….gif)

File: 5f48139208ea57f⋯.gif (1.95 MB, 350x197, 350:197, tumblr_ofo224OUYR1u8tgm1o1….gif)


Anyone willing to share Virtamate 1.11 creator key?



File: 74b8f128177735b⋯.jpg (97.72 KB, 354x352, 177:176, dennou_coil_goggles.jpg)


Do you think AR has a bigger long-term potential than VR? How far away are AR goggles? Will they even be goggles?


The long-term is really hard to tell, especially when you consider space travel. Virtual reality may prove to be more useful in a society where humans spend a great deal of time not moving.

In the nearer future, AR wins my vote. Headsets/goggles will slim down to glasses by the mid 2020s. By that point we will also have capable wearable sensors that can be placed on our bodies and in our environment in an unobtrusive way. By 2030 the world should look like


David Holz, co-founder and CTO of Leap motion provides a good timeline for the expected progress of XR technology. He also goes through the history of immersive technology, classifying the major developments into "generations"


File: 44d24255df6bec9⋯.jpeg (43.73 KB, 598x336, 299:168, 1_X1SNKGfo9SCNq5-ZauCb6g[….jpeg)


Virtual Reality games have difficulties that traditional games don't, so let's discuss them and their solutions here.


File: ca57b99011ad2e0⋯.jpg (493.74 KB, 1070x400, 107:40, SairentoFeature[1].jpg)

File: 67e11b271a4e042⋯.png (798.49 KB, 1000x563, 1000:563, Trials-heart-removal-gorn-….png)

Movement is an obvious one. Teleporting around seems like an unoptimal solution, but changing it to dashing with a split second of speed blur has at least made it slightly better. However, what surprised me about Sairento is that while it's about hectic jumping and sliding around, I haven't seen anyone get motion sickness from it. Apparently moving via jumping works perfectly well in VR, although it's naturally not suitable for all games.

Gorn was the game that finally made me purchase Vive, and still my favorite VR game to boot. It was also the first to handle movement with the armswinger style, and in addition to avoiding motion sickness with the directness of its controls, it also feels extremely good to use extra physical force when you need to move fast. The only downside of this system is that when you need your hands to move, doing other things on the move can get tricky sometimes.

Another VR problem is the lack of tactile feedback. Ranged weapons work well because they don't need to collide with anything, and thus far only Onward has made a small mistake with them by giving them upward recoil that obviously doesn't feel right when the controllers don't move accordingly. Gorn excels in this too by making the weapons floppy, which while silly as an idea, works in practice because it means the blades of the weapon can impact with real objects even if players hands are still moving unimpeded. It also mitigates the common problem of being able to shred anything with a sword just by wiggling your wrists, because the floppy weapons need a wide arcs of motion to gain momentum. Naturally soft weapons like whips and chains work perfectly, so once I again I'm left wondering why there isn't a motion-controlled Castlevania game yet?

The only game with motion sickness due to rotation I've played this far has been Detached, but I can already tell that it must be majorly affected by how badly the rotation is handled in that game. It's too fast and even more jerky, getting to unnatural speed quickly and wrenching to an unnaturally fast stop as quickly. I'm pretty certain that it would be at least 60% more tolerable if it instead gathered speed slowly and maintained its momentum until stopped, like the directional motion in the same game already does.

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Movement is the biggest and most obvious problem of course, and in my opinion there are only two good solutions to permanently solve it. One is BCIs (Brain–computer interface), the advantages of this solution are enormous, the problem of course is that we have no idea how to create such technology. The neurotechnology field is in its infant stages, research is slow and we aren't even close enough in understanding the brain to even make BCIs.

The second more practical solution, that we can even achieve right now, is an haptic exoskeleton frame/bodysuit. Imagine wearing an exoskeleton that's slightly suspended in the air by whatever (by ropes or a mechanical arm), what you can achieve with this is not only all possible movement you can make in real life, but also full-body haptic feedback. For example if you punch a wall in VR, the exoskeleton would actually stop your arm.

Other feedback would be far easier to implement when the above is possible, this haptic exoskeleton frame/bodysuit alone would practically make VR 80% complete. VR headsets are barely half of what makes VR and the other half is the above, once we have the above only then will we have true VR. Which is why it really enrages me when people suggest treadmills to solve this problem when those are completely subpar when compared to the exoskeleton idea. You would rather have a treadmill which takes up a lot of space and gives you a subpar experience instead of an exoskeleton which takes up just as much if not less space and does far FAR more? Some people lack vision I guess.


The main obstacle VR is facing right now is the lack of free open platforms thanks to the crushing predominance of walled gardens.

This whole industry has been founded on the lie of being an open ecosystem, that's why the only products we've been seeing are glorified tech demos sold as games. Who's going to bother taking a risk when 30% of your profit is taken from the distribution platform and another few percentage points are taken from the game engine you're licensing? Might as well release several small titles and see what sticks. It's gotten so bad that both Valve and Oculus are paying for the engine costs and forfeiting a good chunk of the initial profit they'd have collected otherwise, without this drastic intervention nobody would bother to develop anything new for VR with the current state the market is in.

All the improvements in tech, reductions in price and availability of thousands of low priced titles that have their development funded by those trying to keep this platform alive can't change the fact that modern VR is a locked down digital prison with no real freedom. The lack of creativity and innovation can't be fixed in this stifling atmosphere. The tech conglomerates will never want to give up any control and the small players can't compete so there isn't any real solution.

At this rate it looks like the most successful game of 2018 is going to be Skyrim VR. Last year it was Fallout 4 VR. For 2019 I'm going to guess it'll be another game from an existing franchise that will have VR added on.


I've seen a bunch of treadmills etc trying to incorporate natural movement. Why isn't wearing a couple of small roller skates while tethered in place a solution i see more? if a ball mouse can use tiny wheels to track movement, why not a similar device for your feet?

File: 1469794170699.jpg (747.81 KB, 1196x2084, 299:521, oculus-rift-teardown-cost-….jpg)



>Now, a new component teardown from IHS Markit Technology, has revealed just how costly and complicated the consumer Rift is. Every component, down to the individual chips on each of the numerous PCBs found in the device has been individually costed and broken down with the total bill-of-materials coming in at just over $206 – around 35% of the Rift’s $599 price, with assembly and test costs factored. Notably, IHS Markit have included all boxed components, not just the headset itself, in the teardown too. – including the Oculus Remote, Sensor and even the Xbox One wireless controller.

>The lion’s share of the actual headset’s cost comes, perhaps predictably, from the dual Samsung AMOLED 1200 x 1080 displays present in the Rift, with a price tag of $69, making up almost half of the unit’s total BOM cost of $140. Electromechanicals, comprising parts like the Rift’s integrated headphones, also present a significant portion of the cost totalling $22.09. Interestingly, the included Xbox One controller and wireless adapter alone represent $24 of the final tally.

So either IHS Markit Technology got it super fucking wrong, or Oculus jew'd the fuck out of everyone. My bet is on the latter.



I hope they make one like this for the Vive too. That's a ridiculous amount of overpricing they are doing with the tech.

also makes me wonder how much the OSVR people hiked up the prices on the components they sell here http://www.osvr.org/buy/



There's no doubt Vive is overpriced too, Vivefags are just naive idiots if they think HTC isn't overpricing their shit, Valve has nothing to do with the hardware or its cost.



Well see thats the beauty of capitalism. If vives cost/investment ratio bothers you, go make your own vr hardware, and sell it for slim to no profit. Time invested be damned.


I'm just an inter inside a small startup. They got an AR application for me to develop but because the company is only pay a few bucks we cannot afford to buy the sdk of Wikitude Pro, the only SDK working for me. Anyone who can help me with this issue?

Is there any chance to find something somewhere, or should I use another program?

Vuforia isn't working properly for what we have to do, we've got a room with target pic at 2m or less from the totem where will be placed the tablet and Wikitude is the only one i know it can recognize target up to 2.2 meters..

Never used Kudan but it could be an alternative to me..?

Please it's the first time I can work for somebody and I try to make a good impression :)

File: 1471993118114.webm (6.93 MB, 1280x720, 16:9, Jokes.webm)



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File: 99ca40e59404ace⋯.mp4 (3.8 MB, 1280x720, 16:9, x_hisabilly_x Apr 6, 2018 ….mp4)



Is there somewhere I can download this?


File: c893f89779dbf7d⋯.mp4 (341.98 KB, 640x360, 16:9, custom order maid 3d2 Mogu….mp4)

File: ff42617908c0f46⋯.webm (4.99 MB, 640x360, 16:9, 4chan Anime and Manga ima….webm)

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i think he posts in agdg

File: c42c65fd254f510⋯.png (48.84 KB, 728x520, 7:5, product-vive-family-shot.png)


Still too expensive.


lol watsa vive sounds like a sextoy amirite


i wouldn't buy one yet even if the price dropped to 300$ until they implemented tracking without the gay stations, wireless HMD and 3rd gen controllers.

there's no way that it's necessary for these dumb stations to exist. there has to be a better way of doing it.



are you fucking braindead? the tracking in XYZ is done using the relativity to the basestations, however 2 or 3 are more accurate. if you want , go play with your wii mote or playstation vr and sit the fuck down.



How much is the Vive Pro expected to cost? I might pick one up if it's $600 out of the gate.



You don't need the Vive Pro. The Vive Pro complete kit is over $1K… Just buy the Vive for $500 and upgrade your base stations at a later date if you want.

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