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/vir/ - Virtual Reality

VR is coming soon™

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BOARD RULES

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 No.54

Found this board through the new tag system. I might spend some time here.

I got my Rift DK2 a couple weeks ago and got a Hydra a month or so before that. I'm intending to work on some games of my own over the end of year break from work.

Here's some video of me playing HLVR, which is pretty cool.

 No.55

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I had a lot of fun with HLVR and I'll probably play through the episodes too, but I think there are some things that could have been done better:

1) Put the flashlight on the left hand, preventing players from using it as a crutch for aiming
2) Have some kind of hand model or something for early-game when you don't have any weapons - picking up that can was a challenge
3) Make the guns into physics objects so you can push your weapon through walls and get a weird perspective effect
4) Allow players to pistol whip enemies, rather than just using the crowbar. Stunning metrocops with a smack in the face would have been really nice

 No.57

YouTube embed. Click thumbnail to play.
It's interesting how differently you have to play with the rift+hydra. You can't be quite as ridiculous with the crouch-jumping and movement, but in exchange you get the ability to shoot around corners or over cover. The revolver can't be used like a sniper rifle anymore (in regular HL2 if you hold the suit zoom button to aim, hold click and then release zoom to fire, you can kill guys from miles away), and I found it really hard to aim with it because the sights are so close together.

I expected to spend a lot of the game using weapon sights, but many weapons have weird sights or it's impractical in close combat, so I just kind of got a feel for where I was aiming and used tracer fire to adjust in a lot of my combat.

 No.60

>>57
You have a hydra? Any other VR games that support it besides Valve games?

 No.68

>>60
Hydra's got support for a lot of games, but the implementation varies. For example in the Portal 2 map pack that came with the Hydra, you turned the controller to aim within the screen, and then if you went near the edge you'd turn yourself which was retarded.

There's a bunch of random little demos on oculus share that support it, Heavy Walker is a cool mech prototype where you use your hands to press buttons + flip switches within the cockpit, and grab onto a holographic interface to move and aim.

I threw together a prototype for 1:1 motion control the first weekend I got it, and it was pretty straightforward. Once the STEM controller comes out and VR+Motion tech starts becoming more mainstream, we'll see more games doing proper 1:1 motion controls in various games.

 No.330

So, /hlg/?

I have a problem setting it up, normal mode works like a charm, but as soon as I activate VR mode it goes black and I can see the Steam overlay icon in shit resolution on my DK2
Any ideas? Apparently I'm the only one who has this problem on the internet

 No.338

>>330
I don't own a rift, but if it sounds like you are the only one that has this problem you can try to "verify cache" to see if it solves it. If it doesn't then maybe you have to update your graphic drivers, if that also fails then I'm out of ideas.

 No.340

File: 1422721510443.png (6.2 KB, 1440x900, 8:5, Untitled.png)

>>338
Tried reinstalling, the only thing that changed is now the "Difficulty" menu works
The DK2's upper LED is orange, but the tracker (webcam thingy) is on and has the blue LED working
My main screen is like this, black with colored corners, and if I rotate the Rift the corners rotate, so the view/tracking works Pic related



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