Vive: Round Two [Blog Version]

HTC’s headset has a few things different from their competition’s headsets; such as it’s speedy consumer release, “room-scale VR”, and a tracking system that works well out of the box. In my last episode we pointed out some of the issues Valve’s Vive has due to their unique approach. Today we look at how they're dealing with those issues, and some of the things Valve is doing well.


Valve has now opened signups for ordering their developer edition of the Vive for free. Yes, they’re free and will begin shipping in the spring. But not just anyone can get one. Valve will also be selecting the companies to get the Vive. Their game knowledge will come in handy there allowing them to pick the VR projects that have project launch dates that fit for them, and projects they like.


And now that it’s available to developers free of charge, Valve will get a line up of quality games; despite their abrupt consumer release at the end of this year. This differs from Oculus who has two development kits which cost around $300, but have been out for two years to accumulate content.


So what will developers be getting? well the Vive developer edition comes with two wand controllers for interacting with your environments, and two base stations to track your HMD and Controllers in spaces up to 15 by 15 feet. It isn’t necessary to have it this large though, because the lighthouse VR system works to fit to your space. This way you can set it to the largest open block in your room, without having to move any furniture around. The base stations are using advanced laser tech to track you with extreme accuracy.


The controllers use Valve’s new trackpads seen on their steam controllers. They have triggers for picking stuff up, and interacting with things i.e. pushing buttons, throwing objects. And are tracked in 3D space, combining multiple controller aspects to create a versatile set of input options for developers.
The vive utilizes a room scale vr experience which allows the player to controller their character via real world movements. This sense of immersion is so compelling that the brain tells the player that objects in the game are real and prevent the player from walking through them.


If a player tries to walk out of their preset lighthouse tracking space, then an in-game mesh will appear telling the player they're about to lose tracking or they’ll bump into a real world object upon passing through the mesh.


Without any restrictions though there will be people who get motion sick depending on the experience, but in return Valve gets a vastly larger number of experiences and demos for their headset.


The Vive is going to deliver a premium experience. Valve has been clear on this from the beginning. It means there will be a price to pay, but that price isn’t for nothing. With a high end 90hrtz refresh rate and two 1080 by 1200 pixel screens you get a clearer smoother experience versus their competition, and being one of the first consumer VR releases for head mounted displays, quality is what’s going to matter.


The other problem with a premium experience is that VR is ready to be tracking you and rendering lots of high quality frames a second, although the hardware isn’t. Computers aren't yet made for VR, and so it cost a lot to have games run this nicely in high quality.
It won’t be long before we do start seeing PC’s optimized for virtual reality. So as a VR community were going to have to keep pushing hardware so that a premium VR experience doesn’t require a premium PC.

Vive: Round Two [TF2 Commentary]

Oculus Release Date!


A consumer version of the Oculus Rift will be shipping in Q1 of 2016.  On Oculus's blog they released this and two new images for the consumer rift. The one above and this one
And lastly Oculus hints at what belive to be their controller's debut at E3 with this:
"E3 is just around the corner - this is just the begining"

With this and the Vive right around the corner there's no use in trying to throw together a PC for release. The estimated year to build your custom PC for VR  is 2017.

Stay tuned for more details around hardware, software, input, and many of their inannounced made-for-VR games and experiences.

HTC Vive needs to take five [Blog Version]

It's well known that the Vive has been sweeping the stage with it's latest prototype. It comes with two Wii remote / steam controller hybrids

and a head mounted display.

It also has lighthouse; a tracking system built for accuracy and low latency, with sub-millimeter precision, and it is said to give presence unlike the VR community has experienced prior.

Due to this, combined with the 90hrtz refresh rate and two 1080 by 1200 pixel screens. The demo's are immersive; you feel like your there, they feel solid. And what's more Gabe Newell; CEO of Valve quotes: “zero percent of people get motion sick”. Now I think that's a bold statement and I'm going to go over that in just a second, but valve has also given the stats to there current prototype and promised a developer kit release in spring and a consumer version available by the end of 2015. You can now apply for a free developer kit here: Signup. So that's more info than Oculus has cared to share, and it's clear to see that the Vive has taken the lead in this VR space race. So I would like to point out some of issues that have gone unnoticed.


Let's start with the release date: a Developer kits ship this spring, that’s awesome. If they can throw a Developer kit together by spring then go for it, I don't doubt Valves ability to make this product a real deal. But the scary part is when they say a consumer edition comes out by the end of this year. That's soon. That's like planning to make a final product the day after you finish your prototype. It's evident they have competition that might be pushing them toward a 2015 release but the choice might come back to bite them if they don’t have any games to play when it comes out. Oculus's Development Kit has been out for about a year now and the first Development Kit gave people time to experiment with the medium, make first person Flappy Bird and stuff. This paid off because Oculus has over 700 games on the share store.


So what content will the headset get. Not much if valve wants to keep the Vive a motion sick free experience. I emphasize that the next few problems are only valid if the Vive decides to be a 100% free motion sick experience. Valve has given no promises to for there consumer version to do this; Gabe only quotes their current prototype allows “zero percent of people get motion sick”. What they've done already is make the Vive is a 360 degree room scale experience. What this means is that people walk around in the real world, to move there character.


The way motion sickness works is you feel motion but don't see it, or you see motion and don't feel. So when you use a thumb stick on your Xbox controller, you see everything move forward, but you don't feel it.


The way to completely avoid motion sickness is to do all the movement yourself. The lighthouse tracking system only tracks in a maximum 15 by 15 foot space. So this means no games larger than 15 by 15 feet. If you try to saunter past that point you will hit a real wall. But guess what. You also cant put anything IN that space:


Imagine your in a virtual reality kitchen and there's one of those island kitchen tables in the middle of the room. Now you accidentally walk through where the table should be in real life. Your characters view would stop, because his avatar can't go through the table, but you would feel like you were moving and then blaaaaarghh. And vise versa too, if you bumped into real world objects like couches and tables you wouldn't be able to play the game because there would be a table in the way.


O.K. time travel to 2016. The Vive is out, consumer. There's not many games because of the speedy release but that's O.K. You sold all your furniture and cleared your living room to become a VR room. You go to the store and see the Vive cost's $500! HTC's Exec director of global marketing said there would be a "slightly higher price point" to deliver a "premium experience."
The Oculus Rift consumer version is expected to cost between $200 to $400, so the Vive should be priced $300 to $500.

So you go home take all the money you got from selling your furniture and buy it. You bring it home plug it into your laptop and... the game is playing at 10 frames a second! Your 2014 laptop won't cut it. The Vive has a total resolution of 2160 by 1200 pixels. With both screens that running at 90Hz, it's likely that Steam Machines will be built from the ground up to handle the Vive. Price points for steam machines go up to 5 thousand dollars. So pay 5000 for a PC, 500 for the tracker controller and headset and however much for a game. Get a room to play in. Play your small game collection of 15' games.

Gear VR Innovator Edition Galaxy s6 and s6 edge

Big news from oculus today! The gear VR (innovator edition) will be coming to the Galaxy s6 and s6 edge phones.


Using the android platform. Oculus will also be releasing a bunch of new games on the oculus store. 

What's more is there will be 3 new Vr films for the gear vr's oculus cinima: Lunar, Plot Device, and the brand new film, Immersion. Although it is unclear whether these new films will be created by oculus's recently debuted story studio.  Last but not least a new version of the mobile sdk: v0.4.3. Was released giving a number of performance and stability fixes.

Caelum's Guide to making a mid-range VR computer for 2015: BONUS ROUND (peripherals)

Peripherals:

So, brand new computer; but nothing to use it with! What you need is some good HMD input devices.

A keyboard
nothing needs to be special but you need a keyboard to use your computer, you cant go using onscreen keyboard or something your whole life, but get the cheapest one possible. I grabbed this from Memory Express and I love it.

http://www.memoryexpress.com/Products/MX25605

A keypad
I have a keypad and it's super useful for those games with no gamepad or hydra comparability. It's perfect because I don't have to try to find the keys my hand just sits. That said they are pricey and with more and more games getting support for other input methods it's really not worth it. I however bought the keypad for gaming (as I'm sure many of you are) and it's use for games and VR stuff has been awesome. So if your'e looking for one anyways it's a good investment though keep in mind you will probably just use it for non VR stuff in the near future.

A mouse
Again a must have, though nothing needs be fancy, left mouse, right mouse, middle mouse, scroll wheel are a necessity. Although an ergonomic fit is good for not having to look down to find the mouse. I enjoy side buttons and something to change DPI on the fly, but if money's tight at this point don't go for fancy features.

A gamepad
A gamepad like an Xbox 360 controller is amazing to have, so many games and demos have comparability I don't even think about it, I just grab the controller and put on my Rift. Anything you can get wireless that has super low latency is good in VR so I would recommend a wireless one though I have a wired and wireless from my old Xbox 360 and I'm using the wired because the wireless sounded too hard to set up and the wired was super easy.



Headphones
If you don't already have a pair don't go getting anything expensive, a pair of stereo (again Anything you can get wireless that has super low latency is good in VR) headphones. I'm still unsure whether to get and extension cord and use my usual earphones or get dedicated wireless headphones or earphones. In all it's not worth it because Oculus's CV1's built in audio will be well worth the wait. For more thoughts on this see this forum:


End notes
With all of the things on this list it won't be shameful to buy cheap or because Oculus is rumored to be working on input and might even have a development version of an input device before CV1 so go ahead and wait because what we have now isn't great so do pay for something great.