All Things Virtual Reality

Got two vids for you. The first one is called Ready Maker One, and it's from MakeZine's YouTube channel. The video talks about a VR CAD program used to make stuff in a VR space. Check it out: https://youtu.be/IH7ETRbNaHI

The second one is another VR headset video (no PornHub is not mentioned anywhere in the video. Don't let the preview image fool you). The first one actually reminded me of the headset seen at the end of the Ready Player One teaser trailer. The funny thing, with the Expanse VR headset, it appears they doing what I had mentioned here before: designing a device to fit into the headset so you don't have to use the phone. The Impression.Pi looks promising, though I still kinda find it doubtful that it's near where it says it is (but having and all in one portal headset and VR control actually seems rather awesome). The HoloLens is featured, also looks promising. The Hapto looks kinda cheesy, but haptic gloves have to start somewhere: https://youtu.be/vhixzJshoUU


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Here I am again with another post in the topic of Virtual Reality. This time, I want to make mention of a device before I go into a small POV post of mine. The device I'm about to mention isn't a headset, but it's something that can go WITH a headset. Basically, this device will allow users with a rotational only headset like the previously Pimax 4K and even those who use cellphones with Google Cardboard headsets to have a room tracking system and controls. That's right, so if you already have a cheap VR headset and a cellphone, with this additional add-on, you can have a wireless VR helmet and control unit to play around with. The name of the unit is called NOLO. Here's a video about the unit: https://youtu.be/EUsEWDQJrSU

The pricing is $99, however, if you really want to go with a cheap alternative, there are users who have created hacks to the PS Move services that came out with the PS3 where you can use the Move controllers and a couple of PS3 cameras to be able to do the same thing. However, that particular DIY method requires more work (such as creating a head-tracking marker for your VR goggles if you don't want to strap a heavy PS Move controller to it) than the Plug and Play method of NOLO. Here's another video where someone did a comparison on both ways: https://youtu.be/dq3n7aioitw

Now, onto the topic I want to bring up. Now, before NOLO, there are those who voiced their opinions here in the topic that when it came to rotational only headgear or VR goggles with cellphones, they've stated, "It's not true VR." Now, don't get me wrong, I'm not trying to offend anyone, nor am I ignorant of the obvious. When it came to those two areas, it's obviously "not true VR" in the same sense of comparing those two areas to the Oculus Rift or the HTC Vive. And, some could still make the argument that even with the creation of NOLO or using the PS Move service to adding that additional tracking, that it could still be considered "no true VR" when still looking at the fact that the positional tracking was included with Vive and Oculus. However, I don't fully agree with them being "not true VR", but I feel they are more "VR substitutes." I'll explain.

When it comes to rotational only headsets like with the Pimax 4K (BTW, found out they did an update on their hardware that increased the resolution on it, doing completely away with the screen door effect and finally allowing text that can be seen clearly), it's a VR substitute because of the fact not everyone may have enough room to have a VR setup like the Rift and Vive. If you're someone who likes to game while staying in a hotel room away from home, you're not going to want to take the Rift or Vive with you because it would require setting it up in the room. Using something like the Pimax 4K (without the NOLO), it gives you the chance to experience it without the worry of not having enough room. In fact, I've seen some users use the PlayStation VR helmet to play the Resident Evil VR game, and instead of playing it using the positional tracking, they use rotational viewing while sitting down and moving their character with controllers). And with NOLO being released (as well as the DIY tracking method with PSMove service) and allowing for you to be able to use it with the Pimax, it brings it closer to being to have rotational and positional tracking much like the Vive and Rift.

I also feel the same is true with the VR goggles and cellphones. I've played around with a few of the "rotational only" games and VR apps currently available for the iPhone. Now, before the NOLO/PSMove, it's not "true VR' in the same sense as those previously mentioned helmet/controller systems, but I consider it a different type of VR. I looked up the definition for "virtual reality", and got many different ones, including one that would best fit the Vive and Rift in particular. However, Merriam-Webster has this as the definition for "virtual reality": artificial environment which is experienced through sensory stimuli (such as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment; also : the technology used to create or access a virtual reality. To me, that definition describes the VR that is offered by cellphone VR apps. Some of the apps I've tried, such as InMind VR, HackThePlanet and a couple of the VR roller coaster apps, all are rotational (in fact, InMind VR is actually a rail shooter where you aim using your head), but those apps still match the description because they: A. Are all virtual environments. B. Provide sensory stimuli (sight and sound). C. in some cases, provides interaction with the virtual environment (in the case of InMind VR, it's aiming and shooting by using your head). So, my belief is that cellphone VR units provides us a virtual reality experience, but it's a different type of experience in comparison to the PC. However, there are many companies that appear to be attempting to bridge the gap distance between the portable VR experiences that cellphone VR apps provide and the VR experiences that PC/gaming systems provide (some examples have been included in the past posts I've made), with the NICO and the DIY method of the PSMove system doing so.

I know there's going to be those who disagree with this point of view, but this is how I see it. To me, cellphone VR and the rotational only VR helmets provide just as much VR experience as the PC dedicated VR gear with room tracking. And I'm sure eventually, the gap between the two will be completely erased. Thank you for your time. :)


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I'm not quite as passionate about this distinction but I'll engage this discussion for academic reasons.

Now, before NOLO, there are those who voiced their opinions here in the topic that when it came to rotational only headgear or VR goggles with cellphones, they've stated, "It's not true VR." Now, don't get me wrong, I'm not trying to offend anyone, nor am I ignorant of the obvious. When it came to those two areas, it's obviously "not true VR" in the same sense of comparing those two areas to the Oculus Rift or the HTC Vive.
I think I might have made that comment about rotational being "not true VR." If that was me, my purpose wasn't to disparage stuff like the cellphone VR products. I was responding to folks who didn't understand that there was a difference between the technologies - that it didn't seem to make sense that Oculus/Vive require so much processing power and cost so much when you can just slap your cellphone on your face for basically the "same" experience.

My purpose in drawing that distinction is to explain that there's a dramatic difference between the two technologies. i.e. it's NOT "the same thing."

If I said that cellphone VR is "not true VR" then I apologize if I hurt anyone's feelings. It doesn't matter what anyone calls it. I simply felt that the revolutionary promise of VR that began decades ago was really fulfilled by products like the Oculus/Vive.


Merriam-Webster has this as the definition for "virtual reality": artificial environment which is experienced through sensory stimuli (such as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment; also : the technology used to create or access a virtual reality.
By that definition then Call of Duty, as a first person shooter, is also "virtual reality" - especially when played on a 3 monitor rig with a great speaker system.


I know there's going to be those who disagree with this point of view, but this is how I see it. To me, cellphone VR and the rotational only VR helmets provide just as much VR experience as the PC dedicated VR gear with room tracking.
When it comes to porn I would agree.

However, even in sit-down games, the translational tracking does make a difference in the immersive experience. Playing Battle Zone (VR tank shooter) or Valkyrie (VR space shooter) on Oculus I'm in a cockpit and I can lean my head to get a better look at something coming in from my flank. There's simply a greater sense of presence than if it were rotational only. Try it and you'll see.

Does it mean I don't think cellphone VR has any "value"? No. I don't think anyone meant to imply it was worthless. At one point some folks didn't understand what the big deal with VR was because we had the same thing in the 1990's. In the 90's there was such a lag, even with simply polygons, that 20 seconds didn't so much provide an immersive experience as it simply made you ill. Technically that's VR, too.

And I'm sure eventually, the gap between the two will be completely erased. Thank you for your time. :)
There's no feud between cellphone VR and Oculus/Vive that I know about. When you add translational positioning to cellphone VR then they'll be in the same ballpark. Until then they're both sports but entirely different leagues....



... Oculus/Vive being like a tennis match at Wimbledon and cellphone VR like ping pong at the local YMCA. :p (JK LOL .. or am I?)
 
So, it's been a while since any new reports of tech for VR. At least nothing that's jumped out at me as needing to be noted. The only thing I've come across recently is this "Funny Moments in VR" video.

 
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HA! funny you JUST posted this, i literally just bought my computer system and the VIVE system... should have it by mid week next. excited, but dayum! expensive!! over 2k for everything and i've still got xmas shopping to do, lol.
 
Not so much in the way of new topics except one thing. But I'll get to that shortly. Now, when it comes to VR and headsets, as I've probably stated here before, I believe the best way that to get people to embrace VR is to have low cost VR setups. Don't get me wrong, I understand the importance of companies making their money back on the equipment they developed, but when it comes to new tech, most people would prefer to test it out first before actually buying it. When it comes to the Vive and Rift, there are no tech demos available at Best Buy or any stores selling them (and if there were, there's a good chance that there'd be long lines for the demo). What made Google Cardboard take off as a springboard into what I would consider introductory VR was the fact that it was free/cheap. You could buy the lenses off of eBay for less than a dollar, print out the templates, and use cardboard to be able to put together the headset. It's basic VR, but due to the fact that it didn't cost much was a big factor as to why it was so well accepted: low cost and easy to use, us being able to allow people to try it without it impacting their wallets.

Now, I've heard many say, "If you want to try the Rift or the Vive, then save up for it" and "The Rift is now $399.99, it's affordable now." To me, it's still too much for people to want to try out before buying and the price is still too high to be able to set money aside for if you're wanting to buy such a unit. However, I have done a check up on something that many may have heard of. A while ago, Microsoft developed a VR hardware/software architecture called Windows Mixed Reality, which is a type of VR/AR system that allows the blending of virtual and reality (hence the name). Now, several companies have taken the architecture and have manufactured various different VR headsets (despite that they have Mixed Reality on them, they're basically just VR systems). Unlike the Vive and Oculus Rift, these systems are inside out, meaning the cameras used for tracking are on the headset itself. So, instead of trying to set up three cameras to track the headset and controllers, for the Mixed Reality headsets, all that's needed is to plug in two cables and it's good to go (and depending on which brand you get, you may need to purchase a Bluetooth dongle for your PC). So far, I've seen video reviews of the various ones already out, such as the Acer, Dell, Samsung and Lenovo headsets, and know of another soon to be out by HP. From the reviews, each one has their own strengths and weaknesses. But, the Acer, Dell, Samsung and Lenovo headsets are all currently in the $200 range, which is more tempting for people to purchase and try than the $400+ Rift and Vive setups. I'm sure how well any of these headsets are, but I can see people more that likely trying VR with these than the Rift and Vive because of the pricing.

So, thus far, we now have five levels of VR currently available: DIY (those who have scratch built their own rigs), Introduction (I.E. Google Cardboard and Cardboard like products), Intermediate (Windows Mix Reality), Prosumer (Vive and Rift), Professional (HoloLens, setups used by The Rift and other professional/entertainment industries).


Now, that I've got that bit out of the way, I'm about to post a video from a user who I know over at the Ready Player One subreddit who got to check out Aech's Garage, a promotional area developed by Sansar Studios (an offshoot of Linden Labs, who created Second Life). I'm sure the video has been posted to the RPO film thread, but since it also doubles as VR related, I had to include it here. If you haven't seen it yet, enjoy:

https://youtu.be/cKQR6HID_8k


Second video from another user:

https://youtu.be/9Daxst-14tc


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New Retro Arcade Neon is my current favorite app. It’s your personal playable customizable 1980’s style video arcade. They use the actual ROMs from the real machines so you have to plop in “quarters” etc. and they play just like the real thing.

neon-cabinets.jpg


newriftarcade-oculus-rift-arcande-4.jpg


There are two two small floors of machines. I think about 34 machines total. You can find ROMs for just about every machine that ever existed. I just have to learn the app manager to get them installed.

There is a playable bowling alley, skee ball, whack-a-mole etc. In another room there’s a playable Super Nintendo. Yes you plug in cartridges to get them running. Of course it’s played an old TV set. In fact all the screens are made to look like CRTs with visible raster lines, screen curvature and reflections.

Lying around are playable Gameboys, too. They thought of everything.

NewRetroArcadeV2_7.jpg




Its not bad using the thumbstick controllers to play to play the games but it’s got me buying a proper quality gaming joystick to get the full effect. I just ordered an eTokki Omni stick from Korea so I can play the Tekken, MK, Street Fighter and Capcom vs. Marvel machines by the bowling alley.
 
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A video game in a video game. Sounds fun.
I have been planning to build a MAME machine. This certainly fills the void until then. The cabinets themselves are amazingly rendered. I was playing Ms. Pac-Man last night and noticed light weathering and around the joystick around the acrylic.
 
To make it accurate, it needs people playing the games. With people battling it out on Street Fighter and Mortal Kombat and more watching. The good old days of the arcade.
 
I put the Oculus aside for a few weeks to play Far Cry 5 and Doom for a while. Now I’m back and there’s new cool stuff.

1943 Berlin Blitz is just a sit down virtual experience produced by the BBC. They took an audio recording of a reporter on a bombing run in a Lancaster bomber. The experience is less than 10 minutes but, oh my, it’s chillingly immersive. You’re sitting as an observer with the crew. The authentic recording brilliantly makes this real as you experience a recreation of an actual event. If you have VR you have to try this. It’s free.
 
It's official: I have gotten the chance to try out VR. So, basically, this is my experience. I had at least two hours to kill before going to seel Halloween (2018), and I had noticed a place nearby to the theater called "VRUp Arcade." I went into this place, not sure what to expect. The room was mostly empty, but there were four "stalls" with two of them being occupied. The lady welcomed me, and I told her that it was my first VR experience and wasn't sure what to try out. She explained that for $10, I got 30 minutes of play and that I could add more should I want to. Since I was trying this out, $10 seemed reasonable and 30 minutes seemed like it was enough to try. I asked about what headsets they were using, and it was the HTC Vive Pro they had. I kept my glasses on, and she strapped the rig to my head. The nice lady recommended that I try out Richie's Plank Experience, so I did. I sort of "fell off" the plank the first time, but I started to adjust to how to use the controls and how to move. In the same program, there was a flying fireman game I decided to try out. I was a bit disoriented at first because of the fact that my eyes were seeing movement while I wasn't, so after a couple of minutes of play, I decided to try another game: Arizona Sunshine.

The only drawback to this game was the fact that I could only hold the gun with my left hand (I'm right-handed), but I adjusted to the game's controls quickly. I made it little ways until the 30 minutes were up. But when I first started, I was taking at least 5/7 seconds to reload. But after six minutes, I was already reloading less than a second from the moment I ejected empty mags to reloaded with a fresh one. Couldn't figure out how to work a grenade I had found though. But, I didn't feel as disoriented because I was using the aim controlling, where you press the button, use the controller to point in a certain area and then release it to go there. It was actually quite fun. And I also quickly learned to use my head to look around instead of using my eyes.

Now, does this prompt to me run to the store and buy a headset? Not really. But it does give me a reference point, and what to expect for playing. I will admit, the screen door effect was noticeable on the Vive Pro, and I know a few of you mentioned that there are headsets with OLED displays that remove the screendoor effect entirely. But, I will admit, this had made me a bit more interested in trying a few more experiences before taking the plunge in purchasing a rig.
 
It's official: I have gotten the chance to try out VR. So, basically, this is my experience. I had at least two hours to kill before going to seel Halloween (2018), and I had noticed a place nearby to the theater called "VRUp Arcade." I went into this place, not sure what to expect. The room was mostly empty, but there were four "stalls" with two of them being occupied. The lady welcomed me, and I told her that it was my first VR experience and wasn't sure what to try out. She explained that for $10, I got 30 minutes of play and that I could add more should I want to. Since I was trying this out, $10 seemed reasonable and 30 minutes seemed like it was enough to try. I asked about what headsets they were using, and it was the HTC Vive Pro they had. I kept my glasses on, and she strapped the rig to my head. The nice lady recommended that I try out Richie's Plank Experience, so I did. I sort of "fell off" the plank the first time, but I started to adjust to how to use the controls and how to move. In the same program, there was a flying fireman game I decided to try out. I was a bit disoriented at first because of the fact that my eyes were seeing movement while I wasn't, so after a couple of minutes of play, I decided to try another game: Arizona Sunshine.

The only drawback to this game was the fact that I could only hold the gun with my left hand (I'm right-handed), but I adjusted to the game's controls quickly. I made it little ways until the 30 minutes were up. But when I first started, I was taking at least 5/7 seconds to reload. But after six minutes, I was already reloading less than a second from the moment I ejected empty mags to reloaded with a fresh one. Couldn't figure out how to work a grenade I had found though. But, I didn't feel as disoriented because I was using the aim controlling, where you press the button, use the controller to point in a certain area and then release it to go there. It was actually quite fun. And I also quickly learned to use my head to look around instead of using my eyes.

Now, does this prompt to me run to the store and buy a headset? Not really. But it does give me a reference point, and what to expect for playing. I will admit, the screen door effect was noticeable on the Vive Pro, and I know a few of you mentioned that there are headsets with OLED displays that remove the screendoor effect entirely. But, I will admit, this had made me a bit more interested in trying a few more experiences before taking the plunge in purchasing a rig.
I can't speak for the Vive but Arizona Sunshine on the Oculus is very intuitive to control and it's my favorite zombie shooter gaming experience. I don't know why you were only able to shoot lefty. Maybe there was something wrong. I typically navigate with my left controller while shooting with my right. I love the reload - the Oculus controller button to drop a mag is exactly where you expect the mag release button to be on a semiauto pistol. And it's great to shoot actually using the sights - first-person shooting by definition.

I had my buddy, a big time tactical pistol and shotgun guru (and cop) try this game (he's zombocalypse enthusiast, like me) and he thought it was really intense.

I don't know if you can get rid of the screendoor entirely. I simply don't notice it anymore. There's also the issue of "Godrays" due to the fresnel lenses but you stop noticing them as well. Whether or not it's worth the expense really depends on you, of course. In my case, ever since I started PC gaming, it's always been about immersion so perfect VR is my holy grail.

I would like to find a better solution for movement. Arizona Sunshine is an acceptable compromise but it would be nice to have an omnidirectional VR treadmill of some sort .

e.g.



Next time you try VR you should try Star Trek: Bridge Crew. If you're into Star Trek it's thrilling just to be on the bridge. There's a bit of a learning curve but, if you can play it with other players in the crew, it's especially fun. You start off with the training sim which killed me but it didn't matter - let's just say there was no way I could have "cheated" the training sim.

Another one to try is Face Your Fears - and you should pick the right door (sit down experience). Even better, convince someone you know to try it and laugh at them.
 
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So it looks like Facebook is shelving plans for the second "next" generation Oculus Rift at least for now and is shutting down movie purchases and rentals for VR on PC while keeping them on their mobile platforms.

I wouldn't expect anything that's not standalone or mobile from them in the foreseeable future.

This is why i warned everybody interested in VR to stick with the Vive and not back Facebook.
 
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So it looks like Facebook is shelving plans for the second "next" generation Oculus Rift at least for now and is shutting down movie purchases and rentals for VR on PC while keeping them on their mobile platforms.

I wouldn't expect anything that's not standalone or mobile from them in the foreseeable future.

This is why i warned everybody interested in VR to stick with the Vive and not back Facebook.
I'd like to think Oculus/Vive would be more like Apple/PC than Betamax/VHS.
 

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