- Apr 13, 2012
Who has one and how do you like it? I'd trust a hardocp forum members review over the likes of fortune or Gizmodo any day lol. Post thoughts, insights, and whatever else comes to mind here.
I'd be thrilled if they would actually ship mine. Feel pretty skipped over. Had my pre-order in not a minute after they officially opened. <2 minute orders for both Vive and the Rift and I still don't have either. First world problems, I guess.
Face sweat is a real thing in VR, so a nice VR Cover or extra facial interfaces to wash frequently would be a good idea.
Sorry to hear that. I live in California and got my package on the 5th. Which state do you live in?
Can anyone comment on the weight of the headset? Do you find it heavy after a while? My friend is considering canceling his pre-order due to him hearing that people said its heavy.
Although it's thick and occasionally gets slapped out of they way, the cord never disrupts my immersion nor would I say I get annoyed.1. The Cords- Seems to be universally complained about and prone to getting rolled over/tripped on/etc. I know that there is no way around that at the moment, but it does add to the cumbersome-ness. Also the placement (above the strap) doesn't seem very well thought out. Not just on the headset, but also with the lighthouses.
Audioshield crashed on me a few times. I'd say a couple times a day, I'd get some tracking issues that quickly get resolves when I raise my arms/controllers up. I'm willing to bet this could get resolved if I re-calibrate my room since I rushed through that process in my eagerness to jump in.2. Software bugs- While he claimed that it was mostly OK, the reviewer did complain about various crashes, disconnects and other stuff which I can see being really annoying if you have to remove all the gear to fix the problem. Again not a deal breaker but the I can see how it could get a little frustrating if it's something that happens often.
The low resolution is absolutely noticeable, at least initially. The kicker, though, is that you never think about resolution after a few seconds of immersing yourself in VR content. Aiming feels great, haven't had any issues.3. Resolution- Reviewer said that it really surprised him how low the resolution actually was... but within a few hours had completely forgotten about it? But he did stress that, in a FPS for example, trying to make a shot at a few hundred yards is about the equivalent of hitting a single pixel. It makes sense but I guess I was hoping that it wouldn't be anything terribly noticeable.
90% of my library are indeed tech demo-ish but there are several such as Budget Cuts and Hover Junkers that are well polished.4. Games? It seems that the vaaaaast majority of 'games' are more or less tech demos at this point. Are there any actual games that really benefit from this (besides horror lol)? I feel like it would be pretty disappointing to pay 800.00 for a headset with next to no software for it... when I can wait a year, probably get a headset much cheaper and with better specs.... and a larger VR library.
5. This wasn't brought up in any review that I saw, but does it work well with glasses? Or do you even need to wear glasses with it? I'm nearsighted so I'm hoping I wont need them... but if I do, I have concerns about the comfort
Edit: Decided to talk to a Vive rep thru the chat service on their main site. What a bunch of idiots. They never directly answered my questions about screen issues, except to say that if theres something wrong thats not supposed to be to send it in and someone will test it to see if theres any issues. Even though I laid out how nearly every site that sells some sort of display has pixel policies that range from 0-7 all they could say was maybe.
One last thing, how is watching movies on it? I could honestly see that being a major use case for me if the quality is decent enough. Having a virtual theater to yourself sounds cool in theory
thanks for the response! While on the topic of movies, since VR HMD's are stereoscopic, is is possible to watch SBS 3D movies on it? I'm guessing probably not, because of the lenses and how close it sits to your face, but still thought I'd ask.I've tried few videos with Virtual Desktop + VLC, and I do like the home theater mode (big screen in a virtual room).
"Decent enough" would be rather subjective due to resolution. Unlike in games where devs play to the strengths of HMDs and you are more immersed/distracted by other things, with movies pixels are very obvious. But you do have a personal movie theater with a giant screen
Can't wait for next gen.
For now, I'll just have to try watching few movies fully in Vive, maybe strong preference one way or the other will emerge.
I wonder if there is the possibility of playing nvidia 3d vision games in the future.
If anyone with a Vive is willing to sell it, pm-me please.
With the ludicrous prices they are fetching on eBay I doubt you are going to find many sellers here. Anyone wanting to sell one probably already has it up there.
Yeah just saw some ppl asking for $1500 for something that is weeks away to appear at stores is simply ridiculous.
Just cancelled my Rift order and ordered a Vive. It should be here by the end of june.
I honestly don't know why anyone would get a Rift over a Vive at this point (assuming price isn't an issue). The controllers and room space alone seem to make it a much more compelling experience
Valve's VR tech demo, The Lab - does anyone know what branch of Source Engine it uses? And does it use Vulkan as it's renderer?
Google is failing to answer this question.
Unreal Engine 4.
Yes, i know it dont make sense.
Any idea about what engine and renderer The Lab uses? Wikipedia's entry on The Lab consists of a single paragraph buried within the Portal page.You're confusing The Lab with Portal Stories: VR, which isn't made by Valve and uses the Unreal 4 engine.