The Vive discussion Thread

I can see it now... <harp music>..

You've enjoyed Rollercoaster Tycoon
You've enjoyed Zoo Tycoon
Now play our latest game... Business Tycoon, a VR exclusive.

Don your headset and thrill at the immersion of being placed around a table of up-and-coming whipper snappers who are all bright as a button and have the tongues to match. Points are awarded each time you can interject a salient point first. Bonus points if you can promote your company at the same time.

<harp music segue to hipster-friendly-pseudo-trash-metal-lite>

Develop: AGILE!
Cloud: SMART!
Project: MANAGE!
Cappucino-frappe: NOW!
Wage: MINIMUM!
Prospects: NONE!
Deliverable: P45/Pink-slip!

;) Anyway - back on topic - am considering a 120 mile round-trip to see a Vive in action tomorrow evening. Might take the DK2 along for comparison.
 
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Head's up for you guys and gals ordering a Vive in hopes of ED support...

Big assumption there. ED is not too compelling for me now, hoping for other things with Vive mainly (but will certainly give ED another spin with Vive eventually)
 
Some comments from real use by ArsTechnica

Glad that Oculus canceled my order (Probably the don't like freight forwarders... or US cards with other country address). So I'll get the Vive (before Oculus previously promised date).
Being a developed person in an underdeveloped country has unexpected benefits. ;)
 
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Some comments from real use by ArsTechnica

Glad that Oculus canceled my order (Probably the don't like freight forwarders... or US cards with other country address). So I'll get the Vive (before Oculus previously promised date).
Being a developed person in an underdeveloped country has unexpected benefits. ;)
Having spent a bit of time now with the Vive Pre in Elite, I'm finding there are weird tracking issues when I'm seated at my desk (which, being a desk, is near the edge of the room). Tracking gets very jumpy every few seconds, and it regularly loses its lock and blanks out the screen while it reacquires its position. Turning my head can result in crazy wild view oscillations. I've played around a bit with lighthouse position, but haven't yet found a good spot where it doesn't happen.

If I move out into the center of the room—which means walking around the cockpit, very cool, though not REALLY walking since the avatar remains seated—tracking is rock solid. But when seated back at the desk it goes nuts again.

I'll continue to screw with lighthouse placement, but this is not a problem I had at all with the DK2.
 
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Apologies for the off topic question to Lee. Could you possibly try DCS and let us know if it works yet and if so the readability of gauges and HUD etc. maybe post the findings on your webpage if it works! Not sure if the Vive implementation is active in the current build but it can be downloaded for free on steam to test.
 
Having spent a bit of time now with the Vive Pre in Elite, .

Hi Lee

Does that mean you have got past the graphics issues with ED now, if so care to post how just incase it helps us in the future.......

thanks mate

M.

PS i notice you guys posted an article about vive pre... will you be updating on your thoughts in ED once you (hopefully) have it running properly

PPS

it is probably not related but back when i was playing with SDK 0.6 I had some pretty odd tracking strangeness with my display sometimes jumping all over the place. After lots of mucking around with camera positioning having seemingly no effect, and also not seeing it in other demos, i put it down to something to do with ED rather than an issue with the rift tracking per se.

probably not related but just putting it out there
 
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I haven't tried DCS yet—hoping to get to it this weekend.

Have not yet gotten past the aliasing issues with ED, but frontier's looking at them this morning to see what's going on. Just sent a boatload of screenshots their way a little while ago.

Never had any issues with Rift tracking, other than the narrow field of view on the DK2 camera. Was always rock solid. Not upset or giving up hope on the Vive or anything like that—this is all standard early adopter stuff. I'm sure it'll get worked out. Always gotta be patient with stuff like this! And, yes, I'll be posting an update on Elite with the consumer versions of both the Rift and the Vive as soon as I have them in hand (I might have a consumer Vive the first week of April, but nothing's settled yet and the one I bought out of pocket is in the May shipping group; I should be getting my purchased Rift in the first shipping batch, so hopefully that'll also be the first week of April).

(NB - I'm buying both headsets out of pocket, without reimbursement, so that I can keep them—we don't keep review hardware, and Oculus isn't sending me any review hardware anyway!)
 
Having spent a bit of time now with the Vive Pre in Elite, I'm finding there are weird tracking issues when I'm seated at my desk (which, being a desk, is near the edge of the room). Tracking gets very jumpy every few seconds, and it regularly loses its lock and blanks out the screen while it reacquires its position. Turning my head can result in crazy wild view oscillations. I've played around a bit with lighthouse position, but haven't yet found a good spot where it doesn't happen.

If I move out into the center of the room—which means walking around the cockpit, very cool, though not REALLY walking since the avatar remains seated—tracking is rock solid. But when seated back at the desk it goes nuts again.

I'll continue to screw with lighthouse placement, but this is not a problem I had at all with the DK2.

Gosh, Someone else that sees that too.

On a DK2 here, and I am seeing similar events, SteamVR grid temporarily blanking out the game - almost like the wrapper resets, jumps in position - view jumping up/down requiring f12 resets especially when transitioning or looking left / right. Camera is attached to a wall mount so it does not shift or move.

I confirmed that I am always in view (and in scope) of the camera, and the the rift works fine (and stable) in all other programs that I tried.

Is it game breaking? Well no, but it is annoying.

Of note, I was having the position issues with the previous SDKs also so I don't think it is a SteamVR wrapper issue per se.

Sometimes I wonder if it is not the game itself that somehow does not/skips update the viewport position (too busy doing other stuff) resulting in the repositioning of the view and or forcing a wrapper reset (grid).

Oh yes, I7-4790 // pair of 290s, loads of memory and minimal background processes - well as minimal as W10 allows, but it was the same with the older SKD in Win8.1. And with a previous Motherboard and CPU (I5-3550).
 
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Any chance we can learn who you are and what media outlet you work for? I'm always looking for additional info on VR and it would interesting to see some of your past work.
 
iv got 2 NVidia GTX 480 graphics cards in my pc. I know I need better to run ED with the vive, but I think it would be a smart move to wait for the Pascal as it will be MUCH better than existing graphics cards, and should be out this summer.
Do you guys think I could get away with the 480's in elite dangerous until then? I can put up with poor performance for a month or two.
My pc runs all the latest games on max settings, so it should do, should'nt it?
 
iv got 2 NVidia GTX 480 graphics cards in my pc. I know I need better to run ED with the vive, but I think it would be a smart move to wait for the Pascal as it will be MUCH better than existing graphics cards, and should be out this summer.
Do you guys think I could get away with the 480's in elite dangerous until then? I can put up with poor performance for a month or two.
My pc runs all the latest games on max settings, so it should do, should'nt it?

nevermind
 
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