The Vive discussion Thread

Possible new vive out by the end of the year with improved ergonomics and internals.

If true imo it confirms HTC felt they had to get a vr hmd out beating rift to the punch even if it meant it being a bit of a dev kit.

Again if true imo it's great for vr but a bit of a kick in the nuts for v1 owners unless they get a very good sweetner out if it.

How do early vive adopters feel about it?

http://www.roadtovr.com/next-gen-htc-vive-may-be-coming-this-year-report-suggests/

Mine is scheduled for delivery this weekend :(

This news makes me want to refuse delivery and return to sender.
 
Not too bothered tbh :)

It's unlikely the Vive 2 will be enough of an improvement to make me want to upgrade straight away, especially if it's just aesthetics and ergonomics. Guess we don't know much if anything yet.

Still folk using the DK2 while quite happily waiting on the CV2 from what I understand.

Can't stop progress ;)
 
I've heard the new Vive is more about ergonomics than anything else like higher resolution or increased FOV, so I'm not too bothered. I wanted VR as early as possible, so I can't complain when something better comes along. There's always eBay to sell it- I got a good price for my DK2, so there's no reason I couldn't shift my Vive or Rift CV1 when the time comes.
 
Possible new vive out by the end of the year with improved ergonomics and internals.

If true imo it confirms HTC felt they had to get a vr hmd out beating rift to the punch even if it meant it being a bit of a dev kit.

Again if true imo it's great for vr but a bit of a kick in the nuts for v1 owners unless they get a very good sweetner out if it.

How do early vive adopters feel about it?

http://www.roadtovr.com/next-gen-htc-vive-may-be-coming-this-year-report-suggests/

I think it is great that the products evolve and would be very disappointed if not. Currently the vive is the only real vr device out there so I'm happy to have one and I have no real issues with ergonomics. Sure there is the Rift, Gear VR etc but that feels like a products one generation behind the vive.

I would like to have a wireless vive though :)
 

All in all I'd say it's great. Faster development cycles benefit everyone. There's better hardware available sooner for those with deep pockets and the sooner current hardware becomes outdated, the cheaper it will be to obtain for those who couldn't afford it previously.

Now reading that article however is somewhat discouraging.

E.g. it states the Vive comes without headphones whereas it comes with quite decent ear-plugs adjusted for the required length. Plainly a wrong statement.

Now RoadtoVR is a heavily OR biased site, so that wouldn't worry me. My worry is that HTC actually seems to follow that non-modular trend, resulting in even less games with proper speaker support.

Having a decent 5.1/7.1 speaker setup, being able to play at high volume and not using headphones makes up 40% of the experience in VR, especially in Room-Scale.

There are workarounds for seated experiences when using Headphones such as ButtKicker. For Room-scale, you need speakers for a visceral experience unless you're willing to use ButtPlug™.

I'd rather prefer speaker support, but then again I'm probably weird...
 
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All in all I'd say it's great. Faster development cycles benefit everyone. There's better hardware available sooner for those with deep pockets and the sooner current hardware becomes outdated, the cheaper it will be to obtain for those who couldn't afford it previously.

Now reading that article however is somewhat discouraging.

E.g. it states the Vive comes without headphones whereas it comes with quite decent ear-plugs adjusted for the required length. Plainly a wrong statement.

Now RoadtoVR is a heavily OR biased site, so that wouldn't worry me. My worry is that HTC actually seems to follow that non-modular trend, resulting in even less games with proper speaker support.

Having a decent 5.1/7.1 speaker setup, being able to play at high volume and not using headphones makes up 40% of the experience in VR, especially in Room-Scale.

There are workarounds for seated experiences when using Headphones such as ButtKicker. For Room-scale, you need speakers for a visceral experience unless you're willing to use ButtPlug™.

I'd rather prefer speaker support, but then again I'm probably weird...

Think I'll be giving that "visceral experience" a miss if it involves using a buttplug ! :eek:

Each to their own though ;)
 
I think you might be onto a winner with a shim layer for filtering low frequency sound effects to remote-controlled teledildonics peripherals! The Oculus Kickstarter's slogan was "Step Into The Game" - you could do one with "Game Into You".

On a more serious note, CATPAIN, the Subpac M2 'vest' is a wearable, battery powered, sub-bass transducer: http://subpac.com/subpac-m2/
 
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Any definition of a decent surround system starts with calibrating frequency response something that is only possible for a small area colloquially called "the sweetspot" its not the sweet room, sweet area its the sweetspot.

This works fine for seated play but truthfully. Even so you would need 7 equally capable speakers and all just get something passably close to what a pair of cans give you in flexibility.
And this is before we even start considering room play.

The only thing missing in most setups to fully simulate a sound field is 1:1 head tracking.
Guess what, we have that now with vr.

Trying to do with a surround setup what cans are perfect for already is just folly.

The current gen vr is sadly lacking in audio quality, pretty much the entire chain is      from an audiophiles perspective, (granted anything fed through the realtek(yuk) cards so prevalent these days suck)
Its obvious they haven't cared much about it both oculus and htc has audio on the backburner.

Btw if Elite doesnt sound immersive using headphones. Make sure your hmd setting is set to headphones not speakers.

Still low frequency is always going to be a problem. Transducers can do some of it but nothing can really compare to a couple well powered 12" subs.
I have two in my living room but kind of wish I had three more.
The neighbours might not agree.
(Ok I don't want more 12" subs but a couple of 18" ones would do nicely)
 
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On a more serious note, CATPAIN, the Subpac M2 'vest' is a wearable, battery powered, sub-bass transducer: http://subpac.com/subpac-m2/

Certainly an interesting product for people being forced to use headphones due to their housing situation.

For me however, the less I have to strap on the better.

It starts with headphones. I certainly won't buy and wear a vest in order to overcome another devices shortcomings that don't exist for me since I neither have to or want to ever use the device causing the problem in the first place (headphones).

Anyway - after a couple of thousand hours in VR, I consider using headphones a massive deterrent.

If the Vive comes with built-in headphones, more devs will forget about a speaker option.
 
If the Vive comes with built-in headphones, more devs will forget about a speaker option.

It's not a game dev thing. It's a SteamVR thing. The SVR audio can be routed and mirrored to whichever device you want.

In my case Vive HDMI/Vive USB/Soundblaster/whatever. So I currently use Vive HDMI heaphones, mirrored to Soundblaster sub bass.
 
It's not a game dev thing. It's a SteamVR thing. The SVR audio can be routed and mirrored to whichever device you want.

In my case Vive HDMI/Vive USB/Soundblaster/whatever. So I currently use Vive HDMI heaphones, mirrored to Soundblaster sub bass.

Does this also apply to audios rotational behaviour? In some of the early experiences and VR movie clips, I've experienced the soundscape rotating with head movement whilst using speakers, which is obviously unnecessary and quite irritating when not using headphones. They may have fixed it in the meantime as I haven't tried any of the respective experiences since then.

It's why I appreciate the VR speakers/headphones option in ED. I'll have to check if Steam overrides the in-game option as I obviously only tried Speakers setting in both, SteamVR and ED.
 
Ah, I forgot about head rotation being undesirable with speakers, but I imagine that the mirroring option will duplicate the sound field in either case.

Though that's not really an issue for me because I use headphones for the top, with only the non-directional deep sub being routed through the Sblaster and into my chair.
 
Anyway - after a couple of thousand hours in VR, I consider using headphones a massive deterrent.

2000 hours in VR! ... wth.

Ive done maybe 30 in 2 months and im pretty much over it already.

I really hope you are exaggerating for effect, 80+ full days playing games in your vr headset is pretty disturbing.
 
2000 hours in VR! ... wth.

Ive done maybe 30 in 2 months and im pretty much over it already.

I really hope you are exaggerating for effect, 80+ full days playing games in your vr headset is pretty disturbing.

Actually I'm not. I've had the DK2 since early August 2014 before switching to the Vive in late April this year and have spent ~12 weeks or ~2000 in ED alone according to the in-game right hand menu stats. Never played the game in non VR except for ~1-2 hours of beta combat tutorial before I had a DK2.

As far as I know that counter doesn't include time spent with the game before gamma and of course doesn't include other games /experiences. So no - I'm not exaggerating at all.
 
Actually I'm not. I've had the DK2 since early August 2014 before switching to the Vive in late April this year and have spent ~12 weeks or ~2000 in ED alone according to the in-game right hand menu stats. Never played the game in non VR except for ~1-2 hours of beta combat tutorial before I had a DK2.

As far as I know that counter doesn't include time spent with the game before gamma and of course doesn't include other games /experiences. So no - I'm not exaggerating at all.

wow ok.

I guess you have to do something with your life.

I cant understand how anyone could play ED in VR let alone for that long. I have played a grand total of 10 minutes and that was too much.

Its a horrible unplayable mess imo.

Bear in mind the whole reason I bought vive was to play ED, so im more than a little disappointed.
 
Stupid question, must have been asked a million times.. but here goes.

How does one record a gameplay with Vive? I use Nvidia Shadowplay.
I recorded a lot of stuff before diving into world of VR, but atm it doesnt record anything when i hit the rec button..

Some setting wrong with Vive/SteamVR perhaps?

Thanks in advance! :)
 
Stupid question, must have been asked a million times.. but here goes.

How does one record a gameplay with Vive? I use Nvidia Shadowplay.
I recorded a lot of stuff before diving into world of VR, but atm it doesnt record anything when i hit the rec button..

Some setting wrong with Vive/SteamVR perhaps?

Thanks in advance! :)
Boot the game, then go into settings and change screen to FULLSCREEN option. After that, SP works fine. Remember, SP records off your monitor, not VR feed, so you may want to bump up the monitor quality a bit for a decent recording, but that is at the expense of your VR quality.
 
Boot the game, then go into settings and change screen to FULLSCREEN option. After that, SP works fine. Remember, SP records off your monitor, not VR feed, so you may want to bump up the monitor quality a bit for a decent recording, but that is at the expense of your VR quality.

But of course.... how dumb can one be. :D

Have some rep cmdr. :)
 
You can also set shadowplay to record desktop. But we'll that isn't entirely recommended since well you would have a desktop around the game window.

You could also setup OBS to capture straight from the window.
 
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