And for the record, for me the biggest weakness of this unit is that it doesn't have a secondary HDMI port on it to run a blu-ray player or Xbox360 to. My $300 Omimo Uranus did. And I know..yada yada, something about the frame rate..yada yada.. something about the resolution or the HDMI 1.4 standard.. In the end, its a function that I was hoping for, and kind of expecting in a $800 unit, that isn't there.. I am an audio/video snob. I love the idea of being able to take my glasses and just watch a 3D movie directly off of my 3D blu-ray player and not even needing to start up my computer.. Thats your next accessory/assignment.
A unit with a built in Android like Steam OS that can independantly run video sources of any kind to the VR Visors, and convert it to side-by-side 3D that the glasses can play in 3D.
I get where you're coming from here, and that may be a fair point - better video support is something we're working towards and will get improved in the future. Of course, playing a 2D image with a fixed resolution and framerate in a virtual space is a lot easier in some ways than trying to do the same with a lot of different games.
(Note I didn't say it should convert to 3D on the fly. Ask a Hollywood post-2D-to-3D conversion house how easy that is. Although it'll happen one day I'm sure. I look forward to 3D Charlie Chaplin flicks. ;) )
... View more
I experienced Skyrim the way it was created to be experienced - in 2D on a monitor. :) It wasn't created to be experienced in VR. It just wasn't. Again, there's literally no software available (no disrespect to VorpX) that can instantly convert a 2D game to a total VR experience. They're completely different things.
Sure, some games will work great with VorpX and I think that's awesome - but it would take a significant amount of time to develop something that might work with previously existing games. Development time that I think is better spent pushing VR forward and helping other developers create amazing VR-specific experiences. That's looking forward. ;)
Finally, there's two things you need to remember.
One, and it's easy to forget this in today's fast-paced world... but Vive has been on the market for less than a year. (Heck, it's only just over six months.) While dev kits were available before that, they weren't available a long time before that. To create the kind of massive, sprawling game you're talking about (like Skyrim) in traditional, completely established, understood form - ie a 3D game played in a 2D space - takes a fully staffed development team like Bethesda literally years to create.
In other words: you won't get a VR-ready version of any game like that for at least a year post-release of Vive. (See: Doom and Fallout 4 VR versions, which Bethesda haven't committed to a release date on beyond '2017', last I checked.) I think between now and that day you'll see some amazing VR-based experiences - in fact I think we already have - but you're just not going to get that level of polish and studio production values for a while.
Second thing: you mentioned 'casual gamers'. The fact is, we're all early adopters here in VR. (Talking about Vive, Oculus, PSVR etc.) We're utilizing cutting edge hardware (expensive PCs or consoles). We're not 'casual gamers'. The casual gamer crowd may well pick up a mobile headset or similar right now, see something cool in VR and then decide to go for a Vive. They might also wait a year or so. And that's fine. While it'd be awesome to wave a wand and say "All PC games are now VR ready!" it's just not possible.
Bottom line: I understand and appreciate that you want to play existing PC games on Vive. It's not a simple thing to do. It's not likely to be something that gets a lot of development time (although hey, I'm not in charge of that and I'll pass on the feedback, so who knows). And personally, just me talking? I'd much rather experience something new and different in VR for now, and then get those 'rich game' experiences in a while when developers know what they're doing.
We're in the early era of a new type of interactive experience. It'll take a while to come up to speed.
As always though, I love to hear other points of view on this. :)
... View more
HTC is a big company, doing a lot of stuff all around the world (and I'm relatively new) so sometimes I hear about stuff after it happens. Case in point that I thought you might find interesting; there was a 'hackathon' that lasted a staggering eight days (!!) in China recently, where developers put together some amazing looking prototypes.
Called the 'HTC Vive Extreme Innovation Challenge' the developers had eight days (and nights, judging by the sleeping bags) of hacking time to put together something new for VR... which had to include a hardware component. Anyone who entered our accessory competition, think about this - these guys built working prototypes in eight days!!
I encourage you to check out the full article reporting on this at Haptical, but here are a couple of pictures to show you what some of the winning developers put together. I've got no information on these beyond what you see and their descriptions, so feel free to let your imagination run wild....
Developer GreenBean won a Special Award for this "Exoskeleton enhanced body tracking experience"!
Chesstar Studios won 'Best Hack' for their " Integrated VR sword-fighting robot concept".
Don't know about you but they had me at 'VR sword-fighting robot'. :)
Some of these prototypes may even become reality some day. What do you think?
... View more
First off, sorry you had so many problems. There's not much more frustrating than troubleshooting with PCs, sometimes. I'm glad the Vive worked with your laptop, which at least gives you some VR access... but understood that your PC is the power house here.
Unfortunately if you're seeing the Vive work fine with your laptop, but not with the PC, then we've got to assume it's the PC itself that's at fault here. With the myriad combinations of software and hardware, it's always going to be hard to pin things down, and you've obviously done a LOT of work yourself.
At this point my best suggestion - and you may have already done this - is to try regressing your graphics drivers. As I'm sure you know sometimes the latest versions of drivers aren't the most stable for your system (I know I tend to 'stick with what works' on drivers!). You may find as you 'roll back' that you hit a version number that helps.
You've done a lot of other troubleshooting already. You may also want to consider talking to your graphics card manufacturer (this EVGA page should get you started) and / or your mobo manufacturer (looks like you know where to go there!). Again, it's possible some sort of driver tweaking might help there, but it could be a hardware issue.
If all else fails (and assuming you're in the US) contact Customer Care for Vive via the link in my sig, below. Again, sorry you haven't had a better experience. :(
... View more
Hey everyone, Viveport is heading to VRDC this week (the Virtual Reality Developers Conference, from the folks who bring us GDC / Game Developers Conference). Except me. I'm stuck here with you. ;)
Tomorrow, November 3rd, our glorious leader Rikard Steiber will be presenting a keynote session and panel with developers. Any breaking news coming out of that panel will be presented right here and on our blog.
To give you a hint: remember the age of arcades? :)
If you can't make it to VRDC (which would be tough as it's sold out) you can join Rikard and other special guests in a virtual reality presentation via AltspaceVR, this Friday at 4PM PT (7PM ET, the early hours of the morning in Europe and even earlier further east - check Everytimezone.com for local timing). If you don't have AltspaceVR already you can grab it for free here at Viveport.
Hope to see you in VR this Friday - and if you're at VRDC and reading this, make sure you come and see Vive/Viveport on the show floor.
... View more
I understand what you're saying, but I think it's a little... off.
You suggest consumers who buy something will be upset if " it doesn't work on just about everything out of the box". That's sort of like suggesting someone buying a DVD player was upset it didn't play VHS tapes. Although at the same time, really what we're doing here is adding a DVD player to an existing VHS setup. In other words... you can still play your PC games on your PC. But no, you can't play them in this entirely new way of experiencing games/apps/whatever that you just bought - your Vive. If we suggested / marketed the fact that Vive would transform existing games into a new experience and that didn't work - fair play! You'd have every right to be annoyed (and so would others). That's not what Vive offers, though.
As a new feature (or arguably, an extension / combination of existing features) your suggestion is great and I'm sure there's a market there, but I'd guess it's a small one. I think most people are happy with their existing PC games, but when they try VR, they want something new. It might be the old game in a new and improved state, but there's no software in the world that can do that for every game. They're just fundamentally different ways to experience something.
As for the controllers, I don't think they'd be easily repurposed but if some enterprising dev wanted to give it a go, I think they might. Thing is though, they know that a decent alternative solution exists - gamepads. Now, if someone marketed a gamepad with VR presence - ie you see them in VR like Vive controllers - I think that could be cool. We'll have to see. But with the Vive controllers as they exist, and the next generation Vive controllers we saw at Steam DevDays, I don't see Vive going 'backwards' towards existing controller patterns, but rather forward to new ways of experiencing VR.
... View more