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g.poubelle has recently been playing Darkest Dungeon, SteamVR and Abbot's Book Demo

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Dave James Avatar
Dave James responded to g.poubelle's comment in
5 Days ago
Why now is the time to enter the Matrix (or just buy a VR headset...)Why now is the time to enter the Matrix (or just buy a VR headset...)
g.poubelle Avatar

Well we at least agree the Vive's "lighthouse" has "less" blind spots then a single pair of Oculus sensors : The "lighthouse" is exactly the only thing that's technologically superior about the HTC Vive.


But for me the hand controller tracking is perfectly adequate on both systems (and the headset tracking is ~perfect on both), so I'll take the lighter, more comfortable headset, along with the crisper display and convenient built-in audio, the optimized drivers, the thinner and lighter headset cable, the lighter and more ergonomic Touch hand controllers, the easier installation process (both hardware and software)... and make that my "technologically superior VR solution", over having more tracking then I need instead :)


Also the Touch tracking is perfectly accurate (within their tracked space), and as for their reliability, it's more like it's the HTC Vive controllers that have been know to make your virtual hands suddenly fly off for no reason (due to software driver issues) despite the increased range and reduced blind spots of their "lighthouse" hardware.


I mean the best choice would be to have CV1 for the headset, Touch for the hand controllers, and lighthouse for the tracking. And if you can't have that then the closest you can get to that (regardless of pricing) is CV1+Touch+Oculus Sensors, and not HTC Vive+wands+lighthouse.


Because VR immersion isn't about the strongest point : It's about the weakest points.

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Dave James Avatar

Yup, as I said in the article, the Rift is definitely the most consumer-friendly of the VR headsets and the one we'd recommend.

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g.poubelle Avatar
g.poubelle commented on
5 Days ago
After the goldrush ambitious ex-Ethereum miners are struggling to recoup their costsAfter the goldrush ambitious ex-Ethereum miners are struggling to recoup their costs
g.poubelle Avatar
It's time to pick up a second hand high end GPU, and a VR headset to justify it :)
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Dave James Avatar
Dave James responded to g.poubelle's comment in
1 Week ago
Why now is the time to enter the Matrix (or just buy a VR headset...)Why now is the time to enter the Matrix (or just buy a VR headset...)
g.poubelle Avatar
Again, the Vive is not technologically superior, only it's sensor tracking is better, and even that's mostly down to being able to track more then the CV1's 8x8 foot tracking limit. In almost every other aspect (and there's over a dozen of them ) the CV1 is better, which arguably makes the HTC Vive the technologically inferior VR solution.

Also with the price cuts Oculus VR is aiming to sponsor the VR software development, rather then clearing out stocks : Don't expect a CV2 anytime soon.

Reasons to choose an HTC Vive over a CV1 :
- Having more then 8x8 foot of empty space to dedicate to VR (which only a few short lived tech demos require).
- Misleading articles that make you think that the CV1 is technologically inferior, when it's mostly a superior headset that's a whole lot better price sponsored.Reply
Dave James Avatar

As I said, it's the tracking which makes the Vive technologically superior to the Rift. Even in smaller spaces, the Vive's lighthouse system is more accurate and reliable than a pair of Oculus trackers.


But the fact is they're not $400 better :)

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Dave James Avatar
Dave James responded to g.poubelle's comment in
1 Week ago
The Oculus Rift and Touch just got a permanent price cut to $499The Oculus Rift and Touch just got a permanent price cut to $499
g.poubelle Avatar
The CV1 is ahead of the HTC Vive in every aspect (weight, audio, comfort, display, hand controllers, price...), EXCEPT for the sensors : The CV1 sensors can only track up to ~8x8 foot of empty space.

Thing is : If your VR space (the space you can completely clear out for your VR activities) is smaller then 8x8 foot, then the CV1 sensors will do fine, at which point the CV1 becomes a complete no-brainer : Better and cheaper in every aspect.

And what if you do happen to have over 12x12 foot of VR space available for "room scale VR" ? Well since a huge majority of VR users simply don't have that much space to dedicate to VR without breaking a wall or two (Steam stats), the best extras you'll get are some short lived room scale tech demos, because most VR titles and specially all the expensive AAA titles, are being developed entirely with ~5x6.5 foot or less in mind.Reply
Dave James Avatar

Yeah, with the Vive it's all about those sensors and the tracking. It's not just about the space though, the Vive works better than the Rift in small spaces too.


I do get into situations where even with a pair of the Oculus sensors they lose tracking, which I rarely found with the Vive.

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Silentius Avatar
Silentius responded to g.poubelle's comment in
1 Week ago
Valve banned 40,000 cheaters when the Summer Sale endedValve banned 40,000 cheaters when the Summer Sale ended
g.poubelle Avatar
There's no multiplayer game that cheaters can't kill... But in this case those cheaters are contributing to game development instead of killing it : Thanks.

Although I think the right solution is to promote cheaters to their own separate game server, so they can have fun cheating the hell out of each other.Reply
Silentius Avatar

Sound logic, in an ideal world, but in reality you're always gonna have the guy who wants to get one over on legit players. For someone like that there's no fun in cheating when it's allowed. I doubt cheat permitted servers would do anything to dissuade folks like that.

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g.poubelle Avatar
g.poubelle commented on
2 Months ago
“The possibilities are endless” - Nvidia unveil their multi-GPU, multiplayer VR prototype“The possibilities are endless” - Nvidia unveil their multi-GPU, multiplayer VR prototype
g.poubelle Avatar
The idea might be to associate VR to an arcade level VR treadmill, or four VR treadmills in this case, at which point you just need to wire the VR headset above your head, instead of needing to go wireless or anyone having to carry anything on their back (as was the case with the first arcade VR headsets, many years ago).

You might be able to run off with the hand controllers though :)
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g.poubelle commented on
2 Months ago
Here's Palmer Luckey wearing a bikini top and tights cosplaying as MGSV's QuietHere's Palmer Luckey wearing a bikini top and tights cosplaying as MGSV's Quiet
g.poubelle Avatar
Cosplaying as Quiet after he was forced into silence for so long, you have to admire the sense of humor.

I guess he's not the kind of guy who's going to drop into depression over a Facebook takeover.

And yes that's Unity-chan (Unity's mascot) he's posing as : If it wasn't for Facebook ascepticizing the Oculus Store's content, it would probably be filled with more wacky Japanese craziness, as things used to be back in the pre-Facebook days :)

Here's a link to Unity-chan's CV1 demo by the way :
- YouTube video : http://www.youtube.com/watch?v=2nrVDDusxQ0
- CV1 executable (3 girl version) : http://www.aiai.ed.ac.uk/~ai/unity/unitychan/crs/Unity-Chan-Candy-Rock-Star.zip
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g.poubelle Avatar
g.poubelle commented on
3 Months ago
Digital sales account for 69% of the industry, and 2015 was bigger than we thoughtDigital sales account for 69% of the industry, and 2015 was bigger than we thought
g.poubelle Avatar
So before they had $7.26 billion of physical sales, which they divided by 0.44 to turn it into $16.5 billion overall sales...

But then decided physical sales only accounted for 31% sales so divided the same $7.26 billion by 0.31 instead to come up with $23.2 billion overall sales.

But truth is they don't know if physical sales really account for 31% of the overall sales either, it could just as well account for less then 21%, because the bottom line is that they have no idea what the digital (and DLC) sales are.

And if it really was 21%, that would make it $34.5 billion overall sales (which is over twice their initial $16.5 billion figure).
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g.poubelle Avatar
g.poubelle commented on
3 Months ago
Oculus co-founder Palmer Luckey leaves FacebookOculus co-founder Palmer Luckey leaves Facebook
g.poubelle Avatar
Palmer was the human face of VR and the reason behind VR becoming what it is today...

As far as Oculus VR goes the new "face of the company" is going to be Mark Zuckerberg, good luck with that.
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Aever Avatar
Aever responded to g.poubelle's comment in
6 Months ago
Oculus co-founder on the future of VR: “it’s kind of looking like it’s mobile”Oculus co-founder on the future of VR: “it’s kind of looking like it’s mobile”
g.poubelle Avatar
Well CV1 was hinted at ~350$, but ended up at 600$, +200$ hand controllers, + ~300$ GPU upgrade for most users...

You haven't had your first real VR experience until you've tried out first hand a game like "Dead and Buried" (and incoming "Robot Recall"), but for samsung smartphone owners the Gear VR is a 99$ upgrade, while for PC owners the CV1 is more like a 999$ upgrade !

The active body tracking PC VR experience is easily ten times more overwhelming then what even the best head tracking only gamepad experience the Gear VR can hope to provide, but unfortunately at ten times the cost, high end home VR is currently out of reach of casual users, and perhaps best left to Arcade Rooms for now (and that's where it's heading in some countries).

At best you can settle for the front facing only PS4VR home experience instead : It's only half the PC experience (in both quality and features), but it's also half the price :)Reply
Aever Avatar

Hmm, first of all, I don't think it's fair to include a GPU (or any other PC upgrade) in the cost of the "VR kit". PC users naturally need to upgrade their machines, so in time a VR ready card will be present on most people's machines anyway. Secondly, Samsung's VR is cheap is you own a rather expensive phone. If you don't, if you have like an old Android phone, you need to add a lot to the cost of the Samsung alternative. Thirdly, they're not the same thing, not by a country mile.


I think PC VR and mobile VR, just like PC and mobile games, cater to different audiences. PC games, what is called "core" gamers, will pick a PC VR experience, because it's so much better. In time, the cost will get lower, the problem is having games that are worth playing. Which currently, there aren't many ... if any.

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