Actually Edge of nowhere is an oculus studio game. It has nothing to do with any exclusivity deal
It's still exclusive to their headset though. The principle is that it's dividing the market. You can see them doing it more with their exclusive games above. Yes, I understand they want to sell Rifts (if you can even find them anywhere), but this is going to seriously hinder VR in general. Not many people can afford to buy one of the HMDs, let alone two, and the market is too new for there to be two competing "consoles".
I want open standards so that anyone can play regardless of what headset they happen to have. That will lead to wider adoption and benefit the whole VR market in in the end.
so apparently Giant Cop that was originally made for the Vive got bought out by Facebook and is now a Oculus timed exclusive after Vive owners have preorder it via humble bundle store. Talk about shitty tactics. I definitely won't be buying it anymore even when support comes again
It's still exclusive to their headset though. The principle is that it's dividing the market. You can see them doing it more with their exclusive games above. Yes, I understand they want to sell Rifts (if you can even find them anywhere), but this is going to seriously hinder VR in general. Not many people can afford to buy one of the HMDs, let alone two, and the market is too new for there to be two competing "consoles".
I want open standards so that anyone can play regardless of what headset they happen to have. That will lead to wider adoption and benefit the whole VR market in in the end.
No they made that game happen, it wouldnt exist without oculus money
Why should they pay money to make so the game works on vive and have support for it too work good? Whos going to pay for all the support calls from the users with the vive? or patches that vive needs?
so apparently Giant Cop that was originally made for the Vive got bought out by Facebook and is now a Oculus timed exclusive after Vive owners have preorder it via humble bundle store. Talk about shitty tactics. I definitely won't be buying it anymore even when support comes again
Btw i'm seeing a trend there, it seams FPS shooters will be the prevalent VR games, not sure if i like that, VR was a perfect platform to innovate but it seams they went the easier path.
VR seems to be reviving to long dead light gun genre, both killing floor and that serious sam game has more in common with arcade light gun shooters than regular first person shooters.
Btw i'm seeing a trend there, it seams FPS shooters will be the prevalent VR games, not sure if i like that, VR was a perfect platform to innovate but it seams they went the easier path.
.
Yeah I'm kind of tired of gallery shooter also,
but there's this, tatical shooter that isn't just a come at me at waves gallery shooter.
[yt]fJWz1Jy2jgE[/yt]
"I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it."
No they made that game happen, it wouldnt exist without oculus money
Why should they pay money to make so the game works on vive and have support for it too work good? Whos going to pay for all the support calls from the users with the vive? or patches that vive needs?
Well, if their goal was just to promote VR, and ensure there are enough games available to play, then they would develop for open standards, where the game should work if the HMDs are properly compatible. Then, if the game didn't work on the Vive, it would be HTC/Valve's problem.
Also, as far as why would they want to develop for the Vive: they're supposedly not even making money selling their hardware. Presumably they are getting money for the games their studio makes, so why wouldn't they want to sell as many copies as possible?
I think their strategy is flawed. No matter what Oculus is going to be one of the major players in VR, so if they grow the whole pie, they stand to benefit from that. If VR flops then they're done either way. Whether it's timed exclusives, or self funded games, dividing the market like they are isn't going to help VR flourish, therefore I'd argue it's counterproductive.
It also generates ill will toward them. I was once considering getting both headsets (only got the Vive first because it was most readily available), but with the way Oculus has been acting I'd be very reluctant to support them now.
From what I gather from the serious sam vr story oculus is offering some devs extra funding if their game is available on oculus store first
which i don't have a problem with IF the game was orginally suppose to be an oculus exclusive. I don't even have a problem with superhot or killing floor being a time exclusive
But for Giant Cop, it wasn't the same thing, was promoted as a htc Vive game at the steam store, sold as vive supported game on humble, then all of a sudden, htc vive support was removed, then after the backlash they add it back. Which if it is still a time exclusive would be false advertisement if a vive user happen to buy the game and it isn't supported on the vive yet.
Well, if their goal was just to promote VR, and ensure there are enough games available to play, then they would develop for open standards, where the game should work if the HMDs are properly compatible. Then, if the game didn't work on the Vive, it would be HTC/Valve's problem.
Also, as far as why would they want to develop for the Vive: they're supposedly not even making money selling their hardware. Presumably they are getting money for the games their studio makes, so why wouldn't they want to sell as many copies as possible?
I think their strategy is flawed. No matter what Oculus is going to be one of the major players in VR, so if they grow the whole pie, they stand to benefit from that. If VR flops then they're done either way. Whether it's timed exclusives, or self funded games, dividing the market like they are isn't going to help VR flourish, therefore I'd argue it's counterproductive.
It also generates ill will toward them. I was once considering getting both headsets (only got the Vive first because it was most readily available), but with the way Oculus has been acting I'd be very reluctant to support them now.
Their goal is to make people buy their software and hardware as oculus is both a software and hardware company
From a perspective of a company out to make money and be the biggest they are doing the right thing. In a perfect world yes it would be like you say but thats not how the world works.
Most people actually dont care or know about this exclusivity ordeal so in the long run it wont hurt them.
What most common people will see is "First on oculus", "Exclusive on Oculus" and then thats what they will buy
They dont care about making money right now, all they care about is building a big client base for the future
Its the same thing as every company in the world is doing, they arent in it to be nice, they want to make money and have a plan on how to do it.
It sucks but thats how things work in this world
”Only two things are infinite, the universe and human stupidity, and I’m not sure about the former.” - Albert Einstein
"I am against religion because it teaches us to be satisfied with not understanding the world." - Richard Dawkins
"They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety." - Ben Franklin
"I'll happily keep risking it and enjoy my life" - Doozer
Luke: "God will make sure that evil gets punished"
Jason: "Oh yeah, then explain Europe to me?" - True Blood
So, when the hell are the touch controllers going to be released?
I don't care about "room scale" vr, but there is some pretty cool stuff out for the vive that I'm sure the rift could do if it had those things.
Originally posted by Ozziebloke
I mean, yeah, sure, there's benefits to a shaved asshole. But get a little sweaty and try and blow a fart. It just sits there like a bubble. No hair to break the seal. Feels weird.
So, when the hell are the touch controllers going to be released?
I don't care about "room scale" vr, but there is some pretty cool stuff out for the vive that I'm sure the rift could do if it had those things.
Have you tried room scale? Because, I was like you, and thought the idea was crap, until I tried it (only got the Vive because it was more readily available). Now there's no going back.
Being in VR you feel like you're "there" and walking around comes naturally. Just remaining seated in your chair, or standing up but not moving seems really weird after experiencing room scale (depending on the game, obviously something like a flight sim it would make sense). Also, actually moving around helps with not getting sim sickness.
Oculus really missed the boat on room scale. I expect they are going to end up doing a 180 and embracing room scale, but for now they are playing catch up.
Have you tried room scale? Because, I was like you, and thought the idea was crap, until I tried it (only got the Vive because it was more readily available). Now there's no going back.
Being in VR you feel like you're "there" and walking around comes naturally. Just remaining seated in your chair, or standing up but not moving seems really weird after experiencing room scale (depending on the game, obviously something like a flight sim it would make sense). Also, actually moving around helps with not getting sim sickness.
Oculus really missed the boat on room scale. I expect they are going to end up doing a 180 and embracing room scale, but for now they are playing catch up.
Where do people get the idea that you can't walk around with Oculus?
I set my play area to small and it still lets me walk around all over the place to pretty much the end of the cable if i have room. The only thing it doesn't do, is break immersion by constantly telling me I am going to run into something.
Where do people get the idea that you can't walk around with Oculus?
I set my play area to small and it still lets me walk around all over the place to pretty much the end of the cable if i have room. The only thing it doesn't do, is break immersion by constantly telling me I am going to run into something.
Not having the chaperone bounds is not something you should be pretending is a good thing. That is a good way to end up in the hospital. Even with the bounds I have slammed my hand into the wall (moved to a bigger room after that).
Not having the chaperone bounds is not something you should be pretending is a good thing. That is a good way to end up in the hospital. Even with the bounds I have slammed my hand into the wall (moved to a bigger room after that).
I don't know if it's a good thing or not, I have had to lift my headset and or duck and feel around but I have also read complaints that the chaperone is too present and ruins immersion. My main point was that Oculus is not just a sit or stand still thing. Even third person games include movement.
Have you tried room scale? Because, I was like you, and thought the idea was crap, until I tried it (only got the Vive because it was more readily available). Now there's no going back.
Being in VR you feel like you're "there" and walking around comes naturally. Just remaining seated in your chair, or standing up but not moving seems really weird after experiencing room scale (depending on the game, obviously something like a flight sim it would make sense). Also, actually moving around helps with not getting sim sickness.
Oculus really missed the boat on room scale. I expect they are going to end up doing a 180 and embracing room scale, but for now they are playing catch up.
Room-scale is awesome but Oculus is marketing towards everyone
And how awesome room scale even is the problem is that most people dont have the room or dont want to make the room for it
And thats the biggest problem with with it, you actually need to have the room IRL to move around.
I dont have the room for it, my friend who got the vive needs to move his living room table every time he wants to play with the vive and thats the harsh reality of it. So no I dont think Oculus will ever embrace room scale
Oculus can work in room scale with the touch and some indie devs will surely make it work with room scale but nothing that will have mass adoption beacuse Oculus officially doesnt recommend that setup
Yeah the biggest problem with room scale is always the size of the room. First if you have enough space at all. Then it's the size of the room- no matter how much space you have it's not enough.
I moved everything out to the rec room but even with 4x3m it sometimes feels constrained. It looks really big in real life, but somehow in game it feels a lot smaller.
We're still in the early stages. It could be vr treadmills end up being the way to go even. The problem right now is everything costs too much and I'm not sure how soon costs will end up coming down, if at all. Spending $600 on headset then another $600 on a treadmill is not realistic for the average person.
Yeah the biggest problem with room scale is always the size of the room. First if you have enough space at all. Then it's the size of the room- no matter how much space you have it's not enough.
I moved everything out to the rec room but even with 4x3m it sometimes feels constrained. It looks really big in real life, but somehow in game it feels a lot smaller.
We're still in the early stages. It could be vr treadmills end up being the way to go even. The problem right now is everything costs too much and I'm not sure how soon costs will end up coming down, if at all. Spending $600 on headset then another $600 on a treadmill is not realistic for the average person.
We need to hook up our brains so we have free roam in vr
”Only two things are infinite, the universe and human stupidity, and I’m not sure about the former.” - Albert Einstein
"I am against religion because it teaches us to be satisfied with not understanding the world." - Richard Dawkins
"They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety." - Ben Franklin
"I'll happily keep risking it and enjoy my life" - Doozer
Luke: "God will make sure that evil gets punished"
Jason: "Oh yeah, then explain Europe to me?" - True Blood
Its just the first chapter and they are working on the next one
Read that part and decided to wait. I think I've purchased about 20 games in the past month or so and only completed one of them so far. Most are RPG's too so I'm not at a loss for things to play atm.
yep rift and vive are all caught up, OSVR from razer is also releasing by end of month too
As for VR racing game...get a wheel, it improves the immersion a lot. I tried it with a controller and though cool wasn't all that special till I got a ffb wheel, now its amazing.
"I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it."
Hmm...is there any sites that performed VR benchmarks? Currently I have a 780Ti in my office PC and wondering if it would be better to go with a RX480 or 1070 value wise for VR. Right now a 1070 seems a bit overkill.
wasnt 480 about a 980ti? That would be sufficient for now, but with a 780ti I would hold out until 1070 prices come down or get bundles or something and you be better off in VR land in the long run.
Plus upping the pixel setting (forgot exact term) in VR makes a big diff so you will want the extra hp.
I was using my rift just fine with a 770 with settings turned down of course, but you are fine to wait it out.
However, I am in the extreme minority, and I understand that there is something fundamentally wrong with me
Hmm...is there any sites that performed VR benchmarks? Currently I have a 780Ti in my office PC and wondering if it would be better to go with a RX480 or 1070 value wise for VR. Right now a 1070 seems a bit overkill.
some games allow you to set the internal resolution higher than the native res and some have it set lower but you can also set it to override the in game settings and run all the way up to 2x. That setting makes a huge difference on the immersion so I would say, the more power the better.
Comment