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 51 
 on: May 05, 2016, 01:31:29 AM 
Started by Turtle - Last post by MonkeyFinger
Beowulf cluster.  icon_cool

 52 
 on: May 05, 2016, 01:31:10 AM 
Started by Zinfan - Last post by shon
The SDE isn't that bad it was just noticeable by me and that was mainly in the Rift the Vive is so so much better.  I never got to try a DK1 or DK2 so I have no prior experience with VR so it was new to me and for some reason I just notice it. I think the reason I see it a lot on the Rift is because it's a sit down experience so your interaction with what you are doing is limited so you have time to look for it.  When I was actually engaging in the game it would fall away.  In using the Vive I rarely notice it as I'm constantly moving so I'm not just sitting there.  I would not let this keep me from buying a VR headset at this time.  Hopefully they will have them in stock in stores and also have a demo so you can see for yourself.          

 53 
 on: May 05, 2016, 01:23:57 AM 
Started by Zinfan - Last post by Zinfan
Well I can only talk about my own experience as a first time VR user.  I see clearly what looks like a screen door when I put the headset on, I cannot believe it would be anything other that which others call the screen door effect.  Now I don't notice it once I get going in games and such but it is there.

Thanks for the impressions Shon, I'm glad I decided on the Vive with the controllers at this point.  I like Audioshield as well,  I tried a classical song I had in my iTunes library and that was the best experience for me along with some Queen and Pink.  I bailed out during a reggae song as the orbs just kept coming fast and I got tired.   

 54 
 on: May 04, 2016, 11:29:21 PM 
Started by forgeforsaken - Last post by forgeforsaken

Quote from: Dante Rising on May 04, 2016, 08:32:05 PM

Quote from: forgeforsaken on April 29, 2016, 03:49:43 PM

Beat the first level and got Mark of the Conqueror. Might toy with the second level a bit but since I got the demo reward and will probably by the game may just hold off. I like it a fair bit though it obviously needs some polishing but they got plenty of time to sort things out.

I played a couple more hours, and the game has grown on me. As you dive deeper the game becomes less and less like Dark Souls. The combat and stamina system is significantly more complex. My one frustration is how quickly armor and weapons decay. After only several battles, I'm constantly forced to switch out my equipment. Trying to grind the first level, I went through over a dozen weapons and armor sets.

The key to the game seems to be to lure out individual enemies with a throwing star, and defeat them one on one. Fighting more than two enemies simultaneously is usually a death sentence. People talk about using a bow, but I've yet to see one.

I haven't faced the first boss yet, and I'm level seven. I've been spending most of my time learning the nuances of low-mid-high stances.

There's a bow on a body in the wooded area before you get to the burning village, I think. Once I found that one I'd find them as loot as well, but you may need to find the one on the body first? The bow is super lethal, can kill unhelmeted human enemies with one headshot.

 55 
 on: May 04, 2016, 09:05:31 PM 
Started by Zinfan - Last post by TiLT
I have no idea how the screen door effect (SDE) can be so visible to shon. It's pretty much eliminated as a factor with the final versions of both the Rift and the Vive. The DK2 had an SDE that was impossible to completely ignore, but on the Rift you have to specifically look for it, and you have to look hard. I imagine the experience of coming in completely fresh to VR might take someone by surprise, drawing their attention to the pixels.

Just so we're completely clear, the SDE doesn't refer to you being able to see individual pixels. It refers to you being able to see the blank space between pixels in the shape of a grid or net. The DK1 was horrible in this regard from what I was told, and while the DK2 was much better, the SDE was always immediately obvious. On the Rift I can see pixels, but I can't see the area between them unless I really concentrate on it.

I'm not convinced that everyone speaking about the SDE in this thread is talking about the same thing.

 56 
 on: May 04, 2016, 08:41:05 PM 
Started by Canuck - Last post by Dante Rising

Quote from: Bullwinkle on April 30, 2016, 05:59:01 AM

Quote from: Gratch on April 29, 2016, 10:42:59 PM

Quote from: Bullwinkle on April 28, 2016, 04:00:46 PM

Quote from: Dante Rising on April 28, 2016, 02:00:01 PM

Pathfinder Adventures by Obsidian released today. Its a card-based strategy game. You can download it for free, or pay $24.99 to unlock just about everything. Otherwise, you can accrue gold to unlock character, chests, etc. The game looks very robust, and although I am still confused on a couple rules, I'm really enjoying it so far. I may just drop the $25 to support Obsidian.

https://pathfinder.obsidian.net/

The physical game is pretty great. I've been looking forward to this.  I wish my iPad wasn't so out of date (or that it ran on my phone).

I played through the tutorial this afternoon.  It looks neat, but probably a little too complex for my blood.  I was completely lost by the time the tutorial was finished.

The video game tutorial seems to rush through the steps to me, like it's leaving too much in the background that shouldn't be, without explaining what the purpose is.

The physical game feels nowhere near as complex.  

Hopefully, once you get going, the rhythm of the game takes over (it certainly does in the physical one).

I'm having a great time, but I agree that the rules are very obtuse. Obsidian did a horrible job explaining the systems. The actual game should involve video tutorials of the basics. Instead they give you a dictionary to read. I guarantee lost sales due to confusion.

I've only two frustrations so far:

1) The treasure chests you buy with gold cannot be imported into your deck for the current adventure. (Which is multiple parts) I acquired some elite items that are absolutely useless to me until i start a new game, but I've read the physical game plays the same way.

2) To close a region you sometimes need to complete an intelligence, charisma, survival, etc check. Both of my characters have low wisdom, so they roll with a d4. To close a location you must roll a 6. Unless you have a rare item that dives you additional dice, you can be screwed. The only way to close the location at that point is to lure the boss to that location and defeat it. Since turns are very limited this tactic often fails.

Quote from: msteelers on April 29, 2016, 10:03:15 PM

Quote from: Dante Rising on April 28, 2016, 02:00:01 PM

Pathfinder Adventures by Obsidian released today.

https://pathfinder.obsidian.net/

Is there a pay wall at some point, or can I play some of the campaigns for free?

You can play the first adventure, which is multiple parts, for free. No pay wall. The only barrier is you must use the two characters Obsidian provided. But by then you will know if the game is for you.

 57 
 on: May 04, 2016, 08:32:05 PM 
Started by forgeforsaken - Last post by Dante Rising

Quote from: forgeforsaken on April 29, 2016, 03:49:43 PM

Beat the first level and got Mark of the Conqueror. Might toy with the second level a bit but since I got the demo reward and will probably by the game may just hold off. I like it a fair bit though it obviously needs some polishing but they got plenty of time to sort things out.

I played a couple more hours, and the game has grown on me. As you dive deeper the game becomes less and less like Dark Souls. The combat and stamina system is significantly more complex. My one frustration is how quickly armor and weapons decay. After only several battles, I'm constantly forced to switch out my equipment. Trying to grind the first level, I went through over a dozen weapons and armor sets.

The key to the game seems to be to lure out individual enemies with a throwing star, and defeat them one on one. Fighting more than two enemies simultaneously is usually a death sentence. People talk about using a bow, but I've yet to see one.

I haven't faced the first boss yet, and I'm level seven. I've been spending most of my time learning the nuances of low-mid-high stances.

 58 
 on: May 04, 2016, 08:25:13 PM 
Started by Zinfan - Last post by Dante Rising
Thanks for the write up! The screen door effect, and rumblings about the headset being too heavy give me pause. I'm a hardcore gamer, but there isn't enough content on any device for me to jump in just yet. I'm guessing I'll be an early adopter for version 2.0.

 59 
 on: May 04, 2016, 07:21:02 PM 
Started by Zinfan - Last post by shon
This is from a blog that I write about my experience with the Vive and how it compares to the Rift. 

In my last blog I mentioned that I decided to cancel my Vive Pre-order and I did that on Tuesday of last week.  On Saturday I got a shipping notice that my Vive would be here on Tuesday, I guess I didn't cancel on time and actually I'm glad I didn't.

Install


The Rift was very easy to install as it was basically just a sensor and a headset.  The Vive has 2 base stations, 2 controllers, a breakout box, and the headset so there was more to setup, but overall it was pretty easy as well. The base stations are what allows the full room VR experience.  They are 2 small boxes that are mounted on opposite sides of your room that tracks your movement in the VR space.  They connect wireless to the Vive so you only have to connect them to a power source and not to your PC.  They do however need to see each other and the max distance is 16 feet so if you have more room than that you need to connect them together with a sync cable.  My room's width is 21 feet and I really didn't feel like crawling under the floor to run the cable. Luckily after mounting them to my walls they seemed to work fine without the cable.  I did get a message on the PC that they were too far apart but I didn't notice any problems while playing.  

After those were setup I connected the breakout box to my PC using an HDMI and a USB cable  The headset plugged into the box and the PC downloaded the software and now it was time to setup my play space.
I took one of the controllers and mapped out the area that I had cleared after moving my ping pong table and it gave me a 7x6 rectangle of space to play in.  The bigger the better.  

Headset Hardware

The headset is a bit bigger and heavier than the Rift, but it does have a camera so it has more functionality.  
The straps are elastic vs the more rigid straps on the Rift, but I was able to  get a comfortable fit very quickly even when moving around and the headset remained in a good focused position.  The inner material on the Vive is a soft foam that feels better on my skin than the Rift.  I do need to get some covers or something though because you do sweat when playing.  The cable that comes out of the Vive is a bit thick and is around 15 feet long, but I didn't find it distracting.  Even though I'm moving around a lot I didn't trip over the cable once and stepping over and around it felt second nature in about 10 minutes.  

I do wish the Vive had the built-in headsets like the Rift has as those are awesome.  It ships with some earbuds that are not great so I had to use my wireless headphones that worked fine, but added more weight to my head.  You can connect regular headphones to the Vive as it does have an audio cable built into it's cables, but then you have the headset cable to deal with.   I did notice the weight difference of the Vive when I first put it on,  but once I started playing it was not bothersome.

The front facing camera is a nice feature, I can turn it on and actually see my surroundings without having to take off my headset, which is useful in using my computer or finding my headphones.  You can connect your phone to the Vive so that if you get a phone call or text it will notify you inside the headset, I didn't set that up last night so I did miss a text.  Once you get everything setup it has a cool tutorial in VR that instructs you on how to use the contorllers and the interface. Creating balloon animals with the controller and batting them around was a cool first experience.

Headset Performance

Just like with the Rift the first time I put it on it was awesome but the added immersion of walking around the VR space quickly put my initial Rift experience to shame.  I didn't think walking around would make that much of a difference but combined with the interaction of the controllers I really felt that I was in a new world.
The Vive does have the same screen door effect but I didn't notice it as much as the Rift.  I am getting used to it so it doesn't bother me as much as it used to.  The FOV seems a bit larger than the Rift so I get to see more of the world which is a nice thing.  

In the setup you map your play area and it uses that mapping to alert you when you are getting close to your boundaries.  It puts up a blue grid that outlines a wall which is pretty slick.  I've read reviews and opinions about how more comfortable the Rift was over the Vive, but for me it was the opposite. It was heavier but I found that it fit better and since I wasn't stationary the feeling of having a headset on was diminished.  It was a bit more difficult to take on and off due to the external headphones but it wasn't a big issue.

Controller Performance

It's a shame that the Rift didn't ship with controllers as they do make a huge difference in the experience.  
The controllers do look bulky but they feel great in your hands.  There are only 5 buttons and a track pad which is similar to the one's on the steam controller so it felt familiar.  They are location mapped so they show up in your view in VR and the mapping seems great as I was able to shoot where I pointed and it didn't feel off as it does with the PS motion controllers or the Wii.  They do have haptic feedback which is amazing.  When you touch something in the VR world you do feel like you've touched something.  The effect is subtle but works very well.  

Software Impressions

The Vive uses Steam VR which is basically just the Steam window in VR so it's not as cool as the Oculus home space so there are improvements that need to be made.   Getting in and out of games worked well and I didn't have the issues of the Rift where sometimes games didn't quit properly so I had take off my headset and stop them manually.

Game Impressions

The Lab

This is a free download that is basically tech demos but it does have the comedic style of the Portal games so it's very entertaining. In one game I was launching robots at crates, kind of like Angry Birds, and it was a lot of fun as each robot had a different personality and it would comment before I would launch them.  
Another I was standing on a mountain with my robot dog tossing sticks for him to fetch.  
The best game was controlling a small ship which was mapped to one of my controllers and I was in an arena shooting enemies while avoiding there shots.  It sounds a bit dull but in VR seeing the shots all around you is a cool experience.  

Space Pirate Trainer

You are basically standing on a ship deck holding dual laser pistols as flying robots are attacking you in waves.
The bullets come at you slowly so that you can dodge or pull a shield from your back to deflect them.  
It's still in early access, but It has an online leaderboard so it does promote replay.  

Audioshield


I love Audiosurf and this is made by the same developer so it feels very similar except that instead of racing on a track to your music you are blocking the beats of the music. You have one shield in each hand which is a different color, red and blue, and you must block the matching colored beats which are basically orbs, some beats are purple so you have to combine the shields.  The beats(orbs) can be just a single orb or sometimes they are grouped together in a pattern that you must match.  This variance along with the haptic feedback feels awesome in VR as each orb hits your shield and explodes you feel the impact.  The game is intense and by the end of 2 songs I was covered in sweat.  

Budget Cuts Demo

Just a demo but does show the cool games that will be coming to VR later this year.  Kind of a stealth game where you are moving around in a real world environment killing robots.  You only have a small area that you can walk around in but if you want to move through the world you shoot a blob out of a gun that lets you look around the area and if it's clear you will teleport to that spot.  From there you may need to find a key to open a lock that may be in a drawer that you must open and close using your controller. There are grates that must be removed and to look through them you must duck down so there is a lot of movement made by the player. I found some knives and was sneaking up on the robots and taking them out, one time looking over a second floor balcony the other a quick move behind the robot.  

Overall

I thought the Rift was cool enough and decided that I didn't want to try the Vive, but I'm glad that I did as I think the Vive is a better VR experience. The caveat is that you do need a fair amount of space to be able to play most games.  The Vive does support sitting and standing games just fine but after walking around in VR I kind of want that activity as it's different enough from just playing regular games.  
The Vive costs $200(+$100 with taxes and shipping) more than the Rift , but you do get everything you need to have a complete VR experience.  If you have to choose between the 2 and have the money I would recommend the Vive at this point.  

The Rift's controllers are supposed to come out this summer which will even the odds a bit but they will need another sensor to emulate full room VR and if that needs to be connected to the PC by a USB cable like the current one it might not be as clean of a setup.

Once again even though the experiences are cool it is not going to replace they way you play games today. There are no 20 hour or even 8 hour plus games yet so the library of games is still a work in progress.  And that is a major thing, VR games need to be built using the strengths of the platform and not just port over conventional games.  I want new ways to interact with gaming and right now it does satisfy that itch and in a couple of years I think the tech will be there so that the average person can enjoy VR without the high cost and developers will be able to create amazing games.  

 60 
 on: May 04, 2016, 05:25:54 PM 
Started by CeeKay - Last post by Caine
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