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hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 1:04 pm
by Sartor
Wow.. Valve and Engadget's 3rd post on Oculus today..
Playing an actual game with Oculus Rift: hands-on with Valve's Team Fortress 2 'VR Mode'
http://www.engadget.com/2013/03/18/valv ... n-vr-mode/
Valve's Joe Ludwig.. thats just hilarious
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 1:16 pm
by Diorama
Good to hear that the feeling of being teleported into the game world is still a jarring experience!
In 2 days we lost doom and gained TF2.
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 1:16 pm
by virror
The result was kind of expected, faced paced fps gameplay is not optimal for the Rift.
But still exciting!
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 1:18 pm
by Drewbdoo
Another interesting one:
http://www.pcgamesn.com/tf2/team-fortre ... culus-rift
One thing I find interesting - it seems like they have been using the devkits on these, but in that one, he mentions the screen-door effect:
" However, a couple drawbacks are also apparent. First, it’s very low-res. Without much concentration, I can spot the individual square pixels that make up the image, and trace the pitch-black street grid between them. "
I know that effect is lessened from the 5.6 screen. I'm obviously not worried - it's one of those givens that further versions will have a higher resolution, etc. It's just interesting that it is still commented on.
Edit: It's nice to see the googley eyes. That was on the list of things I was thinking about doing to the front as well
Is that orange thing a giant kinect behind him?
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 1:22 pm
by Stimmits
What is that other thing taped to the desk on the main picture of the item?
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 1:24 pm
by RABID
portal, left4dead, and half-life 2 ported in 3....2......
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 1:39 pm
by brantlew
virror wrote:The result was kind of expected, faced paced fps gameplay is not optimal for the Rift.
But still exciting!
Agreed. A common reaction of gamers that haven't tried the Rift is something like "I can't wait to play <insert arena-style or military-style combat FPS>". But the design of those games invites old habits and don't necessarily play to the unique strengths of the Rift. I would be disappointed if game designs continue to encourage players to stare forward and use their hands while eschewing the best feature of the device - intuitive body motion control. I can't wait for developers to get their hands on the kit because the really interesting content and control schemes are yet to come.
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 1:41 pm
by joakizmo
Tesla > Edison
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 1:45 pm
by Sartor
joakizmo wrote:Tesla > Edison
Palmer Luckey > Tesla
just kidding
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 1:51 pm
by RABID
i would think slowing down the characters movement speed would probably help a lot in making it feel less "twitchy" and more natural. game characters tend to move at superhuman speeds
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 1:52 pm
by Parallaxis
Sartor wrote:joakizmo wrote:Tesla > Edison
Palmer Luckey > Tesla
just kidding
My Little Pony > Palmer Luckey > Tesla
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 1:55 pm
by RABID
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 1:57 pm
by crespo80
The most worrying thing from the review is this quote:
"Valve’s early tests involved just nine people, and seven of them wanted to stop after just 20 minutes of play"
I sometimes get sick in a car or a boat on the few occasions I use them, so I'm a bit scaried, but maybe it's for the best: by slighty increasing my rift time over the weeks, I might be able to reduce the chances of being motion sick elsewhere
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 1:59 pm
by Omarzuqo
So much blasphemy in here.
ON TOPIC:
Drewbdoo wrote:(...)it seems like they have been using the devkits on these, but in that one, he mentions the screen-door effect:
" However, a couple drawbacks are also apparent. First, it’s very low-res. Without much concentration, I can spot the individual square pixels that make up the image, and trace the pitch-black street grid between them. "
I know that effect is lessened from the 5.6 screen. I'm obviously not worried - it's one of those givens that further versions will have a higher resolution, etc. It's just interesting that it is still commented on.
(...)
In the picture he's clearly using the 5.6 inch prototype, not the dev kit.
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:01 pm
by brantlew
RABID wrote:i would think slowing down the characters movement speed would probably help a lot in making it feel less "twitchy" and more natural. game characters tend to move at superhuman speeds
Very true - but then level designs have to scale down to accommodate the slower speed or else you're going to spend a great amount of time just traveling from one place to another. So the scope of your level might be just to clear one small building instead of an entire multi-city-block area.
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:15 pm
by mahler
brantlew wrote:So the scope of your level might be just to clear one small building instead of an entire multi-city-block area.
My virtual player character wants a virtual Segway!
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:17 pm
by Parallaxis
crespo80 wrote:The most worrying thing from the review is this quote:
"Valve’s early tests involved just nine people, and seven of them wanted to stop after just 20 minutes of play"
I sometimes get sick in a car or a boat on the few occasions I use them, so I'm a bit scaried, but maybe it's for the best: by slighty increasing my rift time over the weeks, I might be able to reduce the chances of being motion sick elsewhere
7/10 gets sick first time drinking alcohol too. But that doesn't stop them from doing it again.
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:18 pm
by GeraldT
crespo80 wrote:The most worrying thing from the review is this quote:
"Valve’s early tests involved just nine people, and seven of them wanted to stop after just 20 minutes of play"
I sometimes get sick in a car or a boat on the few occasions I use them, so I'm a bit scaried, but maybe it's for the best: by slighty increasing my rift time over the weeks, I might be able to reduce the chances of being motion sick elsewhere
If you can't buy Oculus stock - there might be connected alternatives
I think this is one of the biggest issues with the Rift and I guess I will have some pills in stock just in case (as well as a bucket in reach for the first sessions). But we will get used to it over time I guess, and we might be able to lessen the suffering with demos aimed at "VR training". You know - stuff that is not running around at 35mph in a FPS.
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:24 pm
by NegativeCamber
Omarzuqo wrote:So much blasphemy in here.
ON TOPIC:
Drewbdoo wrote:(...)it seems like they have been using the devkits on these, but in that one, he mentions the screen-door effect:
" However, a couple drawbacks are also apparent. First, it’s very low-res. Without much concentration, I can spot the individual square pixels that make up the image, and trace the pitch-black street grid between them. "
I know that effect is lessened from the 5.6 screen. I'm obviously not worried - it's one of those givens that further versions will have a higher resolution, etc. It's just interesting that it is still commented on.
(...)
In the picture he's clearly using the 5.6 inch prototype, not the dev kit.
Bottom right in the picture at the top of this thread looks like a dev kit to me.
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:30 pm
by STRZ
Regarding FPS "shooters", simulations like Arma or spinoffs of those, building upon similar game mechanics like DayZ, will probably work better than those fast "Rambo style" oder "fun shooter" ones. We will see this in racing games too probably, those with high fidelity regarding scale and physics will be a much better fit initially. The challenge will be to keep this realism and translate it into fantasy worlds.
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:32 pm
by V8Griff
Drewbdoo wrote: Is that orange thing a giant kinect behind him?
Same principle but it looks like a highend 3D motion tracker/Scanner to me.
Something like this
http://www.steinbichler.com/products/su ... plications
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:38 pm
by przecinek
Diorama wrote:Good to hear that the feeling of being teleported into the game world is still a jarring experience!
In 2 days we lost doom and gained TF2.
Doom3 is a single player horror game with detailed surroundings, and Tf2 a multiplayer fast paced FPS.
Can't really say I care much for TF2...
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:40 pm
by NikoKun
Sartor wrote:
Anyone care to take a stab at what that little device is at the bottom of the picture, sitting on the table near the Rift, pointing at where the player sits?
It's taped down with the same blue tape that the Rift, mouse, and keyboard are taped down with, for that demo station.
Could this be a secret positional tracker? You can see it throughout the video too, in various shots.. It even seems to use the same wire as the Rift, and seemingly the same plastic!
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:41 pm
by lovelyhead
NikoKun wrote:Could this be a secret positional tracker? It even seems to use the same wire as the Rift, and seemingly the same plastic!
Interesting!
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:45 pm
by lovelyhead
valve5ocuslusrift-1363629631.jpg
In this image the device is clearly pointed straight at the Rift.
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:46 pm
by GeraldT
my money would be on webcam - either for positional tracking or to record player reactions and behavior
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:48 pm
by BillRoeske
My initial guess would be a camera of some sort to log the behavior of people trying it for the first time. That whole table was set up for the visiting journalists.
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:49 pm
by mrklaw
Doesn't look like a webcam though. In the video you can see it clearly from the side at the 2:11 mark
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:50 pm
by lovelyhead
BillRoeske wrote:My initial guess would be a camera of some sort to log the behavior of people trying it for the first time. That whole table was set up for the visiting journalists.
Wouldn't you just use a normal camera on a tripod to record peoples reactions (I just really want it to be a unannounced positional tracker that will be included with the Dev Kits!)
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:54 pm
by RABID
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:54 pm
by K701
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:55 pm
by mrklaw
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:56 pm
by cert
looks like a logitech c910 webcam
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 2:57 pm
by Parzival
This thread is starting to resemble a CSI episode
)
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 3:05 pm
by lovelyhead
cert wrote:looks like a logitech c910 webcam
It does look a lot like that. I wonder what they are using it for?
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 3:10 pm
by zalo
Valve is totally into the whole "biofeedback" thing. So it's a given they are recording an outside tester's first experience. They likely have a demo recorded of his time too, and they can run both side by side. See what works and what doesn't work.
Look up some of valve's presentations online. They use eye tracking, heart rate monitoring, sweat monitoring, breath rate monitoring, etc.
I highly doubt it's for positional tracking.
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 3:10 pm
by zalo
Edit: accidental duplicate post
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 3:11 pm
by mrklaw
Simple answer - recording user sessions for feedback
Less simple answer - positional tracking
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 3:13 pm
by lovelyhead
zalo wrote:Valve is totally into the whole "biofeedback" thing. So it's a given they are recording an outside tester's first experience. They likely have a demo recorded of his time too, and they can run both side by side. See what works and what doesn't work.
Look up some of valve's presentations online. They use eye tracking, heart rate monitoring, sweat monitoring, breath rate monitoring, etc.
I highly doubt it's for positional tracking.
Stop you are making me sad!
Re: hands-on with Valve's Team Fortress 2 'VR Mode'
Posted: Mon Mar 18, 2013 3:20 pm
by STRZ
They may use the camera for their AR research.