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Post by Shane R. Monroe on Dec 22, 2018 9:59:27 GMT -7
The countdown is on for my Oculus Rift opening. I've wired everything, I've pre-purchased a good selection of games and I got a Viveport sub for a few months. I hope Chris Hentschel will be joining Team VR this Christmas. RIGHT ALEX!  CHAD??? Then we work on Javier ...
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Post by javierdlopez on Dec 22, 2018 10:10:22 GMT -7
 That VR stuff is really cool. I do however have a ton of things I'm working on, and VR isn't at the top of the list atm.  I'd get one of those XBONE "X"s before I'd get one of those. I know i'd get a lot more use at this point. 
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Post by on Dec 22, 2018 11:04:28 GMT -7
The countdown is on for my Oculus Rift opening. I've wired everything, I've pre-purchased a good selection of games and I got a Viveport sub for a few months. I hope Chris Hentschel will be joining Team VR this Christmas. RIGHT ALEX!  CHAD??? Then we work on Javier ... Welcome to the new dawn gents Exciting to be on the relative ground floor of VR. For what it’s worth, I agree you’d get more use out of a Xbox X. The VR exerpeinces sinply can’t be replicated and are special. Merry Riftmas!
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Post by entexman on Dec 22, 2018 21:08:28 GMT -7
 That VR stuff is really cool. I do however have a ton of things I'm working on, and VR isn't at the top of the list atm.  I'd get one of those XBONE "X"s before I'd get one of those. I know i'd get a lot more use at this point.  Yes. You should get and XBox One X  Back on topic... I am sure the VR stuff is cool technology. I just don't feel it will ever become a mainstream product with the current offerings. I am always of the opinion it is best to wait until there are truly some killer apps that appeal to the general public before jumping on board with new tech.
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Post by Darksol on Dec 23, 2018 15:03:55 GMT -7
I've been in the world of VR for the past few years. Great technology but still needs big improvements in customer usability and good content and distribution of said content. Its very promising in areas of business such as training , product design, and telepresence.
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Post by chopsticksamurai on Dec 23, 2018 17:48:15 GMT -7
So how is VR porn? I’m still waiting for someone to invent the holodeck already. 
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Post by Alex J. Lopez on Dec 23, 2018 19:21:42 GMT -7
We'll get Javy onboard at some point this year hehe. Hard to argue with prioritizing on XboneX though...
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jaykay
Junior Member

Posts: 77
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Post by jaykay on Dec 24, 2018 0:26:21 GMT -7
You guys who haven't purchased a VR set yet, please consider a WMR Headset instead of a Rift or Vive. I promise you won't be disappointed and you will not have to worry about all this BS setup that Shane is having to go through, plus they are a lot less expensive. I moved my setup to a new room today to let my inlaws who were visiting try it out, and setup took literally 1 minute. Once it's done for that room, as long as the room doesn't change significantly, you don't even have to do it again.
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jaykay
Junior Member

Posts: 77
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Post by jaykay on Dec 24, 2018 9:11:46 GMT -7
BTW, I have been watching VR sales on Steam for a while now. Almost everything is on sale right now, it's the time to get stuff.
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Post by dragon57 on Dec 24, 2018 11:25:25 GMT -7
OK, so edumacate me! I know the definition of WMR, but how do apps for WMR devices differ from 'pure' VR apps for the Vive, etc?
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jaykay
Junior Member

Posts: 77
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Post by jaykay on Dec 24, 2018 12:38:21 GMT -7
OK, so edumacate me! I know the definition of WMR, but how do apps for WMR devices differ from 'pure' VR apps for the Vive, etc? They are the same. The only difference is sometimes the controls are slightly different. In Steam you need to enable the developer/beta mode and map the controls for some games. There might be a few games you can't play, I'm not sure because everything I have tried so far works, but that goes for games that were developed only for the Vive vs. Rift as well. The controls can have issues when you move them out of the field of view of the sensors for too long, but I have never found it to be a problem for me. I mean, how often are your hands behind you in a game? There is also less screen door effect, as the resolution beats the Vive & the Rift on at least the Lenovo Explorer WMR that I have. The only other issue I'm aware of is that I think the Vive has pupil distance adjustment, whereas my headset does not. I have not found it to be a problem, as long as i adjust the set on my head to the sweet spot. I think the spec requirements are the same for all of them - USB 3 required, a decent enough graphics card (I run a 1050ti on my laptop) and for the WMR headsets the chipset must support AVX (most intel cores in the last 5 years have supported avx). Bottom line > I have no idea why so many people get suckered into Vive & Rift when the WMR headsets are superior in most ways - easier setup, better resolution, less cabling, play all the same games and have far lower cost.
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Post by Shane R. Monroe on Dec 24, 2018 12:52:56 GMT -7
BTW, I have been watching VR sales on Steam for a while now. Almost everything is on sale right now, it's the time to get stuff. Yep, I have like 40 titles now I think ... LOL
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Post by Shane R. Monroe on Dec 24, 2018 12:53:04 GMT -7
BTW, I have been watching VR sales on Steam for a while now. Almost everything is on sale right now, it's the time to get stuff. Yep, I have like 40 titles now I think ... LOL
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Post by dragon57 on Dec 24, 2018 14:05:43 GMT -7
OK, so edumacate me! I know the definition of WMR, but how do apps for WMR devices differ from 'pure' VR apps for the Vive, etc? They are the same. The only difference is sometimes the controls are slightly different. In Steam you need to enable the developer/beta mode and map the controls for some games. There might be a few games you can't play, I'm not sure because everything I have tried so far works, but that goes for games that were developed only for the Vive vs. Rift as well. The controls can have issues when you move them out of the field of view of the sensors for too long, but I have never found it to be a problem for me. I mean, how often are your hands behind you in a game? There is also less screen door effect, as the resolution beats the Vive & the Rift on at least the Lenovo Explorer WMR that I have. The only other issue I'm aware of is that I think the Vive has pupil distance adjustment, whereas my headset does not. I have not found it to be a problem, as long as i adjust the set on my head to the sweet spot. I think the spec requirements are the same for all of them - USB 3 required, a decent enough graphics card (I run a 1050ti on my laptop) and for the WMR headsets the chipset must support AVX (most intel cores in the last 5 years have supported avx). Bottom line > I have no idea why so many people get suckered into Vive & Rift when the WMR headsets are superior in most ways - easier setup, better resolution, less cabling, play all the same games and have far lower cost. Thanks! Great info.
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Post by Shane R. Monroe on Dec 24, 2018 18:09:02 GMT -7
Pupilary adjustment is required for me. GearVR doesn't have it ... and it sucks balls. Fortunately, the Rift does.
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