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Valve: Future Hardware Plans

  • blackdog
  • February 24, 2015 at 12:31 AM
  • Squad
    • March 1, 2016 at 10:39 PM
    • #141
    Quote from blackdog

    yeah, but average people just have a cheap big TV, with a sound bar if at best. So… a movie guy could get good headphones, aren't there 5.1 headphones? :)

    There are 7.1 headphones too.

  • laminutederire
    • March 2, 2016 at 6:40 AM
    • #142

    Tried those, they sound really cheap compared to a real sound system. I hope they will do better in the future though :)

  • clankill3r
    • March 3, 2016 at 9:16 PM
    • #143

    Did anyone pre-ordered a HTC vive yet? I'm broke today, only got around 2 euros left...

  • blackdog
    • March 9, 2016 at 1:23 AM
    • #144

    So Valve is gonna release another VR-oriented Portal-themed mini-game after showing off at GDC

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    another video on this channel the other day was reminding that just after GDC there will be another EGX Rezzed in London, which will be the last venue for VR PR for Valve, they should have sets to try their tech. I bet the queue will be long! (I waited almost an hour to get decent seats for Chet's talk last year).

    EGX will run 7-9 april.

  • blackdog
    • April 3, 2016 at 3:51 AM
    • #145

    So Kelly Bailey left only to make his game studio! Working on VR, has been promoted by Valve during GDC

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  • blackdog
    • April 7, 2016 at 2:55 PM
    • #146

    Meanwhile, Valve has found a way to properly advertise this, not stupid CG holograms on an "iron man cam"

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  • Mazy
    • April 7, 2016 at 3:22 PM
    • #147

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    I kinda want a Vive just to play The Slingshot part of The Lab, Valve's brand of humour at it's best :D

  • blackdog
    • April 7, 2016 at 6:35 PM
    • #148

    Think people that want VR need to install some kind of wire support that will dangle from the ceiling so you don't trip.

    Surprised I haven't seen one in the demo rooms yet

  • AtsEst
    • April 10, 2016 at 6:13 PM
    • #149

    Because that would get in the way of your hands which would be worse (unless it was an active robotic solution or a person moving it around all the time). It is much easier to just step over/around the wire than dealing with it in the air. They made it sound more of a problem than I have seen it to be in practice, though yes this varies fro person to person also be skeptical about anything technical that the GB guys say.

    The Lab is awesome though. And once more, seeing anything on screen does not give you any idea how it is actually to be inside the environment.

  • blackdog
    • April 10, 2016 at 7:15 PM
    • #150

    I'm just thinking of a similar solution to those untangle arms for mouse leads. Something that would rotate when you are moving around (just need a very loose hinge so that it rotates with very light pulls).

  • Pampers
    • April 19, 2016 at 11:02 PM
    • #151

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  • -HP-
    • April 19, 2016 at 11:18 PM
    • #152

    *Yet.

  • blackdog
    • April 20, 2016 at 6:35 AM
    • #153

    *experience the freedom not yet without boundaries.

    I insist on the cable untangle system from above.

    Also agree that pretty much everything looks like a wii game.

    Are they seriously charging that much for tech demos that don't even work perfectly?

  • Pampers
    • April 20, 2016 at 10:02 AM
    • #154

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    Never liked the teleportation mechanics or limiting games to a small area with VR, so this is a way to solve that. Too bad you have to sacrifice one of the controllers for it, but I guess you will be able to attach a dedicated device for this in the future :) Anyway, letting the first generation solve its infant problems for now

  • MaK
    • April 20, 2016 at 9:57 PM
    • #155

    The 'VR games are not so great' video is pretty awful Pampers. Some guy edited the most negative comments of an 11 hour livestream into 19 minutes. Granted all the games so far are pretty tech-demoy, but that's expected since engines like Unity are so accessible and anybody can pump and a quick VR experience.

    The walking in place thing seems like it could work and looks 1000% less silly than being strapped into the omni, though the guy does comment about experiencing some sickness. I wish I had the computer power and money to try this stuff out. I'm sure things have gotten way better since I tried the Oculus DK2, though I'm happy to take a pass on this first generation and let it solve its infant problems for now like you said (and get cheaper).

  • -HP-
    • April 20, 2016 at 10:56 PM
    • #156
    Quote from blackdog

    16 hours ago, blackdog said: Are they seriously charging that much for tech demos that don't even work perfectly?

    Are you seriously asking that question? The product was literally just released, or you can even argue it's not even out yet since most people who pre-ordered didn't even get the device yet.

    By getting a Vive or Oculus right now, you're essentially a early adopter. Games will come with time, when that time comes then it'll be worth to actually buy a VR kit.

  • blackdog
    • April 20, 2016 at 11:52 PM
    • #157
    Quote from (HP)

    56 minutes ago, (HP) said: Are you seriously asking that question?

    Yes I am... well it's rhetorical. But 40$ for a buggy tech demo is an insult on top of a plain rip off.

    Quote from MaK

    1 hour ago, MaK said: The 'VR games are not so great' video is pretty awful Pampers. Some guy edited the most negative comments of an 11 hour livestream into 19 minutes.

    I find it pretty awesome. It's at least funny, but highlights that people are paying 800$ to replicate the same mini-games of the Wii or Kinect. But at least Nintendo's and MS' products weren't dangerous for the person and the hardware.

  • AtsEst
    • April 21, 2016 at 4:25 PM
    • #158

    ...

    Ok, how many of you have actually tried the Vive or the Rift with Touch?

  • Bastion
    • April 21, 2016 at 5:49 PM
    • #159
    Quote from Pampers

    On 20/04/2016 at 10:02 AM, Pampers said:

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    Never liked the teleportation mechanics or limiting games to a small area with VR, so this is a way to solve that. Too bad you have to sacrifice one of the controllers for it, but I guess you will be able to attach a dedicated device for this in the future :) Anyway, letting the first generation solve its infant problems for now

    Surprised that neither occulus or Valve were able to work out a trick like this.

  • Sigma
    • April 21, 2016 at 5:56 PM
    • #160

    Soooooo...... what happens when I want to do a running + jump into slide + jump into wallrun?

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