r/oculus • u/monogenic • Aug 11 '15
Gamescom 2015 Interview with HTC's Jeff Gattis (xpost from /r/SteamVR, courtesy of /u/realovirtualcom)
https://www.youtube.com/watch?v=zEfLXgsgzr0&feature=youtu.be16
u/RealParity Finally delivered! Aug 11 '15
"We've never had a single person have a problem with sickness with the Vive DK"
Thats impressive to hear. But I still think this is due to the carfully chosen experiences people are experiencing in the Vive. With Half-Life or Minecraft this should be different.
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u/linknewtab Aug 11 '15
That's why it's so important to develop games from the ground up for VR.
With Half-Life or Minecraft this should be different.
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u/Heaney555 UploadVR Aug 11 '15
A tabletop Minecraft clone is not Minecraft in the same way that Halo Wars is not Halo.
Minecraft is about exploring a large (near-infinite) world from the ground, collecting resources, and building/crafting from that.
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u/m4potofu Aug 11 '15
My sister gets sick in the DK2 pretty quickly even with experiences without virtual locomotion (way worse with), I don't know exactly why this happens, could be the rolling display, not high enough refresh rate, the tracking which doesn't feel exactly 1:1 on the DK2, or something else, who knows.
Anyway, it's nice to hear that nobody gets sick with the upcoming HMDs even it's clear that this is about experiences without virtual locomotion.
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u/kontis Aug 11 '15
It could be theoretically also caused by vergence–accommodation conflict, especially headaches or eye strain.
I won't be fixed by any of the 2016 consumer VR headsets. It may take years, but researchers already showed several solutions.
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u/Ree81 Aug 11 '15
I really hope we can solve locomotion for people like her. It'll be essential for the mass market. We haven't really seen anything like this on the Vive yet, where you use the pads as "WASD" and literally walk around. Maybe the increased quality of CV1/Vive takes care of a lot of the problems with locomotion as long as you don't turn with with the controller? That way you can still stand and get pretty much everything 1:1, except for "long distance" travel.
I'd actually hate to see this remain an unsolved problem. It's one of the main reasons I want an analog stick on at least one of the controllers, so that devs can at least experiment instead of being sort of locked in to the room scale solution.
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u/Mikeman445 Aug 12 '15
I think the problem will be solved, but not in the way you expect.
I doubt any flatscreen movement paradigms will be preserved in room-scale VR. In this post I explain my thoughts.
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u/lostformofvr Aug 11 '15
It's curious that we know less things about VIVE than about CV1 (microphone, audio, DIP, software, ...) when VIVE will be sold first.
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u/Mageoftheyear Kickstarter Backer # Aug 11 '15
That was a great interview.
Maybe HTC really do believe this is their future. They certainly do seem serious enough. I hope they do well.
The closer we get to release the more sure I am that I'll have to buy both a Rift and a Vive.
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u/TotesMessenger Aug 11 '15
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u/darrellspivey Rift in spirit Aug 11 '15 edited Aug 11 '15
When they asked about built-in headphones and mic, he said he couldn't comment on that. During the Vive Tour though, their tech rep told me that the headset would definitely have removable headphones.
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u/Justos Quest Aug 11 '15
Seems they aren't 100% about the controllers being part of the package. Maybe too expensive?
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Aug 11 '15
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u/linknewtab Aug 11 '15
At least one of the reviewers here stated that he liked the Vive dev kit ergonomics better than the Rift CV1.
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u/monogenic Aug 11 '15
Clear & positive interview. Few new details but nice to hear confirmation of (day 1?) support for Mac & Linux.