Posted April 30, 2016
So, unless you're curious about VR, you can skip this. If you are curious, read on....
I got my Vive this week and meticulously set everything up. I want to warn anyone considering this to make sure their machine meets the minimum recommendations and be prepared for some experimenting, reboots, swapping of USB devices in ports (well, YMMV).
Hardware:
It took me 2 1/2 hours to set up the hardware, this included setting up the tripods and camera clamp mounts for the base stations, running the cords between them nicely, plugging in the power strips to strategic locations and the base stations themselves. Also included hooking up the breakout box and the headset. I went slow and methodically, measuring twice, cutting once. In the end, I didn't have enough space for full room-scale where I wanted to use it, but the standing experience was actually good enough for me. Fortunately the tripod approach gives me a more mobile solution. I should mention that the tracking (if you set up your base stations right), is spot on. The controllers seemed like a mirror image of what they were in real life and even though I couldn't see my arms, could reach out and pick them up as if it were second nature. You could touch them together and where they touched was exactly where they did in real life, bloody wild.
Software:
OK, yes, I had to install SteamVR. I also had to upgrade the firmware in every piece of hardware included. (The HMD, 2 controllers, 2 base stations.) I got to a point where everything was working except the controllers, no matter what I tried from every source on the Web would allow them to be recognized. It wasn't until I switched some USB devices around that they finally 'clicked'. I spent about five hours rebooting, uninstalling, re-installing, switching USB devices, etc. until it came to fruition. It reminded me much of the days when one would try to get a new video card, display or other device working on Linux.
Tutorial:
Do not skip this. It shows you not only how versatile the controllers are, but also how intuitive and natural they seem. The 'pad' (similar to a game pad) is not your average pad. Sure, you can click it in several directions, but even without pushing down on it, it is sensitive to your movement. It's like a small round touch-screen. The haptic feedback in these controllers is so refined, it's unreal. In one instance, you use a controller to blow up a balloon, it literally feels like you're filling it with helium. You can use the other controller to 'bop' it around, and wow, it just adds to what looks so real.
"The Lab":
This is Valve's flagship demo for the product. Try it out, do all eight experiments. Any video you see of other people doing them will not do justice for the immersion you will feel playing these mini-games. In "Longbow", a 'castle-defense' simulation, you not only feel like you're notching and shooting, but you're standing on a parapet where you can look down and see the shadow of your controllers. Another demo, "The Secret Shop", reminded me of a ride or attraction at an amusement park where you had animatronics, lots of animated things and so much detail on everything that no matter where you looked, there was something new to be discovered. I would have expected to wait in line for an hour or more in order to see something like that at any major amusement park. However, I got to experience it, here, now, in the comfort of my own home.
Games:
OK, What I can say about the games is that apparently now that this technology is getting into the hands of consumers, more and more developers are releasing proof of concepts, demos as well as the already established titles from those who got in the basement of this building. I have only played one so far (out of the 27 I have queued up): Audioshield. Simply an amazing concept gone VR, this game gave me quite the workout. In fact, tears of joy were streaming down my face before I was done.
If you all see less of me around here, it's probably because I'm too immersed in VR or I've lost weight playing Audioshield.
A NOTE TO GOG:
For those games that you have in your catalog which support VR, if they require additional content (like "The Vanishing of Ethan Carter"), please consider adding it. I would love to buy my VR games from GOG.
Cheers!
I got my Vive this week and meticulously set everything up. I want to warn anyone considering this to make sure their machine meets the minimum recommendations and be prepared for some experimenting, reboots, swapping of USB devices in ports (well, YMMV).
Hardware:
It took me 2 1/2 hours to set up the hardware, this included setting up the tripods and camera clamp mounts for the base stations, running the cords between them nicely, plugging in the power strips to strategic locations and the base stations themselves. Also included hooking up the breakout box and the headset. I went slow and methodically, measuring twice, cutting once. In the end, I didn't have enough space for full room-scale where I wanted to use it, but the standing experience was actually good enough for me. Fortunately the tripod approach gives me a more mobile solution. I should mention that the tracking (if you set up your base stations right), is spot on. The controllers seemed like a mirror image of what they were in real life and even though I couldn't see my arms, could reach out and pick them up as if it were second nature. You could touch them together and where they touched was exactly where they did in real life, bloody wild.
Software:
OK, yes, I had to install SteamVR. I also had to upgrade the firmware in every piece of hardware included. (The HMD, 2 controllers, 2 base stations.) I got to a point where everything was working except the controllers, no matter what I tried from every source on the Web would allow them to be recognized. It wasn't until I switched some USB devices around that they finally 'clicked'. I spent about five hours rebooting, uninstalling, re-installing, switching USB devices, etc. until it came to fruition. It reminded me much of the days when one would try to get a new video card, display or other device working on Linux.
Tutorial:
Do not skip this. It shows you not only how versatile the controllers are, but also how intuitive and natural they seem. The 'pad' (similar to a game pad) is not your average pad. Sure, you can click it in several directions, but even without pushing down on it, it is sensitive to your movement. It's like a small round touch-screen. The haptic feedback in these controllers is so refined, it's unreal. In one instance, you use a controller to blow up a balloon, it literally feels like you're filling it with helium. You can use the other controller to 'bop' it around, and wow, it just adds to what looks so real.
"The Lab":
This is Valve's flagship demo for the product. Try it out, do all eight experiments. Any video you see of other people doing them will not do justice for the immersion you will feel playing these mini-games. In "Longbow", a 'castle-defense' simulation, you not only feel like you're notching and shooting, but you're standing on a parapet where you can look down and see the shadow of your controllers. Another demo, "The Secret Shop", reminded me of a ride or attraction at an amusement park where you had animatronics, lots of animated things and so much detail on everything that no matter where you looked, there was something new to be discovered. I would have expected to wait in line for an hour or more in order to see something like that at any major amusement park. However, I got to experience it, here, now, in the comfort of my own home.
Games:
OK, What I can say about the games is that apparently now that this technology is getting into the hands of consumers, more and more developers are releasing proof of concepts, demos as well as the already established titles from those who got in the basement of this building. I have only played one so far (out of the 27 I have queued up): Audioshield. Simply an amazing concept gone VR, this game gave me quite the workout. In fact, tears of joy were streaming down my face before I was done.
If you all see less of me around here, it's probably because I'm too immersed in VR or I've lost weight playing Audioshield.
A NOTE TO GOG:
For those games that you have in your catalog which support VR, if they require additional content (like "The Vanishing of Ethan Carter"), please consider adding it. I would love to buy my VR games from GOG.
Cheers!