GreyAcumen

About

Username
GreyAcumen
Joined
Visits
859
Last Active
Roles
REGISTERED, PATHFINDERS
Points
154
Posts
308
Badges
12
  • Re: This is the real reason why Virtuix cancelled all orders nd rewards

    Look, if Virtuix was making that much off of these deals, why would they take on the huge negative PR backlash unless there were legitimate shipping issues?
    Also, I've already pointed out that the "full package" probably includes multiple size shoes and harnesses as well as the headsets and the pcs to run them all. $5000 wouldn't really be much profit at that point.
  • Re: HTC Vive Wireless adapter and sensors

    Deluxe Audio Headstrap - If I had been a Vive exclusive user, I probably would just accept the annoying headstrap as just something that comes with VR, but having worked with the DK2, I know that VR doesn't have to be that unstable. I actually don't find it at all uncomfortable, rather the biggest problem is how easily the headset can shift if I turn or shake my head, or lay on my back. If the headstrap can address those stability issues then it is a must buy for me. Unfortunately what I'm not sold on is the earpieces themselves, as I have a very nice headset (Bose Noise Canceling) that add to my immersion purely from how completely they remove the ambient noise. Unless the Vive earpieces provide an incredible surround sound along with equivalent noise canceling features, then I really hope that the strap will be available sans earpieces, as I really don't want to be spending extra money on them if all I want is the better strap.

    TPCast - I'm STILL not sold on Wireless VR. While it may be working well for the current dpi/fps/latency requirements, I'm still not satisfied with the resolution of the Vive nor the Rift. My major concern is that if Wireless becomes the standard, companies will be unwilling to push for a clearer visual experience if it would mean reverting back to a tethered transmission method, and while TPCast may be able to handle the current resolution, if you attempted to double the video resolution (4x the number of total pixels, or more if the next headset attempts a widescreen peripheral-vision-filling experience) I have no doubts that it would push the transmission completely outside of what their standard can handle.
    I highly doubt that the rest of the VR community shares my sentiments. I don't think I've seen anyone NOT completely hyped of the potential benefits of the wireless. Is it because everyone is confident that the Wireless transmission standard will improve fast enough that headsets wont be limited? Or are they only looking at the short term benefit, and not considering what type of long term stranglehold this could end up creating? If it does create that stranglehold, I guess it would be hard to even tell. It's not like companies will be announcing that they INTENDED to create a headset with better resolution, but gave up since it wouldn't work with a wireless standard.

    Vive Tracking Pucks - There are a few different issues I have with these trackers,and I'm not sure if I'll be able to adequately summarize my concerns.
    1) Niche accessory glut - the main focus to these Pucks seems to be involved in creating a large quantity of incredibly specialized accessories that are only compatible with experiences designed specifically to make use of them. While I can see this being useful within professional fields, like for the baseball and Firefighting simulations, I just don't see this benefiting an adaptive gaming experience. The only benefit I see to gaming is the potential for a company to make more ergonomic controllers, possibly mimicking the Oculus Touch controllers, but with the Vive pucks for the tracking method.
    2) Cannot track virtual items - Go take a look at @SutekiB's videos for GTA or the like. When he wants to switch from bare hands to holding a gun, he has to actually take a prop gun out of his jacket to be able to do it properly. That only works if the item being used is already on the player. All the various virtual objects that exist only in the virtual world have no way to be given a physical presence through these Pucks. Lets say your gun is being tracked via the Pucks, and then you drop your gun (maybe to switch to a different gun that an enemy dropped?) if you drop the physical gun controller, and pick up a different virtual gun, then the physical gun would remain stationary while you move around in the virtual world.
    3) The Vive headset can only track 2 Pucks INCLUDING the Vive Wands? Seriously? I guess when people have said that the light house sensors can support any number of trackers, it's only because the lighthouse sensors aren't what handles the tracking, in reality it's the pucks/wands that track the light houses. While 2 Vives could be hooked up to the same computer and use the same set of lighthouses, each HMD still has a its own tracking system. Ultimately, I don't see why HTC doesn't just also include the portion of the HMD headset that tracks the wands as a separate USB accessory, so that you can track 4 or 8 or any number of pucks from a single computer.
    The real potential I had seen in the pucks was being able to simulate the perception Neuron without quite as high of an investment (substitute the cost of 4 more Vive Wands, $500, in place of the $1000 or so that the Perception Neuron costs) or even just substituting in place of the Virtuix Omni foot tracking pods (along with a 3rd to resolve hip/pelvis orientation) so that a player would only need the physical housing of the Omni instead of all the wireless and electronic/magnetic sensors. The foot tracking could also be used to play Virtual simulations of games like DDR, or provide foot-based interaction to other games. But with only having 2 pucks tracked by the HMD, without a separate tracking solution for more pucks at one time, I just don't see the benefit. That said, it wouldn't be THAT hard to add that support, as long as HTC bothered to do so.
  • Re: so KAT Walk has started shipping

    I'm disappointed that he didn't try REALLY crouching or jumping, but this single video still looks FAR better than anything I've seen from katVR before. I'd like to know how tall he is and how much he weighs, and I'd also like to see how the KatVR looks with the Hammock Seat accessory that they added to their design, specifically how it holds up under the strain of someone just resting their full weight in the hammock.

    The fact that KatVR is already shipping in China already, has a better range of motion, and (at least from this video) seems to be responding well to the physical movements it undergoes is making me wonder if I'll be sticking with Virtuix after all. My only major concern is if my current room can handle the height requirements. (and if KatVR is ever going to ship to the US) I'm definitely going to be following their progress more closely from now on. I definitely will be keeping the Box for my Omni.

    If Virtuix doesn't get on the ball fast in terms of direct consumer support, this is going to be a clear alternative.
  • Re: When will U.S. non-commercial orders be able to be placed again?

    @Slopey - that's exactly what I've been saying all along, and why I am rapidly becoming disillusioned with the potential of the Omni.
    they wont even have the devs to build the games in the first place.
    @GreyAcumen - If any developer has a game they want to add Omni support to, they may contact developer relations. The link is on this page: Developers
    Holy crap, SutekiB, the amount of spin you put on to miss my point would have made Peppy Hare proud.
    If a Dev can't personally verify what issues may come up, or what freedoms they are granted by adding Omni support, then what possible temptation could they have to add support for it? Just look at how often dropping through the floor happened in TraVR, and that game was built specifically for the Omni, and you expect Devs to just plop in the code and that will be the end of it? They certainly aren't going to be tempted to make that sort of attempt with the current consumer-end footprint, which apparently has a very clear maximum bar which wont be getting raised any time soon.

    Within the confines of an Arcade setting, what benefit is the Omni even going to be? You already have games like Space Pirate Trainer that are perfect for an Arcade, and that only requires a quick adjustment of the headset and you're ready to play. The Omni only benefits from large open worlds, which require time to explore. Arcades are only suitable for short experiences, and half your time is going to be spent just getting people suited up in the harness, and then also waiting for the other person to get OUT of the Omni.
    This issue is exacerbated by the apparent issue that commercial Omnis may not even come with a full set of shoe sizes and multiple harnesses, which would at least justify the $4k+ price and allow people waiting in line to get the harness on while waiting for the other person to finish playing, and then be able to begin their turn as soon as the other person steps out.
    @SutekiB - If there's any defense, where you can say "no, I'm an official source, and the commercial units totally come with a full range of shoe sizes and multiple harnesses" now would be the time to bring it up. I've been hearing a whole LACK of denial on that subject every single one of the multiple times it has come up. The only people who have been refuting the point are people who are doing it purely hypothetically, purely on the basis that it is such an idiotic and tactically disastrous stance to take, and we're getting tired of looking stupid when all evidence seems to pointing to us defending someone completely guilty of the accusations being posed.
  • Re: Refund Problem: PayPal said Virtuix account has problem

    @SutekiB - Good point. It's been a while since I ever ran into it, but I do think there is some sort of cap on how much money you can send each month. I had assumed that this wouldn't be the case for a business like Virtuix, but I suppose there still might be some sort of normal delay on this kind of thing.