The New VR. Gaming for the rich. - by SubJeff
henke on 13/9/2013 at 16:36
Hey icemann maybe you should check out OH I DONT KNOW the first post of this thread?
henke on 13/9/2013 at 16:38
And also this guy who hooked up 3 Kinect Sensors to scan his body into the 3D world he's in.
[video=youtube;R0-dsbeasgA]http://www.youtube.com/watch?v=R0-dsbeasgA[/video]
(skip to 5:30 for the really exciting bit)
icemann on 13/9/2013 at 16:46
My apologies I had jumped to a few posts before the last one prior to my post and read from there. My bad.
The video for it is quite impressive.
However its still not gloves. More a set of controllers (or STEM controllers it calls them), though they do do tracking of those as well which is good.
What I was meaning, was for actual data gloves (as Disclosure calls them) to be implemented with full five finger, motion etc tracking that provide feedback back to the user, and by that I mean the feeling of pressing a button, turning the page of a book etc etc.
Sent off a question to the kickstarter project about my gloves idea.
SubJeff on 13/9/2013 at 20:07
Yeah, I hear you on the gloves. I think we could go one step further and just have a suit, Lawnmower Man style.
You could integrate pressure feedback, micro-shock feedback, heaters and coolers, the works.
demagogue on 14/9/2013 at 03:30
The main big complaint I recall from the ORift videos was that GUI text is very tiny, so every time you had to use a menu or something on the HUD you'd have to take off the goggles to read it, which of course breaks the immersion. People were more tolerant of the other issues or thought they were worth the payoff, at least from the videos I watched.
The thing I think about VR gaming is that the game itself should be designed for it, or anyway have it in mind, to really take advantage of it, I think... I mean still playable without it, but if you did have it, the game would take advantage of it. I mean like you'd want lots of interaction & simulation, and probably exploration and a rich world worth looking around at ... or all that extra flexibility won't mean much.
Thirith on 16/9/2013 at 11:50
While I'm very interested in the Oculus Rift (the consumer version, not the current low-res one), I have little to no interest in STEM, Omni etc. I can see the former being supported on a fairly wide scale, but not the latter. Adapting the way your software displays things is one thing,* but coming up with entirely different UIs and control schemes? Added to which, the Omni sounds primarily like a gimmick to me (I think Eurogamer recently did an article that didn't change my opinion on this), as does STEM. People keep bringing up "Minority Report, man! The future is here!", but with these it's mainly the potential that I see. People are already using the OR, and while they all say that there are things that need to be addressed, there's a growing number of people (surprising, considering it's a low-res dev kit) who are already enjoying the system for what it is, not just for what it could be.
*I'm exaggerating a bit - ideally, games on the OR will distinguish where a character is looking and what direction they're going in, so it's more than just a display issue. However, this still strikes me as a much smaller problem than coming up with entirely new UIs for an entirely different paradigm.
faetal on 16/9/2013 at 11:59
Did that Nintendo powerglove ever take off?
Pyrian on 16/9/2013 at 23:51
At this point I think the Oculus Rift actually requires more targeted development than the Omni, which can simply press the WASD keys. Give it the ability to control a thumbstick and the Omni is golden. Easier than redoing your in-game text, I'm pretty sure.