Controllers or camera are not necessary, right? And Rift ships without Touch, sadly.
For the PSVR? I don’t know if it even works on windows, but you’re probably right about the controllers. The headset can provide rotational tracking but I imagine you would not have a fun experience without the camera’s positional tracking.
If you want absolute minimum VR experience then go for the PSVR I guess, but if you’re putting that much money down then you might as well just pay a little more to get all the accessories that VR games are going to expect you to have.
I think that’s the big thing at the moment. Lots of people are seeing the CV1 being $200 less than the Vive and thinking the Vive is way overpriced, but they’ll quickly realize they need controllers for most games and end up spending that $200 anyway.
“Most games” is a mischaracterization. Since Oculus Touch will not ship until second half of the year there will be lots of games for Oculus that work with the gamepad. Even after it does ship lots of games will keep supporting gamepad. PSVR will be in the same boat.
You are right. I missed this part - I was assuming that a tracking camera is included but it does not look like it.
If this is the case we’re probably looking at something like 450 for a bundle of PSVR, PS Eye and some games. Or I’m guessing around 500 for PSVR + Eye + 2 Move’s (the base price for this is 560 but it’s pretty standard to discount bundles…).
The real question is what will Oculus Rift + Touch cost once Touch is out
Yeah, not most games. I think I autopiloted typing that.
Updates!
Live:
- Humanoid name/health rendering in VR
- BillboardGui rendering improvements for VR (includes chat bubbles and developer BBGUI)
- Fixed moon turning when you roll your head
- HTC Vive support
We will ship controller tracking support for HTC Vive this week; this comes with some API updates that I’ll follow up on.
Awesome!
How will players playing through Vive interact with the game? From the experiences that I’ve had only games crafted specifically for the Vive’s movement tracking area felt playable. While the controllers have thumbstick-like touchpads, they are (at least on the dev kit that I’m using) not very suitable to use as sticks for movement due to the lack of any feedback. Or is the plan to use Xbox or Playstation gamepads with the Vive as well?
Gamepads will work with Vive without any issues. The question is - what if you don’t have a gamepad.
Our current short-term plan is to use touchpads for movement. It’s not the best way but it’s something we can start with.
Are there any plans to fix controllers on mobile for anyone who creates a hackish solution / has a DIY system for using a NVIDIA tablet to use with a “Google Cardboard” system?
If not, could you guys still try to fix controllers? I can’t plug my tablet into the TV and my room and not have the controller close to me for GUIs
Yes, we expect to have controllers work with mobile for VR. Not necessarily as a primary input method, but as one that’s available if you have the controller. Are you experiencing issues with gamepad on mobile? If so, please post them in the Bug Reports section and we’ll take a look.
Support for HTC Vive hand tracking is live, along with new APIs:
Enum UserCFrame
EnumItem UserCFrame.Head
EnumItem UserCFrame.LeftHand
EnumItem UserCFrame.RightHand
CFrame UserInputService:GetUserCFrame(UserCFrame type)
Event UserInputService.UserCFrameChanged(UserCFrame type, CFrame value)
Hopefully the APIs are self-explanatory.
UserInputService.UserHeadCFrame
is still available but is deprecated in favor of the above for consistency and performance.
Both UserInputService.VREnabled
and UserInputService:GetUserCFrame
/ UserInputService.UserCFrameChanged
are considered stable and will not be changed/deprecated in the foreseeable future.
Shipping next week:
- HTC Vive button support (no new APIs, uses existing gamepad support)
- VehicleSeat camera improvements in VR
Better get rid of it next week, while it isn’t widely used yet.
(less cluttering the API with deprecated stuff!)
In addition to other items we’re shipping this week Oculus is in retail so we have upgraded ROBLOX to be compatible with the new public runtime. Here’s what you will need to do on Thursday to keep using your Rift with ROBLOX (Player/Studio):
- Uninstall existing runtime if any (uninstall anything that begins with Oculus…)
- Install Oculus Home: OK | Oculus
- In the Oculus settings (gear icon), enable General → Unknown Sources: https://support.oculus.com/878170922281071
Both DK2 and CV1 (codename for shipping Rift) work with new runtime. As far as I know DK1 doesn’t work and there’s no way to make it work.
3rd step is unfortunately currently necessary; this may change in the future but for now this is how it is.
I need someone to make a game that utilizes the Vive. Like, imagine a sword fighting game with the Vive.
Updates:
- Upgraded Oculus SDK to 1.3. As mentioned above, you have to install official Oculus Runtime and enable Unknown Soruces for ROBLOX to work.
- Implemented controller input for Vive (we currently treat buttons/touchpads as gamepad buttons/thumbsticks).
- Backpack UI in VR is now in 3D
We’re working on migrating other parts of core GUI to 3D and polishing the backpack.
Backpack video: https://www.youtube.com/watch?v=qgFtSUqw_Cg
10/10 for funky music.
Awesome! Is that published somewhere? I have a vive kit at my disposal today and would like to try it out.