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As a virtual reality enthusiast and developer, I've discovered that it is a bit difficult to find others to talk about VR games(and other software); considering the small market. I've had the occasional chat in Alt-space or meet someone on Hover Junkers, Pool Nation, etc, but I don't get to actively engage with those people. So I decided to create this thread for those who are interested in VR and/or have a headset themselves. Here you can talk about upcoming games, recommend games, and share your interests for the future of VR. Enjoy! Please no fanboying. To start off, have you all seen this game? It looks phenomenal!
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I'm in debate on whether to custom loop water cool my pc or buy an htc vive. Both are around the same price. Any advice?
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So I was just seeing twitter and came across Razer's CEO's poll ,that are people using their VR headsets ,and was suprised to see that people were not using them on a daily basis or even a once in a week.So i was just wondering is it becasue people dont think that they get immersed or is it the lack of content stopping them .And more importantly i was thinking that would people WANT vr heasets which do not to be tethered to your pc ,or stick with the current tethered systems BUT on the cost of lesser accuracy .What do you guys think ??Lemme know .
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My first and biggest concern is that I have a ASUS Stryx GTX 970 for my GPU, and am using all 4 display outputs on it. Ive never messed with running a GPU stand alone for just display ports. I have an older AMD card for a backup in case shit hits the fan, would it be possible to slap that into my rig and use it just for the HDMI for the vive? Second, is there any benefit of using USB 3.0? it says 2.0 is fine but nothing about any improvements if using 3.0. Third, I intend to have the room scale part far enough away from my computer that my current headset wont reach. How is the experience just playing through the speakers? Should I get a wireless headset? Fourth, How does it work if i want to swap from room scale to sit down? As stated earlier I want the room scale to be a decent distance away from my PC and the lighthouse boxes wouldnt be covering where I sit. Is this not an option? or is there a little stand thing like the oculus has that sit on your desk that I just havent seen? I appreciate all the help <3 EDIT: it look like in the FAQ it says that you do need one of the sensor boxes to be in front of you at your computer for sit down experiences. Are they easily removable from the mounts?
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Hey all, I'm thinking on upgrading to a GTX1080, I'm just not too sure if my current PC specs can handle it. REASON FOR UPGRADE: -I am getting an HTC Vive -I am also getting a 21:9 1440p 144hz monitor. (Which needs a 980Ti / greater GPU) MY CURRENT PC SPECS: -Corsair Carbide 500R Mid-Tower Case -950Watt PSU x2-Nvidia GTX780Ti's -Asus Z87 Motherboard -Intel i7-4770k LGA1150 (Haswell) -2TB HDD -250GB SSD Please tell me if I have missed something.
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Hi guys 'With DX12 now taking hold of many of the newer upcoming titles and with the beginnings of VR, for someone looking at buying new processors would you recommend getting faster quad core CPUs like the skylake 6700k or one with more cores and slower clocks like the 6800k ? If Ashes of Singularity is a glimpse into the future then can we expect DX12 to favour high core configurations over ones with less cores but faster clocks ? Also so for someone looking to get into VR, how would that factor in ? Thanks for any input!
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Hi, Im looking for the best headphones/Headset for the htc vive and general gaming. My budget is $150 USD at the most. Should I get 'gaming headphones' (the Logitech artemis spectrum is the only one i like) or should i get more traditional headphones and a separate mic in the same budget? and if so what should i get?
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Amazon: http://geni.us/68p1q7 NCIX: http://bit.ly/1VrLNd7 Mixed reality is an absolute gamechanger for streaming VR. Here's how you can set it up in "Fantastic Contraption!"
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I live in Kentucky and I want to know if there are any stores in kentucky or ohio that sell the HTC vive. I searched it up and couldnt find any useful info, so I was wondering if maybe someone on here knows of a store that sells them.
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I was wanting to know if the recommended specification on the HTC Vive website for a PC to run it is overkill, or will a less powerful PC be able to run VR with no problems? This is the recomended parts as listed on the HTC Vive website: GPU: NVIDIA GeForce® GTX 970 / AMD Radeon™ R9 290 equivalent or greaterCPU: Intel i5-4590 / AMD FX 8350 equivalent or greater RAM: 4GB+Video Output: HDMI 1.4 or DisplayPort 1.2 or newerUSB Port: 1x USB 2.0 or greater portOperating System: Windows 7 SP1 or newer
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So a few weeks ago, I set up project cars to work on the HTC vive with a "patch"called libreVR. Never was a big fan of its implementation. A few days ago, an update through Steam, gave native support for the vive. So far the old libreVR setup keeps popping up. Anybody, know of a clean way to remove it other than uninstall/delete the whole game file? Anyone have any experience with libreVR
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Hi there! I just did a benchmark using Valve's tool to test VR on pcs, mine being a Alienware Steam Machine with the windows 10 os on it instead of steamos... And what I found was intreguing. So, my pc according to the 'post test results' say the GPU (Alienware Steam machines are equivalent to that of a 860m, which is equivalent to that of a 750ti) is not capable. But instead, I found that it ran 60fps whilst the test was doing it's thing, so this begs the question: Does the test scale performance based on the hardware, or is it just the post test being stupid and not recognizing the steam machine's GPU?
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Greetings, I'm a long-time LTT/LMG fan, and yet here I am just creating a forum account to post a request for a future LTT video topic. Feel free to crucify me if this is being posted in the wrong place. I received my HTC Vive a week ago, and my computer is currently in my dungeon of a bedroom in the basement of a townhouse. I was wondering if it was even possible to run one of Corning's Thunderbolt cables to a Thunderbolt dock on a different floor and have the Vive connected to just that dock. I think Asus's Thunderbolt support card can send Displayport from the Thunderbolt connection back into a discrete graphics card, though I'm not sure how much this impact's the Vive's latency. Obviously this would be quite expensive for an average joe to just test out, but it might be the solution I'm looking for. I just want to know if it would actually work without compromising the experience. Thanks!
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Yay!!! Watched the convention and pascal is out!! Definetely going to buy a 1080. Although I'm still confised about the founders edition and the normal one. Any difference in performance or overclocking (guess we'll see tomorrow when testers reveal videos about it on youtube). So I am planning to get the 1080 and the htc vive in september (when I am 15, abd have a christian confirmation when I get cash ). Anyone got any information on price drop or if they have shipped out in stores in other countries (preferrably something about Norway). Pretty sure 1080 will go out to other countries before september, although no idea about the htc vive though. Thanks in advance for your comments!!!
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It hasn't taken long since innitial release of the two major VR headsets, HTC Vive and Oculus Rift, for develpoers of VR games to realise that making games and apps 'exclusive' to Oculus Rift isn't that good of an idea... Now, let me get somthing straight; These are both unique headsets that house their own hardware/softwate that the other one dosent have. And I'm not saying that the two headsets are compleatly different, I'm talking about things like the HTC Vive's motion comtrollers rather than the Rifts Xbox like stationairy controller. The developer notes state that you must own the game for the Oculus Rift before being able to play it on HTC Vive. I don't really know TOO much about this due to the fact I have neither, although I'm trying to get my hands on some. I own a Google Cardboard which is nice but I'm not too stoked about VR at the minute. Anyway, some of the Rifts games actualy play better ont he HTC Vive due to the enhanced headset tracking in the Vive to allow you to actually move arround in the games rather than being stationairy and using the game remote to move. It's nice to know that the HTC Vive's wireframe still works with the Rift titles to keep you safe but if youre playing in a place that it suggests anyway then you'll be fine with or (Probably don't sue me) without. Especialy after this change I ame even more inclined to go out and buy the HTC Vive's newcomer to the long awaited Oculus Rift which had a few years running before its relese a few weeks ago. Let me know which headset you have or would like in the poll attached to this post.
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It's like someone showed up after 3 years of built-up anticipation and stole Oculus Rift's cake. From right under their noses. Everybody is talking about the Vive. Heck; my wife asked me how much it was after I showed her a demo video. That's is as much permission to burn 900 bucks as I'm ever likely to get! :-) It seems as though Oculus will release a motion controller later this year. Prices will probably be comparable. The videos I saw seem to show the Vive games to be simpler, more sandbox like than the Oculus. The Vive's games are not as deep but physical interaction is superb. 2 months ago I didn't even think I was going to get one of these for at least a couple of years. Today I was eye measuring my computer room. The logical thing to do is to get Iteration 2 of either device, whichever is successful. What do you folks think?
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so i've been waiting ever since the oculus rift came and out and nw with the vive coming out and steam supporting theater mode i really wanna jump in and experience virtual reality,i've never experienced virtual reality and i have no clue about the hardware etc etc,nw im not gonna run out the buy a headset right now because i waited for over a year since the oculus rift came out and i will wait for maby another year? if it means we will get better more MAINSTREAM headsets that dont cost one of ur kidneys,if any1 here has used the HTC vive then plz tell me how good it is and how practical it is to be used in a room,or is something more simpler like the oculus rift( a screen strapped to your face) a more practical choice. my pc specs i7 6700k gtx 980 sli 16gb ddr4 ram gigabyte g1 gaming 7 motherboard(does it matter?)
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Hi guys, My sister is a game developer for HTC Vive, and says that they have experienced two systems (Edit: Is developing some artistic game, for HTC Vive platform, and going to upload it on steam) 1 laptop with some i7 processor and 960m graphics card in it 1 desktop with TITAN x gpu and some i7 cpu in it. Both experienced MAJOR problems resulting in burnt motherboard and possibly GPU? How the hell is this even possible? - there are things called drivers? Are they full retard when testing this, and ruining their systems, or is there really something to this? NOTE: VIVE DEVELOPER KIT - NOT Consumer version. !!!!! --- IF YOU KNOW SOMETHING , CONTRIBUTE, IF NOT, PLEASE IGNORE THIS POST AND MOVE ALONG :-) UPDATE!!!! Okay I just wrote to her regarding the USB, and got a clarification: Here's what I know after I clarified. Laptop: Vision Laptop, 960m. Her groupmates have likely overclocked it (more than it could take?) to handle VR gear. It died, and was sent to repair. Its gpu & motherboard were replaced and it came back. Her USB ports weren't working though, and she has now sent it back to repair to fix that as well. Desktop: Vison pre-built titan X pc, with a motherboard model Asus Z170 They plugged in the VIVE gear, (its own power supply already attached) or else nothing happens only with PC usb. After they plugged in the vive gear, it said something like over current or overload on USB. The PC shut down and wouldn't start, even if they unplugged the vive. Some red lights (LED's) would show on the motherboard but it would refuse to post. -Was sent to repair. (Don't know what was changed, but it works now.).. So we DON'T know if the GPU (titan x) on the desktop was damaged. Most likely not. But the overclocking might explain why her laptop gpu was replaced? If USB 3.0 can supply more current than USB 2.0, this might explain some of the damage? They have plugged it into any usb port on the computers to try to make them work, unknowingly that there is a difference between usb port types.
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Has anyone tried running the HTC Vive on Linux? I've heard conflicting reports on this. If it does work how's the game support? It has been my understanding that the VR games run on Linux but don't have the VR support. Is that correct? Has anyone been able to get more of the games working using Wine? Love to hear your thoughts!
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After watching the video "You aren't ready for VR - SteamVR Performance Test" i had a video idea in whitch you run the htc vive or the oculus rift under the recommended specifications and tell how the experience was compared to the recommended specifications. I think it would be very interesting (sorry for my bad English im German XD)
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With traditional PC gaming we are used to dialing in our graphics settings, and then experiencing a very dynamic frame-rate as the scene complexity changes. A different more complicated approach would be to have a target frame-rate and dynamically adjust the rendering quality of the next frame based on how much time the last frame took to render. The tech is actually part of Valve's Source 2 engine. However the SDK for that engine is still not out. Instead we are getting this tech because Valve has released it as a rendering plugin for the hugely popular unity game engine. Theoretically there is nothing to stop this from being used in non-VR games but that's not expected to be the primary use case. The idea is to use the highest possible image quality while staying above target framerate. So scene complexity and midrange GPUs are accomodated without downgrading high end guys. Don't expect this to make things like Star Citizen VR playable on a 750ti. But it will be beneficial to people who are howering just under the minimum spec of R9 290 or GTX 970. Unity developers will get the tech at no extra cost. The Unity game engine supports both the HTC Vive and the Oculus Rift. There is also an algorithm known as fixed foveated rendering which can be used to dial back the image quality starting from the edges of the HMDs 110 degree FOV in order to prioritize high quality rendering in the center of the displays. For this particular feature most devs will probably consider it safer to use only for outer edges of the FOV until eye-tracking in HMDs become commonplace. The HTC Vive and Oculus Rift are head tracking HMDs without eye tracking. However it's worth noting that people normally do not move their eyes to observe the edges of their FOV (although they physically can), people generally move their eyes in a quite limited range and use it in combination with head movements. So the technique can still be useful... source http://arstechnica.com/gaming/2016/03/how-valve-got-passable-vr-running-on-a-four-year-old-graphics-card/ ************ general interest
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A virtual reality for all programs in Windows, with this you can even plan non-Steam games and watch Netflix in a virtual theatre. https://www.youtube.com/watch?v=bjE6qXd6Itw0
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Hi, I was just wondering if Oculus Rift games are compatible with the HTC Vive headset, or vice versa. I'm asking because I'm considering starting to save up for a VR headset -- probably the Vive -- and I'm wondering whether I could just put on the Vive and play games designed for the Oculus. I assume that you probably won't be able to play most Vive games on the Oculus as of now, seeing as the Vive uses the whole room tracking thing, but I don't see as much of a problem with it being the other way around. Any ideas?
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So, i plan on getting the PSVR Day One, but i MIGHT (if i can afford) get a VR for my PC in the future. So, which one and why?!?!?!?!
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Hi, I have some questions about the HTC Vive. 1.Are there any other uses to the vive other than gaming (i.e. productivity,movies)? 2.Will oculus games ever come to the vive? 3.How fast will this version of the vive be outdated/not supported? 4.How many developers are actually developing or will develop for the vive? 5.How many games are there currently for the vive? 6.Is it easy to get bored of (use a couple times then forget about it)? 7.Can it detect and stop you from walking down a stair case (My vr room would be up stairs right by a stair case) or should I put a boundary to stop myself from falling down the stairs? Thank you for your help