30 Minutes Inside Valve's Prototype Virtual Reality Headset
muterobert writes "Owlchemy Labs, the developers behind the excellent Oculus Rift ready game, Aaaaaaaculus!, share their impressions of their time at Steam Dev Days and detail their experiences using Valve's secretive virtual reality HMD prototype. An excerpt: 'I was told to walk off of the cube and it was physically difficult to step forward into the space where there was no solid footing, even though I knew that there would be a solid floor with a rug right there for me. It's amazing how the mind can trick you.'"
I got a rift dev kit, and this sounds like a good leap forward on its design. Hopefully the consumer rift and this are both compatible with some sort of core software principals. The last thing the emergent VR economy needs is splintering.
I'm coming out with an application called "Solitary Confinement".
Required hardware will be a VR headset, noise-cancelling headphones, and a typical closet or shower (shower/tubs will not work). You can play single player but it's much more realistic if a friend or family member takes on the role of the warden. I'm integrating it with the steam API and am currently ironing out the achievements.
Stupider like a fox! - H.S.
Patch notes:
*To improve immersion, the headset turns into a headcrab and turns you into a zombie when your heath reaches zero
An excerpt: 'I was told to walk off of the cube and it was physically difficult to step forward into the space where there was no solid footing, even though I knew that there would be a solid floor with a rug right there for me. It's amazing how the mind can trick you.'
Given the game in question is just an Oculus Rift version of AaaaaAAaaaAAAaaAAAAaAAAA!!!!!, clearly the person testing it is not experienced in the game. As any veteran of it knows, the whole point of AaaaaAAaaaAAAaaAAAAaAAAA!!!!! is to happily take running leaps off of cubes.
Though this does make me wonder if people who are used to the game already would have the same apprehension over jumping off the (to them) familiar-looking buildings they've jumped off hundreds of times before...
Known issues:
*headcrab functionality does not seem to wait for low health
Someone needs to get these on the market; it's been two decades since the promise was there; now we have photo realistic rendering and very high DPI screens, and dirt cheap high accuracy sensing.
I'm not sure exactly what the holdup is - but someone, be it Valve, or Occulus - release one of these already?
..don't panic
I've been experimenting with using the Kinect for body positioning - allowing you to walk around a virtual room by walking around a real one. There are two big problems: First, the fidelity of the Kinect isn't great, so positioning is a bit inaccurate and gets jumpy with distance. Second, I had to make a cord bundle extension to give me room to walk about and you're always worried about tripping over it.
Someone gave me the first dev kit version of the Rift. It made me motion sick immediately. They're not going to release a consumer version until that stops happening.