Jump to content


  • Content count

  • Joined

  • Last visited

Profile Information

  • Gender

Recent Profile Visitors

1,053 profile views
  1. PlayStation VR

    While I dont disagree at all that wider FOV and higher rez would be awesome, you'd need so much more gfx horsepower to run the thing that it would need an uber new console to do it (way better than the One X for example)
  2. PlayStation VR

    As Dudley says, both of these solutions already exist (albeit not in the same device just yet... but its only a matter of time) Wireless VR has two companies with solutions; TPCast and WiGig: https://www.tpcastvr.com/ https://www.tomsguide.com/us/htc-vive-wigig-wireless-upgrade,news-26387.html And the "no external cameras for tracking" thing is called "inside-out tracking" (as opposed to the PSVR/Vive and Rift whcih all use "outside-in tracking method) That's a standard feature of all the Windows Mixed Reality VR headsets: https://www.microsoft.com/en-us/store/collections/vrandmixedrealityheadsets The futures bright - just need someone brave enough to build it, and people rich enough to afford it :-)
  3. Into the Breach

    OK, totally drawn in to this now. Played till 1.30am last night and feeling the eye-burn in the office this morning as a result :-) Decided I'd bump the difficulty down to Easy and have a go at the campaign that way - hopefully learn more of the mechanics by doing that. Clearly I've picked up the general gist of it, because I managed to complete all four islands and then *just* managed the win on the final level. I earned enough credits to unlock two new mech teams too. Loved it. Fell asleep dreaming of punching bugs into lava pools. ...next stop Normal!
  4. Into the Breach

    Big FTL fan, bought this the instant it was available (and got sent a free copy of FTL with my key - which I've donated to my daughter...) Really enjoying it, but haven't yet been able to put the time into it that I'd have liked. Also finding it pretty tough (well, in truth I think I'm just no good at it yet). I've made it to the boss on the first island, but only had two power grid bars when I got there and in his first turn he just shredded all the buildings in a row with some multi hit beam attack and it was game over :-) I can see that direct damage to the Vek isn't always the tactically best move - there is lots of pushing and blocking and absorbing damage to be done in certain circumstances. The menus show a lot of upgrading and unlocking other mechs can be done - excited that this simplistic looking game has the depth and legs that FTL has!
  5. What games did you complete? 2018 Edition

    Lone Echo - Oculus Rift (PC VR) I bought this in the Christmas Sale on the Oculus Store, having been told it was a bit good. Wow. I was absolutely blown away by it. The world and atmosphere is generates is brilliant. I had several "oh shit" VR moments where I totally forgot I was playing a game and had physical reactions to events unfolding around me. I finished the story in about 7 hours - pretty smooth sailing apart from one bit on trying to restart a generator where I got a bit lost and stuck. The graphics are superb - loads of detail, especially the way your hands touch and grip objects as you move about in zero-G. The VR movement and touch controller integration was brilliantly done . It was also refreshing that it's a Sci-Fi game that doesn't involve shooting things! (OK technically I could burn a few spores up with a welder - but that was incidental). If I had to point to a weakness it would be that there is occasionally a bit too much busy work in the missions. I really did just feel like a robot doing space ship maintenance a couple of times :-)
  6. What classic games should be remade in VR?

    I'd want a proper Mechwarrior 2 or Interstate 76 VR remake please!
  7. What classic games should be remade in VR?

    Portal Stories VR is a community made, free, singleplayer portal game. A little on the short side - but it's brilliant. The voice acting and humor is excellent. http://store.steampowered.com/app/446750/Portal_Stories_VR/ Rock Band VR already exists too: https://www.oculus.com/experiences/rift/744866972281509/ The Rift Touch controllers ship with a little clip to fit on the neck of the guitar, so that the guitar is physically tracked in VR space and matches your rock movments.
  8. Oculus Rift (VR Headset)

    Its not about how many ports you have in your case, I think. its about who makes them and their level of compatibility. Not all USB 3 host controllers are created equal - I have some ASUS USB 3 host controllers on my motherboard that the Rift wont work with - so I bought a cheap Inatek 4 port USB PCIe card (£15?) which has a supported Fresco controller, plugged that in and was all sorted 5 minutes later. edit: this one https://www.amazon.co.uk/Inateck-Superspeed-Ports-PCI-Expansion/dp/B00B6ZCNGM/ref=sr_1_sc_1?s=computers&ie=UTF8&qid=1516836027&sr=1-1-spell&keywords=inatek+usb3 Separately, but related, the Rift setup software also advises against sticking 3 sensors on USB 3 ports, because theres a fair chance most peoples USB ports all link though the same controllers, and the bandwidth demands of 4 x USB3 devices running at the same time (3 sensors and the HMD itself) are too great. In fact by default the Oculus software runs the third sensor at USB2 to lower bandwidth demand (in the process changing the camera feed from RAW to JPG and losing a bit of sensitivity) So it's fine to just lob the 3rd sensor on a USB2 port anyway... If you just run with the default 2 sensor setup then USB 3 ports for both is what you're aiming for. And the HMD on a 3rd USB 3 port is a good idea too - preferably on a separate controller to the one you hook the sensors up to.
  9. Oculus Rift (VR Headset)

    I bought it in the Winter Sale and have also just finished it. Brilliant from start to finish. I had dreams about being in space and woke up quite confused as to whether I'd actually met Liv in real life or not. :-) Also picked up Arktika1 - that's next on my list to play!
  10. Your gaming resolutions 2018

    Mine is play *only* VR games in 2018. (Rift) I think Im done with the AAA DLC ridden sequels being churned out every year. VR in contrast feels fresh and much more like the 80s in its creativity and joy at just playing cool new stuff. I'm going to try and support that by just putting my money and game time there...
  11. Oculus Rift (VR Headset)

    Loaded PayDay 2 VR last night, only to be stuck in the "menu" level with no hands, unable to progress, just like everyone else with a Rift. I was quite frustrated that the devs hadn't implemented Rift Touch support, and there was even quite a lot of chatter that there was a conscious effort to block Rift users (seeing as it ought to work by default in SteamVR) So I quit in frustration. I was also quite disappointed by the Steam discussion forums - several Vive owners telling Rift owners to get lost and head back to their own store. Nice. Why cant we all just get along and encourage VR in all its forms? Anyhow, its nice to see more useful members of the VR community have a workaround already. Will try it tonight. Thanks for the post - might have given up and not returned to PayDay if you hadnt posted that!
  12. The Good, the Bad and the HUD-ly.

    Since jumping on the VR bandwaggon, I've been thinking about HUDs very differently... the Dead Space type stuff of integrating them into the environment is definitely the way to go. Having HUD elements floating about in the foreground like in a normal flat game can be very distracting. Building them into the readout on the inside of a Spacehelmet's visor (Adr1ft) works nicely, as does an ammo counter LED on the side of guns... and Pavlov VR and Arizona Sunshine both put your health status info on your left wrist in the form of a smart watch.
  13. Oculus Rift (VR Headset)

    @Sponge The 40mm bits of pipe that come out of the angled joints are the perfect "just snug enough" fit for the touch controllers handle to slip in and out of easily. They slide in up to the side grab button, so you can still activate the grab function fine, and they just slide out again when you need your front hand to reload etc. The sling on the back end is pretty essential. I loop it over my right shoulder and then when I pop both controllers out to use a sidearm, the stock swings nicely to my side (ie not just falling on the floor!) and it quick becomes second nature to slot the controllers back into the tubes when you pick up a rifle again. You can do it easily without needing to see the tubes IRL. One tip from building mine - I used push fit pipe. I wouldn't do that gain if I did another one. Use regular cheaper pipe and then chemical weld "glue" to secure the pipes once youve decided on the sizings. Push fit is OK, but it does have a bit of wobble to the joints, and the sort of plastic push fit is made from then means glue doesn't like to set on it. I probably would keep the push fit joint on the bit where the stock joins the barrel actually. It's quite neat to be able to adjust the length of the stock to suit the gun you use. I used a 40->30mm reducer joint and the stock is made from 30mm pipe. That reduction means the stock section can slide along inside the body of the 40mm barrel when you shorten it. HTH Have fun. Its an easy and cheap DIY project!
  14. Oculus Rift (VR Headset)

    I've been playing a bit of Pavlov VR and Onward recently... really enjoying them. Having seen this thread (https://forums.oculus.com/community/discussion/46553/my-diy-gun-stock-for-touch) where folks are making Rift Touch gun stocks out of a few bits of pipe I figured I'd have a crack at it. With a bit of help from a mate with more time on his hands than me, we quickly knocked up this bad boy! A few tweaks later (adding a shoulder sling, a sawn off barrel, and extending the tubes for the touch handles to make it a more snug fit) it's done. Really adds to the feeling of holding a two handed weapon when in VR. Having the two controllers in line correctly in virtual space, and having them pivot correctly about the stock at your shoulder makes it significantly easier to aim and be accurate. Granted it's no PSVR Aimpoint controller - but for the few quid the bits of pipe costs - it's superb! Yeah I look like even more of a dick - but I cant see me, so I don't care :-)
  15. Gran Turismo Sport -Tuesday nights forum races

    Came in here to post my frustration at this exact thing. Yep, trying to get into settings and it hard crashes the game every time (and then attempts to send a crash dump to Sony). I did get it to work one time by moving the cursor off the first selected option as it opens the option page. YMMV GT:S does support my wheel (a logitech G29) but I wasn't overly impressed with the force feedback effects. When the cars looses rear end grip for example the wheel rotates quickly and forcefully in the opposite direction - whereas Id expect it to just go loose in my hands, with me then needing to apply the opposite lock. I wonder if it its related to the fact that i struggled to find a way to completely turn off all aids? Even in Expert mode with everything seemingly turned off it still seemed to want to do some stuff - like kill power out of corners ( traction control was set to off) Am I missing something obvious?

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.