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Esse vídeo ai é bullshot, né? NEm fodendo que os atuais VRs apresentariam desktops nessa qualidade de imagem.
Oculus Touch is the best VR controller made to-date. Period.
Its design is as close to perfect as we’ve seen and Touch has enough software between Oculus Home and Steam to keep you captivated for months. It performs perfectly in recommended setup conditions, and its finger controls should be a standard-setting innovation for the rest of the industry.
Polished and carefully considered, the complete three-sensor Oculus Rift bests the competition in almost every respect. The controllers are a pleasure to use, and the headset is self-contained and comfortable. It’s got some really fun games, and between the newly expanded Oculus store and all the stuff on Steam, I feel like I’ve only scratched the surface of what there is to see and play.
If you already have an Oculus, this is a no-brainer purchase.
The Oculus Touch is the best VR motion controller I've tested so far. It tracks motion accurately, and the design feels natural in the hand.
These new controllers are fantastic and offer the best look yet at highly immersive virtual reality experiences. They’re brilliant, but they’ll cost you.
With these comfortable and versatile controllers, Oculus has finally closed most of the gap with the competing Vive when it comes to providing millimeter-accurate hand tracking in virtual reality, and surpasses it in the dexterity of your virtual hands. The only major weakness is that the out-of-the-box set doesn’t give full 360-degree coverage, so unless you buy another sensor it’s easy to lose track of your orientation and end up reaching for something that’s blocked by your body. Even so, adding hand tracking to your VR setup opens up many worlds full of possibilities, and the Touch controllers are the finest option available.
Adding Touch (and extra tracking space) to Rift makes VR more natural and immersive. You’ll feel like you’re reaching into and interacting with of virtual world instead of just looking, as you might have before with just a Rift and a gamepad.
Oculus Touch doesn’t change the fact that the Rift is a bulky mask with copious wiring, running on a type of computer few people own. But with Touch, the Rift feels like it’s gone as far as its current technology can manage, and done so with aplomb. It’s not the end goal of virtual reality, but it might well be the end of the beginning.
Oculus had one job: Bring motion controls to the Rift. With the Touch controllers, it managed to do that well. And, surprisingly enough, the company also proved it could make a damn fine game controller. If you've already invested in a Rift, the Oculus Touch is a no-brainer purchase.
The more parts of your body you can fool simultaneously, the closer you get to having those wonderful immersive experiences and feeling true presence. Touch is just another mile marker on that road, and it’ll probably be obsoleted soon enough. In the meantime, this is the most natural and versatile VR control experience available.
While they’re arriving later than rivals, they’re the best VR grips yet. Rift finally feels complete.
Oculus will likely continue to improve the comfort and accuracy of Touch, but for a first generation device they fully met my expectations. VR is about immersion, and hand tracking is a huge part of that. Any Rift users interested in the full experience should consider buying a pair.
It’s a feeling that’s hard to describe — and if you haven’t tried it yourself, then do everything you can to experience this next level of immersion. You’ll soon realize, how in the world have you been Rifting without Touch in the first place?
This is how VR is meant to be experienced.
Until now, our recommendation was the HTC Vive, without much hesitation. But the situation just changed. From a hardware perspective, the Rift edges out HTC's Vive. From the HMD to the controllers, Oculus put a great deal of thought, design, and manufacturing into the entire package. Furthermore, the controllers, with their analog input buttons, capacitive buttons for intuitive gesture tracking, and robust tracking accuracy, really help the Rift turn the corner on what VR can be.
Oculus Touch is a great method of control for VR, the game library is already somewhat overwhelming in terms of great games, and Facebook is clearly comfortable investing in its own platform to fund the creation of great VR content. It’s also a piece of hardware that will play seemingly all of its competitor’s games, and support for Vive titles played on the Rift with a Touch controller will likely only get better with time.
Oculus Touch is a must-own if you already own an Oculus Rift and a PC that is VR ready.
Acho que o VIVE é um HMD melhor, mas o Rift ganhará pelo suporte em geral... os caras estão muito correria. Estou quase me decidindo por ele.
é 200 trumps só o controle?
Tecnicamente os controles saem por $120 e a câmera extra que vem no pacote sai por $80.
Então no final das contas deve sair quase o mesmo preço do vive... uns 800 trumps
Muito caro ainda :(
Se vc quiser uma experiência com volume maior e sofrendo menos oclusão vai sair até mais caro. Câmeras extras são vendidas por $80 vindo com um cabo extensor USB de 5m (totalizando 7,5m). Então por $800 vc tem o Rift com o Touch e as duas câmeras. $880 com 3 câmeras e $960 com as 4 câmeras que o software suporta no momento (a 3ª e a 4ª câmeras usam USB 2.0).
Amanhã é provável que começaremos a ver os testes com 3 câmeras para saber na prática qual volume se consegue obter e com qual nível de resistência à oclusão. 4 câmeras seriam o setup overkill. Mas nessa geração o tamanho do cabo será o limitador do tracking da Oculus, mesmo com 7,5m de cabo acho que não dá pra ter o mesmo volume de tracking do Vive (não que eu ache que vá fazer diferença na prática, já que do ponto de vista dos desenvolvedores o ideal seria criar para um denominador comum, e a maior base é do PSVR que é o mais limitado em termos de tracking, e quem possui uma área de jogo disponível de 2.5m x2.5m é o nicho de um nicho, então não faz sentido financeiramente falando).
i3+960.Isso contando apenas os headsets, controles e câmeras né... imagine a máquina pra rodar uma parada dessa... é inviável...
Isso contando apenas os headsets, controles e câmeras né... imagine a máquina pra rodar uma parada dessa... é inviável...
Quase descolei um dos EUA... era pra vir hoje.Pra quem vive no Brasil é inviável rs
Como sou PC gamer, essa parte do PC não faz diferença. O foda é pagar os $880 mesmo. Muito complicado. E não sei quanto tempo essa gen irá durar, o que me deixa ainda mais receoso.
Quase descolei um dos EUA... era pra vir hoje.
Mas a alfandega nessa época do black fiquei com o cu na mão, talvez tente de novo em fevereiro.. já com um touch.
Você acha que em 2018 já tem gen2 com eye tracking?
90% dos motivos pra mim são simulação de corrida... quero que se foda roomscale e essas poha de controle... vou jogar sentadinho controlando só no volantão. Os outros 10% são space"sims"... loko pra jogar meu Star Citzen monstrão!Se tem um estilo de jogo que cai como uma luva para VR, é jogo de corrida.
Nao imagino a franquia funcionando no VR - teria de mudar muita coisa e acabaria sobrando só o nome‘Dark Souls’ Creator is ‘Hoping’ To Bring The Franchise To VR
by CHARLES SINGLETARYNOVEMBER 27TH, 2016
The horror and suspense genres are ones that have benefited immediately from the growth of virtual reality. Jump scares, creepy ambiance, and such can already increase heart rates while watching on 2D monitors, but the isolated environment VR headsets provide enhances those tense elements in a huge way.
The Souls franchise, including Demon’s Souls, Bloodborne, and the three Dark Souls entries, is a collection of western action RPGs that lean heavily on horrific monsters and environments and the developers may turn to VR to highlight those components in 2017. Games like Chronos and Edge of Nowhere channel parts of what make the series so special.
The 2016 Golden Joystick Awards were held back on November 18th and there was a little nugget of information revealed during the pre-show live stream. Host Julia Hardy spoke with Atsuo Yoshimura, the producer for Dark Souls 3, about the Souls franchise and its notoriety for being difficult and horrifying. Further into that interview, Hardy shot off a rapid fire of questions like “What’s your take on VR? Are you for or against? Do you like the idea of it?” and then went for the more pointed question before he could even respond to the previous ones: “Are we going to see Dark Souls in VR? Because that would be so terrifying.”
Yoshimura responded “Yes,” before further clarifying that the development team is “hoping” to produce a Souls VR title. With such pressure from Hardy with her barrage of questions, Yoshimura may not have wanted to reveal that bit of information as soon as this. PlayStation VR has a solid stable of games thus far, but having a franchise as deep as the Souls games come to the platform would be monumental. The PlayStation Experience in Anaheim, CA is this December and we may get some more information then, but it still may be too soon for them to share a significant amount of information or gameplay. Fingers crossed that whatever they’re working on is a full game and not just a brief experience like some of the other PS VR exclusives.
Mesma coisa aqui.90% dos motivos pra mim são simulação de corrida... quero que se foda roomscale e essas poha de controle... vou jogar sentadinho controlando só no volantão. Os outros 10% são space"sims"... loko pra jogar meu Star Citzen monstrão!
Nao imagino a franquia funcionando no VR - teria de mudar muita coisa e acabaria sobrando só o nome
Claro que espero estar errado - mas não vejo como!
Então - justamente, o gameplay deste jogo deve fazer você vomitar nos primeiros 10 minutosEu já não tenho esse problema com games em 3ª p em VR. Só o fato de poder brincar com a escala, isolar o jogador naquele mundo + o melhor stereo disponível no mercado já me faria querer jogar em VR ao invés de jogar numa TV. O problema aí é só o motion sickness.
Então - justamente, o gameplay deste jogo deve fazer você vomitar nos primeiros 10 minutos
Pra mim poderia funcionar só no assetto que já compraria....vou esperar se aparece algum cv1 de arrependimento no final de janeiro hueSe tem um estilo de jogo que cai como uma luva para VR, é jogo de corrida.
For those attending SIGGRAPH Asia in Macao, this Virtual Reality standards initiative will be covered in the Khronos Exhibitor Talk:
Khronos Graphics, Compute and Vision APIs – including Vulkan Next Generation GPU Acceleration 12:00 - 13:30, Wednesday 7th December, The Venetian Macao Meeting Room, Naples 2704, Level 1 Learn more about Khronos sessions at SIGGRAPH ASIA