VR Resources
facebook.design
facebook.design
Cool stuff, but not super practical?
I wonder if Serif, makers of Affinity Designer and Affinity Photo, would want to expand in this direction: Photo (Serif's Photoshop usurper) just added a very interesting real-time 360° view (https://affinity.serif.com/en-us/photo/new-features/). HMD support would make this a viable, standalone VR sphere-prototyping tool.
Meanwhile, the Touch controllers do have some nice features that the Vive controllers don't--and, realistically, few developers are going to target those features as more than throw-ins because the Vive doesn't have them (to say nothing of PS VR, which seems to be a strong entrant as well but I don't advise it because PS4 development ain't exactly cheap to get into). You are buying into a platform, but developers are going to be targeting all of them; both as a gamer and as a developer I would want the median setup until and unless the Rift becomes the only choice, not one of the choices.
But, sure. I'm "misguided". I'm a technology zealot (not somebody who, like, looks at markets or anything, or somebody who's used all this gear). You sure I just didn't rustle your jimmies because you like the Rift? I mean, don't get me wrong: it's fine, it'll get most if not all of the same games, and while its FOV feels shrunken a bit to me it's even a little more comfy than the Vive is (though PS VR is more comfortable than both). But if you want to develop on it, it would be my third choice, behind "buy a PS VR dev kit" and the Vive, in that order--and I don't know many hobbyists who can score a PS VR dev kit, so the Vive's the only option.
And now I have burned three paragraphs repeating what 'moron4hire said in the Iribe thread to disabuse you of your notions, but I don't take kindly to shots at my credibility from platform warriors. Haveaniceday.
Given that Oculus finances games while HTC/Valve doesn't do it that sounds dubious to me.
edit: Not impossible, just dubious. Most game devs at the moment only do VR if someone pays them as VR doesn't pay for itself, not even with all three platforms.
The high-end systems are significantly different, but there are a lot of UI concerns that you can still address with Google Cardboard.
That said, a Vive plus a good enough PC should run you no more than $1750 today, and it will go down pretty quickly.
If you prefer sit-down VR and don't see the potential in room-scale VR, then I would recommend the Fove.
It has eye-tracking which allows for focusing rendering resources around your gaze as well as some cool interaction and less stress on your neck.
John Carmack was sniped by Oculus while back to figure out things like inside-out roomscale, specifically with the Gear VR, so you might be keen to keep up with those developments.
Gear VR is fairly affordable if you have a compatible phone and will hopefully stay that way once they implement Carmack's reverse tracking.
I don't support Oculus because of the Facebook buyout, but I am a Carmack fanboy and I hope that he is pushing for GearVR / Oculus to make his methods for inside-out tracking publicly available.
Do you have Daydream HMD and if so, what is your experience with it?
Rift is lighter and looks better but that's about it. Vive controllers are better and it has much larger game selection.
"Room scale VR" is not irrelevant. Room scale VR basically is THE VR. Seated experiences are completely useless except for car/plane sims.
Also Vive is pushing the open source mentality and whole VR technology forward, while Facebook is trying to create exclusives, DRM and other shit with the Rift.
1) VR headsets will get comfortable
2) VR users will want to connect with friends
3) VR will get killer applications and FB wants to be a platform like it did with Games/Spam?
4) Returns will be realized before FB becomes insolvent?
All in all, facebook gets a low score for me because people are starting to realize the toxic effects of being "connected". More people I talk to, the more I see "off grid" peeps like me. Great platform for narcissist to maximize their attention as trolls are to Youtube comments and Reddit. Even people who are on FB are not the same as 8 years ago, sporadically checking. The upcoming demographic seems to be more geared towards Snapchat-esque mediums.
Secondly, I'm concerned by the volatile landscape of "social" apps. FB forked out so much money for it's past aquisitions such as Whatsapp, Instagram...okay I get it buy out the competition to avoid becoming MySpace... but Oculus Rift purchase was the most troubling one of all because it showed that FB is becoming increasingly anxious about it's future relevance by betting on extremely early poorly adopted tech with questionable prospects (imo VR will fail for the same reasons it did in 90s, people don't want to spend long time or spend doing things they can do on a normal computer). This anxiety is further fueled by Zuckerberg's race to China while failing to see that WeChat, Baidu, Snapchat, Uber all have one thing in common: Poor adoption by target demographic when strong incumbents dominate the market.
If I was a FB shareholder, I would be asking, how the heck are all these experiments which cost billions of dollars ever going to generate return before the low interest rate capital disappears with a strengthening dollar and looming protectionism? This VR resource page communicates and confirms my suspicions.
FB's VR resources is interesting of course as a fun dev toy, but seeing how Google spend so much money chasing after "Xperimental out there" ideas and still hasn't seen ROI, it's worrying to see a company that isn't printing money spend investors cash so carelessly.
I have an archive of several gig of information, papers, code, software, images - you name it - that stretches back detailing VR to at lease the Ivan Sutherland "Sword of Damocles" era (and actually, before that even - plenty of stuff came before his demos that hinted at things - Hugo Gernsback had more than a few covers of his pulp-scifi mags that covered VR and AR ideas in the 1920s and 30s, for instance).
Do most people think that VR is a totally new thing?
This is basically a brain dump of information some people gleaned from working with modern VR. I don't see it billing itself as _the_ fundamental VR resource.
The most interesting thing on the site is the publicly available version of the VR hand models used in the Oculus home UI and all of their games and demos, which were previously only available if you had a relationship with Oculus developer relations.
why take a bunch of app product designers and make them do vr apps?
doesn't make sense. get game designers to do it.