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From the get-go, Valve’s approach to virtual reality gaming has been as laid back and unstructured as the company appears to be: And, so far, that seems to be a good thing.
Even as Valve hurtles toward its first major hardware launch in history next week with the HTC Vive VR headset, the structure of that launch - details like the games that will be available on day one - are still coalescing organically, almost as if without the guiding hand of the platform's creator.
On Monday, Valve told Polygon that the final list of launch games wasn't set yet. The next evening, the company released a list of two dozen launch titles, but warned more would be added as launch day approached.
Augmented reality (AR), or as Microsoft calls it, mixed reality, blends computer-generated imagery with the real world, and that poses a problem that virtual reality (VR) doesn't have to care about: objects that are positioned in the real world need to maintain their relative position in the real world even as you move around. Keeping them anchored in place is essential to making them seem real.
At this task, the HoloLens is a triumph. The room I was in had various objects pinned to the walls and sitting on tables, and they remained solidly in place throughout my testing. A key part of this is latency; HoloLens apps have to produce 60 frames per second (though this drops to 30fps when recording on the device) to ensure that the application can keep its 3D scene updated to show the right things in the right places.
But the hardware goes further. The mysterious holographic processing unit (HPU), a custom chip found in each device that integrates the accelerometer and spatial data from the device's sensors to keep track of the world around you, minutely adjusts the display output at 240 frames per second in order to ensure that the 3D objects are drawn exactly where they should be.
And it really works.
Robo Raid is I think my favorite game that I've played on the device. The first step—and indeed, the first step in many of the gaming experiences—is to scan the room you're in so that the device can build a model of where you are and what obstacles and objects are around you. With this done, a range of robotic aliens will punch holes through the wall and either crawl along the walls or fly around the room, and you have to shoot at them. The Clicker peripheral was useful here; it's a little Bluetooth button that does an air tap each time you click it. This shows off the 3D very well; you can go up to the holes in the walls and peer inside, and it's a joy every time. It looks like there really is a hole!
HoloLens impresses immensely when used alone. What really took it to the next level was using it collaboratively. I did a second development session similar to the one I did last year, but with some added extras. Specifically, the toy apps we all built were network connected. Each group of six HoloLens users had their units connect to a server that relayed information between us all. With this, we could see shared 3D objects.
a 3D object could be placed within our shared space, and we'd all see it in the same location. Second, we each had a little robot flying above our heads and following us around. We could see each other's robots and even throw things at them to knock them out and make them see stars.
This usage for me was transformational. As much as I like the single-user experience, it felt a little strange; I could see and respond to these things, but nobody in the room with me had any idea what I was looking at. This is nowhere near as alienating as I find VR feels—AR is still very much grounded in reality, you can make eye contact with the people you're talking to, and you remain in the here and now—but it still feels slightly awkward.
That awkwardness completely evaporates with the collaboration. It almost flipped around entirely; the Microsoft staff supervising the development session were the odd ones, because they couldn't see or interact with these objects that seemed so very real to the rest of us.

DaFreak zei:OMG OMG OMG! IK ben nog nooit zo blij geweest om 972 EUR van mijn rekening te zien verdwijnen. It's happening! Nog geen tracking nummer gekregen maar hopelijk arriveert mijn VIVE stipt op launch day 5 april.![]()
Drakinus zei:Als je die gisteren pas besteld hebt zul je deze pas in mei aankrijgen.

DaFreak zei:3 minuten na opening preorders besteld, april wave 1 baby!![]()

Drakinus zei:Ah, sweet, ik dacht dat gij de Oculus besteld had.
Mogen wij een review verwachten van u?![]()
DaFreak zei:Ik begin echt medelijden te krijgen met oculus. Ze hadden waarschijnlijk wel betere pers verwacht in hun launch week. De negativiteit beperkt zich niet langer tot de betreffende subreddits maar begint ook op te duiken in mainstream media. Jammer dat deze 2e VR revolutie zo van start moet gaan.
Als je alles wat deze week verschenen is even op een rijtje zet ziet het er echt niet prettig uit.
Mijn Rift is plots van 741 naar 699 terug gegaan. Dat had ik de post ervoor al gemeld. Dat die HMD's hier maar snel zijn. Ik ben de laatste tijd een "beetje" obsessief al het nieuws errond aan't opvolgen.DaFreak zei:Sneeuwstorm gaf het al aan op de vorige pagina; Oculus heeft zonet een update verzonden ivm de vertraging van hun launch. Ze zitten met een tekort van een bepaalde component en verwachten rond 12 april al hun klanten op de hoogte te kunnen brengen over de stand van zaken betreffende hun specifiek order. Ze beloven tevens ook om de verzendingskosten van alle tot nu geplaatste orders te laten vallen! Aangezien die kosten vrij hoog waren is dat een enorm mooi gebaar.

DaFreak zei:De Rift had ik ook besteld (zat in de april shipment) maar die heb ik vorige week gecancelled. Tenzij Google of iemand anders dit jaar ook nog met een headset komt die alle anderen uit het water blaast is de kans groot dat ik Rift eind dit jaar nog koop wanneer hij uitkomt in een bundel samen met Touch.
Als ik er in slaag 5 minuten aan de vele virtuele werelden te ontsnappen drop ik hier zowiezo een review!
grifter zei:Mocht er iemand zijne dk2 wegdoen, ik zoek die al even. Mijne weg gedaan voor 140, uiteraard vind ik gene terug
CurrY zei:Heb gisteren mijn order opnieuw geplaatst met paypal betaling omdat ik eventuele cc problemen wou vermijden en nu heb ik blijkbaar april shipment wave 2 te pakken. Vermoedelijk door die mislukte betalingen en dat die plekken dan gewoon vrij komen ipv dat mensen wat vooruit gaan in de rij.
Als het effectief zo is dat ik in wave 2 zit van april dan zou het wel zalig zijn anders maar vermoed dat ze mij wel terug naar mei zullen steken.
heb ook iets meer vertrouwen in mijn paypal dan mijn cc zo te lezen 
If you have the space for it, for my money, the HTC Vive blows the Oculus out the water as a long term investment. Booyah!
While setup of the Vive was not overly complex, it was a step or two more complicated than setting up the retail Oculus.
The day the headset arrived in the Destructoid UK offices, I wore it for pretty much eight hours straight with minimal discomfort.
While the Oculus ships with a pair of headphones built onto the headset, the Vive does not. Hooking up a pair of headphones is easy, but putting your headphones on the correct ears while your eyes are covered can be a little more tricky.
The general build quality of the headset, alongside the motion controllers, feels incredibly solid. I feel like I could fall flat on my face or punch a wall without risking damaging the Vive. I might injure myself, but the Vive would likely come out unscathed from collisions.
The headset and motion controllers movements are tracked by the base stations in the corners of the room, and track in perfect 1:1. I never for a moment had a single issue with the tracking of my head or hands in virtual reality.
Interestingly, having your physical controllers replicated perfectly in 3D virtual space makes for some very odd sensations. The ability to find and pick up your controllers with the headset already on is cool, but forgetting you can't put your controllers down on a virtual table is a weird disconnect to get used to. More than once the combination of physical and digital controllers means I forgot some surfaces would not support physical weight.
The Vive also features a decent resolution camera on the front, which can be used at any time to provide a camera feed of the real world within the virtual environment. That's a really nice touch, particularly if attempting to do tasks like typing while wearing the headset.
There are almost 100 Vive compatible games available on Steam on launch day, with almost another 100 games and apps available outside of Steam with Vive support built in at launch. While many of these are ports of older software or do not support room scale features, this is still an impressive number when placed next to the 30 launch titles for Oculus.
Rather than the Oculus whose experiences are all static, room scale experiences turn VR to something more akin to the Star Trek Holodeck when done correctly.
Room scale VR is the future of gaming, if it works for you.
The biggest issue with room scale VR is physical space restrictions. If you've got limited space to play, you're going to notice some of the most interesting Vive experiences being held tantalizingly just out of your reach. While I technically had enough space to play room scale VR at the minimum recommended space requirements, I was constantly reminded of the limits of my available space by the ever present floating blue laser grid walls that told me not to go any further in a given direction. These barriers being ever present felt constricting, and far less freeing than playing room scale experiences in demo environments.
I later moved my setup, including gaming rig, from my office down to my living room.
While seated Vive experiences are more common than those making use of room scale functions, I found them much easier to fit into my day to day life. Still requiring the pair of base stations for tracking, I found my head tracking to be equally as responsive as when enjoying room scale experiences.
From my time with both headsets, the Vive feels more comfortable, and is better integrated with my existing PC ecosystem.
The ability to see your keyboard and mouse via camera feed without taking my headset off, as well as the absence of Oculus weird nose gap, for me made the Vive a considerably better VR platform of choice for seated play.
While not heavily promoted, the motion controllers can still be used during a number of static, seated experiences.
The only problem? The knowledge I'm wearing the headset but not making use of room scale features. That thought crept into my mind during a number of different games.
As amazing as the room scale experiences offered for the Vive are, over the past two weeks they have failed to find a convenient spot in my regular routine. I have to make a specific effort to move my gaming setup downstairs, into a communal area, in order to play those experiences. Doing that just isn't a natural part of my life yet. If I had a bigger office by a couple of feet I would probably make more use of room scale VR, but for now it's something I have to make a special effort in my own life to enjoy.
When it comes to seated experiences, I have been using the Vive pretty much non stop, and at the very least daily, since it arrived. I've watched movies on a giant virtual cinema screen, I've played video games for review while wearing the headset, I have played games in VR and just used VR as my general PC interface.
While the near $800 price tag on the Vive is going to be an incredibly tough pill to swallow for most consumers, I have no doubt in my mind that VR tech is at the point where it's ready to be technically feasible, universally impressive and long lasting in appeal.
I've used the Vive for the better part of two weeks now as a daily part of my routine and I've not once experienced motion sickness, fatigue or eye strain. I have instead experienced gaming in a form that's more exciting than anything else I have played in some time. I've used it for work, for gaming, for movies and for everything in between.
VR is here, and I have been sold as a believer. While the Oculus is a very strong VR headset, the Vive feels like it's in a league of its own comparatively.
Denk niet dat dat de CV is, normaal is er nog een embargo is dus een gewoon VIVE pre preview/reviewDe eerste VIVE review is binnen
Ebisoka zei:Denk niet dat dat de CV is, normaal is er nog een embargo is dus een gewoon VIVE pre preview/review
[While a retail HTC Vive headset was due to be provided by HTC for testing, this unfortunately did not arrive before the retail launch of the device. Our review is based on extensive time with a Vive Pre, the development version of the headset, loaned by a third party in order to ensure our review was timely. The primary difference between the retail and development version is packaging. I put eight hours of use into a retail headset in the week before launch, but this access was not provided by HTC.]
