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 HTC Vive support. Seriously. 
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Currently VR porn is exclusively 360 degree videos (actually, mostly just 180 degrees)


Actually, KISS' Custom Maid 3D2 has support for both Oculus and the Vive.


Sun May 22, 2016 9:32 pm
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I don't know if it would be a good idea to shoe horn the vive support in there. The reason is you have to redesign the game:
https://www.reddit.com/r/gamedesign/comments/3878xz/designing_for_vr/

There are a lot more things to consider than just "added support" for a device like the Vive. This is not another stereo view device.


Mon May 23, 2016 12:02 am
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Nor is the oculus. In fact most of the good practices for VR described in that link come from the Oculus guide for VR.

I believe xsp would probably work just as well for the vive as for the rift (it's not perfect, but hey, boobies in 3d)

That said, the Oculus is going down the drain since FB bought them. They tried to lock out Revive (3rd party software to use oculus games on the vive) with their DRM, now the developers of Revive apparently had to disable the DRM completely...
If you ask me, the Rift will go in the same direction as all facebook: PG-13, no nipples and a locked in platform.
Splitting the fragile VR hardware base like this will really hurt and is a dick move, imo.


Mon May 23, 2016 11:04 pm
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Edit:
Hmmm, maybe you are right. After looking around it seems occulus might be a bit more than just stereo view.


Tue May 24, 2016 1:23 am
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The Oculus is basically a Vive without the large scale 3d room positioning system plus the facebook walled garden idea of doing things. Apart from that it has the same components like optics, acceleration and position sensors and it uses the same principle to generate a 3d image in front of your eyes.
I tried XSP with the Rift, the effect is really good, there is no motion sickness or anything. I guess it would work just as well with the Vive.

The thing that really makes the Vive stand apart is the fact you can move freely in a 3*3m room i believe. Which obviously needs to be specially supported by the game, and I don't see many genres where this actually works, for sure not in a porn game.

I hesitate to get the Vive for this reason, it seems like a waste of money to get a room position system you wont setup or use. And I hesitate to get the consumer version Rift because they try to limit the games to their own device. Imagine if somebody tried selling you a game you could only play with an Asus Monitor. The way I see it, VR glasses need to support an open protocol, otherwise it wont get adapted. Or do you see game developers coding against 5 different VR glasses SDKs in order to cater to like 0.1% of the player base? I don't.
There is reasons we got standards for everything. It's the job of nvidia and AMD to write display drivers for their products. They will be compatible with Windows and DirectX. Logitech writes Mouse drivers for their products so you can use them with every OS. This is how it has to work.

There is no future in multiple competing standards for VR.


Tue May 24, 2016 1:50 pm
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I agree with your sentiment on interoperability, but DirectX is a scourge on gaming. It locks games to a specific OS and does not promote running games anywhere else. Yeah, I can see these APIs for the "VR" devices doing much of the same thing.

I think stereoscopic view is pretty well accepted in that Nvidia (not sure about AMD) supports it regardless if the game was written for it or not. Which is nice. They even support 3 or more types of devices. I hope to see that kind of abstraction for the VR devices as well.


Wed May 25, 2016 1:20 am
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I know the problems of DirectX, and yes, its far from perfect. It's a whole lot better than having something like "nvidia3d" which just works with nvidia cards and the game manufacturer needs to support it or the game wont work on the card. At least there is a common standard all the manufacturers *can* support on Windows. Or they use OpenGL if they want platform independance.

I wouldn't have anything against multiple standards for VR as long as they all work on all glasses and can be licensed or are free to implement. The game developer can select one that fits his requirements and implement it.

The nvidia 3d thing with glasses is a joke IMO. Most games don't work right with it (UI elements not at proper depth, cross hairs in front of your nose etc) The 3d effect itself is really bad if you compare it to VR glasses and the immersion is not comparable at all.


Wed May 25, 2016 2:52 pm
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riftporn wrote:
The Oculus is basically a Vive without the large scale 3d room positioning system plus the facebook walled garden idea of doing things. Apart from that it has the same components like optics, acceleration and position sensors and it uses the same principle to generate a 3d image in front of your eyes.
I tried XSP with the Rift, the effect is really good, there is no motion sickness or anything. I guess it would work just as well with the Vive.

The thing that really makes the Vive stand apart is the fact you can move freely in a 3*3m room i believe. Which obviously needs to be specially supported by the game, and I don't see many genres where this actually works, for sure not in a porn game.

I hesitate to get the Vive for this reason, it seems like a waste of money to get a room position system you wont setup or use. And I hesitate to get the consumer version Rift because they try to limit the games to their own device. Imagine if somebody tried selling you a game you could only play with an Asus Monitor. The way I see it, VR glasses need to support an open protocol, otherwise it wont get adapted. Or do you see game developers coding against 5 different VR glasses SDKs in order to cater to like 0.1% of the player base? I don't.
There is reasons we got standards for everything. It's the job of nvidia and AMD to write display drivers for their products. They will be compatible with Windows and DirectX. Logitech writes Mouse drivers for their products so you can use them with every OS. This is how it has to work.

There is no future in multiple competing standards for VR.


room scale is amazing, theres no other word for it, and works in every game its in, (does not have to be 3x3 either) Play club, vrtitties, custom maid2 show that the format is very much suited for porn games, and being able to directly interact with motion controllers adds a whole new level of immersion, it is with out a doubt what vr truely is. when the rift adds the touch controllers and second camera i urge you to try it, if its as good as vive room scale your gonna love it.

As for support, there are plenty of apis that allow you to support all vr headsets with one set of code..... motion controllers would need to be coded seperatly i believe but would be a must for this game.


Wed Jul 20, 2016 1:01 am
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I tried VRtitties now. It's your standard sex sim with a set of environments and canned animations, but in VR (both Oculus and Vive supported) and with some kind of limited soft body physics, i.e. you can push body parts around (with hand controllers if you have Vive) and they jiggle or move, but push too hard and it goes haywire. The physics are not integrated with the animations in any way.

I recommend trying it out, especially for XSP developers (the Patreon is $1 a month, so not a huge expense...). Not because it is all great, but rather because of the parts that aren't so great. Because those are exactly the parts that XStoryPlayer could drastically improve on. The good parts are good looking 3D models and textures (although they look significantly better in VR than in normal monitor mode) and body editing (mainly because it uses Poser based models and morphs), and some of the environments look good too. The first minutes of the game, when you are just admiring the model in VR, nudging her boobs with the controllers, and customizing the body, are really immersive and enjoyable. There is even the beginning of a dialog system. It is not really used for anything yet, just a short intro before the sex animations, but the interesting part is that it uses a Sims like nonsense language so that the girl actually speaks to you and then a "translation" is shown above her head. Giving the girl a voice improves the immersion a lot and I wish XStoryPlayer would implement something like it.

But after that it is all downhill. Which is not to say that the game is bad (for a one-person project), just that I'm constantly reminded how much better things would be if the game worked like XStoryPlayer.

There are no toys, although you can technically use the VR representation of the hand controller as a makeshift dildo. But if you try to insert it anywhere, the soft body simulation goes haywire, with the body getting distorted to the degree that it looks like an abstract painting. Presumably insertion is only meant to work with Leap Motion controlled VR hands, the controller is too big. Trying to move an arm works if you are really careful, but typically the simulation goes haywire again.

You can ejaculate, but there is no fluid simulation, only particle-based disappearing cum, and it is part of the animation (i.e. always happens in the same way for a given animation).

The animations are canned and always happen in the same place in a particular environment (although the place is adjusted for different environments so that it is always somewhere sensible). There is no real interactivity. You can't use toys with hand controllers. You can't hang clamps on the girl. You can't move the girl around. You can't tell her to do things. Animations are not merged in any way, the actors just teleport to the new positions when the animation changes.

In other words, VRtitties gives you a tantalizing taste of what XStoryPlayer in VR could be, and then leaves you hanging. :(


Thu Sep 01, 2016 8:18 pm
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Well,i think this is what happens to early adopters... Dev thought he was doing right by supporting the first VR device, the Rift. After he allready implemented it, Valve announced their Vive. We all know, its hard to accept a mistake but supporting the rift by using their proprietary API is one!
In my oppinion, XSP should switch to OSVR or at least OpenVR.

Its much better to support ONE generic API then tons of different devices!


Sun Sep 11, 2016 8:27 am
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