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Today, the consumer version of the HTC Vive and SteamVR were released to an unsuspecting world.April 5, 2016 - Steam, a leading online destination for games and software, officially expanded into the world of Virtual Reality today as Valve introduced SteamVR, featuring dozens of VR titles from developers around the world. The launch comes the same day HTC began shipment of the Vive, the first complete SteamVR system.
Similar to other areas of Steam, the SteamVR pages showcase dozens of titles and experiences for VR enthusiasts to check out. Some for sale, some free. Some are games, some are something new and totally different. Each has its own page to provide information on the title through images, trailers, and more.
Also today, HTC begins shipment of its Vive VR system. Priced at $799, the Vive is the first complete VR solution, including wireless VR controllers, room scale movement, and an HMD featuring a built in camera. As an added bonus, and for a limited time, those who purchase a Vive will also receive a free copy of Tilt Brush, theBlu, and Fantastic Contraption.
Valve also launched "The Lab," its free VR game compilation, and a host of new trailers and information via SteamVR today.
Similar to other areas of Steam, the SteamVR pages showcase dozens of titles and experiences for VR enthusiasts to check out. Some for sale, some free. Some are games, some are something new and totally different. Each has its own page to provide information on the title through images, trailers, and more.
Also today, HTC begins shipment of its Vive VR system. Priced at $799, the Vive is the first complete VR solution, including wireless VR controllers, room scale movement, and an HMD featuring a built in camera. As an added bonus, and for a limited time, those who purchase a Vive will also receive a free copy of Tilt Brush, theBlu, and Fantastic Contraption.
Valve also launched "The Lab," its free VR game compilation, and a host of new trailers and information via SteamVR today.
New trailers and details about both SteamVR and virtual reality can be found at Steam. For those who already have a Vive and want only to check out the VR games on Steam, you just got your wish.
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I guess we still have to wait a while for more games to release, and for the Oculus touch controllers though.
As you said, it's still quite early. The best way to really find out which is the better product is when Oculus Rift provides more sensors to create room-scale VR (it's currently room-scale ready, but not available until they have body tracking implemented later). Technically speaking, the Rift is using more accurate tracking than Vive, whereas the Vive is more economical to execute large-scaled tracking at the cost of precision. So when Oculus Rift has everything it needs to provide both touch controllers and room-scale VR tracking, then it's a matter of cost vs. quality. Do we want something cheaper with the Vive? Do we want something precise like the Rift? Can we add more lighthouses to improve the detection for the Vive and still save money compared to getting a Rift set? Have we found any app that would make us play as long as a AAA console/PC game? Do we have anything that is a better killer app than watching Netflix in a VR theatre?
Questions that have yet to be answered.
One more question I could never figure out is, what is Brandon's role in Hover Junkers? (And it's Junkers, not Junkies.) I'm assuming he's a designer, but other than that, what does he do at StressLevelZero? I never really know. But then again, I also didn't watch their livestreams showing their production process of the game. Heheheh... Whoops.
Also, the gallery of pictures shown in this newspost makes me want to play with VR. THIS is how I like my advertising to be. Celebrity appearances looking stupid while wearing headsets does not entice me to get a headset. I want to see what the experience is like. I do not want to be self-conscious about how stupid I look, and how funny people look when watching from the outside. Show me the damn experience using actual apps and games already available! It's difficult, and expensive to setup green screens, lighting, and multiple cameras/computers, but it's a heck of a lot more effective than hiring celebrities who are asked to look stupid in a commercial. I'm saying a set of pictures in this newspost is more entertaining and effective, than a video of Wesley Snipes and Lil Wayne sitting on a couch playing non-existent experiences with their bare hands.
After seeing this video:
And understanding better how the delay/precision works for the Vive controllers (you can see how the virtual controllers are not floating perfectly along the real ones), I am curious to see how much more precise will the oculus ones be. I mean, maybe this level of precision and movement matching is already more than enough to play properly and feel immersed, but Im really curious about the differences