Steam installieren
Anmelden
|
Sprache
简体中文 (Vereinfachtes Chinesisch)
繁體中文 (Traditionelles Chinesisch)
日本語 (Japanisch)
한국어 (Koreanisch)
ไทย (Thai)
Български (Bulgarisch)
Čeština (Tschechisch)
Dansk (Dänisch)
English (Englisch)
Español – España (Spanisch – Spanien)
Español – Latinoamérica (Lateinamerikanisches Spanisch)
Ελληνικά (Griechisch)
Français (Französisch)
Italiano (Italienisch)
Bahasa Indonesia (Indonesisch)
Magyar (Ungarisch)
Nederlands (Niederländisch)
Norsk (Norwegisch)
Polski (Polnisch)
Português – Portugal (Portugiesisch – Portugal)
Português – Brasil (Portugiesisch – Brasilien)
Română (Rumänisch)
Русский (Russisch)
Suomi (Finnisch)
Svenska (Schwedisch)
Türkçe (Türkisch)
Tiếng Việt (Vietnamesisch)
Українська (Ukrainisch)
Ein Übersetzungsproblem melden
Price is why VR isn't going far. The Vive costs half a house payment for me and almost both my truck payments. Most people aren't going to buy into it when the next best thing comes out like every 3 days in the PC world. Make VR $300... and maybe.
This is also why it never picked up in the 90's when VR was a big deal. Each unit costs THOUSANDS of dollars.
You'd think by now they would have figured that out and found a way to make a CHEAP VR system that is widely accepted, and then start making higher end versions later. Much like the consoles that started small and now run for hundreds of dollars. Even the price of the NES or SNES wasn't comparable to a Xbox 1 now. VR should be the same way. Get us all to buy into your craziness, then add premium crap to it to make us shell money out. Not the other way around.
You need very low latency and, low persistence, high framerate and reasonable resolution.
When I got the vive I was worried I wouldn't use it much, got it back in May and almost never play non VR games anymore.
These already work in other apps you can download play like for example The Lab or Destinations. However Google Earth VR has blocked everything else and it seems they have done it on purpose.
Adapting the interface to support different controllers and different view coverage (180 vs 360) takes time. They decided to release first for the Vive and then work on other solutions.
But it already supports sitting mode and 180. For controllers my point was that they already work because Steam maps them automatically to Vive equivalent actions. Google messed something in their app.
The Revive dev created a patch to remove the headset check. He didn't tested the controllers.
You can go and see what works and what doesn't work.
I could live with that as they are both consoles and not pc peripheral. I'm hoping things get better and everyone no matter what peripheral they have pluged in can play what they wish.
We are waiting...Sounds accurate to me
As expected it doesn't work well with Touch or Leap Motion. Google put the check because it is not ready for other platforms, not some attack on Oculus.