HTC Vive

My girlfriend has agreed to swap the second bedroom and study around completely... This now gives me 9 x 9.5 foot of VR spacr compared to a 4x8 space before. Needless to say I'm very happy and hyped :D
 
My girlfriend has agreed to swap the second bedroom and study around completely... This now gives me 9 x 9.5 foot of VR spacr compared to a 4x8 space before. Needless to say I'm very happy and hyped :D

My GF is dead against me doing it. Can't mess up the spare bedroom that's used maybe once a year!!1111one...
 
My GF is dead against me doing it. Can't mess up the spare bedroom that's used maybe once a year!!1111one...

Can't put a positive spin on it where it benefits her too lol? My other works from home quite often so she was a bit more open to it when she thought about how we both use the study more.
 
Can't put a positive spin on it where it benefits her too lol? My other works from home quite often so she was a bit more open to it when she thought about how we both use the study more.

She has flat out refused to even try it out for some reason, so putting a positive spin on it is difficult.
 
Hope a 5m active usb3.0 cable and 5m display port cable will be OK to go to the link box as do not have the required 1.5x2m minimum space in the bedroom, only in lounge.
 
So, OpenVR isn't open in the sense that the API is decided on by committee, or that it's not proprietary. It's open in the sense that Valve wanted to create an SDK that's HMD agnostic, because it makes absolute sense for them to do so as they're a software vendor. The more hardware they support, the more scope they have to sell software.

Oculus have created an SDK (libovr) that, while targeted at their own device, doesn't necessarily always have to target that device. There's nothing stopping Oculus from adding Vive support if HTC/Valve were willing. However, if they *were* to add Vive support to the Oculus SDK, it would also bring the Oculus Store to Vive, which would dilute the potential market share for Valve as Vive owners would be able to pick and choose whether to get their software from Steam or the Oculus Store.

So: as it stands, Oculus have allowed their HMD to be integrated into SteamVR, but apparently HTC/Valve have not allowed theirs to be integrated into the Oculus SDK / Store. Making the assumption that everything is as it seems, who's the one being more open here? I don't think it's Valve.

Hi, where did you get the information that it was Valve who didn't allow the VIVE to be compatible with the Oculus store software?
 
Hi, where did you get the information that it was Valve who didn't allow the VIVE to be compatible with the Oculus store software?
I'm making an inference. I can see good reason why Valve would want to limit the Vive to only Steam (as they make ~30% per sale of each game), but can't see much reason for Oculus to not allow Vive on their platform. Oculus Store isn't going to have the same sort of pull / market share as Steam.
 
Has anyone bought any lighthouse stands yet? I rent so don't want to drill into the wall...

Some recommendations would be much appreciated about where to buy appropriate stands would be great, thanks!
 
Has anyone bought any lighthouse stands yet? I rent so don't want to drill into the wall...

Some recommendations would be much appreciated about where to buy appropriate stands would be great, thanks!

I've seen people who don't want to drill holes saying they are going to use tripods like these...

http://www.amazon.co.uk/gp/product/..._rd_t=36701&pf_rd_p=577049067&pf_rd_i=desktop

AFAIK HTC/Steam sometimes use something similar when the are demoing the Vive.

Any solution as long as you have 2 corners above head height should be fine, just remember they do vibrate a little so need to be fairly stable.
 
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