Oculus Rift

Still trying to figure out how to cancel since ordered with a guest account and used PayPal. Can see the Oculus Ireland prepayment in PayPal, might just cancel that?

Just send Oculus a support ticket with your order number, they asked me a few security questions and it was done.

Don't start trying to cancel PayPal payments as that will screw things up and they'll probably just keep retrying the payment.

Second option in the dropdown is cancellation request...

https://support.oculus.com/hc/en-us/requests/new
 
Just send Oculus a support ticket with your order number, they asked me a few security questions and it was done.

Don't start trying to cancel PayPal payments as that will screw things up and they'll probably just keep retrying the payment.

Second option in the dropdown is cancellation request...

https://support.oculus.com/hc/en-us/requests/new

cheers fellas, still umming ad ahhing, still got a week or so to decide... :confused:
 
As long as there are patches and modders out there for existing game i'll be happy. My favourite game racing sim was Richard Burns rally.

Other games that were really good on DK2

Quake (quakespasm)
Laserface
Minecrift
AssettoCorsa
Alien Isolation (this will be much better with CV1)
DiscoveringSpace
Lava Inc
Summit_X_Snowboarding

yep, ive been holding off playing proper games in VR until the CV1 releases

so ive got waiting:

Elite
Project Cars
ETS2
Subnautica
Alien Isolation
FSX
Deep Echo (if it gets released this year)

Only one im not sure will be operational is Alien isolation. Any extra games on top like Eve Valykrie is a bonus for me.
 
all of those are essentially traditional PC games you play with a controller, with the ability to move your head tacked in.

dont get me wrong, its adds to those games.. ED is fantastic and probably one of the best things I've played on my DK2, the sense of actual distance and the fact that things appear more real and solid is great, but i also dont see those as proper VR experiences.

I think interaction is going to be such a significant piece of the puzzle, just looking at VR.. rather than actually interacting with it and seeing things respond to you as you would expect them to, is going to be so much more natural if you can do that, if you see a button and you press it by physically reaching out your hand that is going to be much more immersive than just pressing the corresponding button on a keypad.

HTC is definately on the right track with their controllers, but the sooner we have something like the Manus VR gloves where you can just use your own hands will be all the better
 
There was a vid summing up someones 30 day experiences with a Vive Pre (see the Vive thread) and one of the most appealing games he described was the simple Space Pirate Trainer game as the freedom of movement (shooting, dodging) added another dimension to the game play.

Which ever I end up with I've dedicated a room to give it a proper go and just spent a couple of days adding a themed wall and replacing the carpet for a more robust surface so add that to my cost!
 
Rock paper shotgun said the Vive lighthouses let off a high pitched squeal when plugged in and have to be manually turned off at the plug as they don't power off by them selves.

That alone was enough to put me off.
 
Rock paper shotgun said the Vive lighthouses let off a high pitched squeal when plugged in and have to be manually turned off at the plug as they don't power off by them selves.

That alone was enough to put me off.

Not heard anyone else mention a squeal, and I'm sure I read they go into standby when the HMD isn't powered on?

Like any power adaptor squeal I could see it being a nuisance if it was the room you slept in as well, but otherwise, meh. Also you can buy in-line power switches if it was a problem.
 
Rock paper shotgun said the Vive lighthouses let off a high pitched squeal when plugged in and have to be manually turned off at the plug as they don't power off by them selves.

That alone was enough to put me off.

Hopefully they're quieter at release but I reckon there's been a surge of orders for inline switches. I've certainly got two on order as my power is coming from the ceiling space downwards.
 
all of those are essentially traditional PC games you play with a controller, with the ability to move your head tacked in.

dont get me wrong, its adds to those games.. ED is fantastic and probably one of the best things I've played on my DK2, the sense of actual distance and the fact that things appear more real and solid is great, but i also dont see those as proper VR experiences.

I think interaction is going to be such a significant piece of the puzzle, just looking at VR.. rather than actually interacting with it and seeing things respond to you as you would expect them to, is going to be so much more natural if you can do that, if you see a button and you press it by physically reaching out your hand that is going to be much more immersive than just pressing the corresponding button on a keypad.

HTC is definately on the right track with their controllers, but the sooner we have something like the Manus VR gloves where you can just use your own hands will be all the better

Well I don't think there any vr games out of the kind you mean....hence why I listed those games. I still think they are VR obviously as you are IN the game etc. But yeah it will certainly add another level games that are specifically designed with the oculus touch in mind.

Also if I remember correctly the subnautica devs will be coding in the touch controller method to their game..
 
There was a vid summing up someones 30 day experiences with a Vive Pre (see the Vive thread) and one of the most appealing games he described was the simple Space Pirate Trainer game as the freedom of movement (shooting, dodging) added another dimension to the game play.

Which ever I end up with I've dedicated a room to give it a proper go and just spent a couple of days adding a themed wall and replacing the carpet for a more robust surface so add that to my cost!

I've watched space pirate trainer being demoed in a few yt videos. Looks good but seem to just involve standing in the centre shooting and ducking. Why isn't it making use of the increased space the Vive allows? I guess because they also want to release on the Rift? Are there any games coming in the first wave of releases that have you actually walking around? (hopefully the answer is yes :D)
 
I've watched space pirate trainer being demoed in a few yt videos. Looks good but seem to just involve standing in the centre shooting and ducking. Why isn't it making use of the increased space the Vive allows? I guess because they also want to release on the Rift? Are there any games coming in the first wave of releases that have you actually walking around? (hopefully the answer is yes :D)

I had a go on Space Pirate Trainer with the Vive at Overclockers UK yesterday and it does make of the full area.

Saying that, I found myself naturally staying in the same spot due to not being used to the complete lack of situational awareness that comes with VR, if I had a bit more time with it I'd probably have been a bit more comfortable moving around a bit more :)
 
I had a go on Space Pirate Trainer with the Vive at Overclockers UK yesterday and it does make of the full area.

Saying that, I found myself naturally staying in the same spot due to not being used to the complete lack of situational awareness that comes with VR, if I had a bit more time with it I'd probably have been a bit more comfortable moving around a bit more :)

Do you move behind cover (don't mean the shield) in a progressive environment? Or are you (and someone else if in coop) fighting off waves of enemies with blasters/laser sword from a relatively stationary point? Maybe I just saw the starter level. It looks fun but not sure how long it would hold my attention. would love a Vive game with a story that uses your room space to plan the levels, enabling you to move around in that space and making it seem much larger in the VR world (e.g. a maze type)
 
Do you move behind cover (don't mean the shield) in a progressive environment? Or are you (and someone else if in coop) fighting off waves of enemies with blasters/laser sword from a relatively stationary point? Maybe I just saw the starter level. It looks fun but not sure how long it would hold my attention. would love a Vive game with a story that uses your room space to plan the levels, enabling you to move around in that space and making it seem much larger in the VR world (e.g. a maze type)

Its just fighting waves (not sure if there is co-op) but you are not locked to a stationary position, when you get shot at you a get a bullet time effect and can move/dodge how you like. I didn't notice any cover but was not playing all that long and only got to wave 9.
 
They are starting shipping on the 28th, that's one week, it shouldn't take a whole nother week for people to start getting them

Well if they start shipping on the 28th then why would anyone have a date? They have specifically said your delivery date won't be available until the unit ships... Also where did you hear about the 28th? Everywhere I have read states the 5th of April? Not moaning as I would rather have it sooner rather than later, but I hadn't heard the 28th mentioned at all!
 
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Well if they start shipping on the 28th then why would anyone have a date? They have specifically said your delivery date won't be available until the unit ships... Also where did you hear about the 28th? Everywhere I have read states the 5th of April? Not moaning as I would rather have it sooner rather than later, but I hadn't heard the 28th mentioned at all!

Pretty sure Occulus is 28th March and the Vive is 5th April
 
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