Hands-On With The HTC Vive
The Demos
Let’s move on to the actual information you most want to hear: a description of the actual VR demos that I experienced. There were seven demos in total (if you count the short tutorials), but I’m only going to talk about the four that impacted me the most.
Before I could dive into the full Vive experience, there were a number of short tutorials that I experienced. These orientated me as to how to use the SteamVR controllers and how to move around in the 15 x 15-foot space. One important thing to note is that your hands are graphically represented in the virtual space, either as variations of a controller or, in one demo, as actual hands.
The amazing thing about the Vive is that the learning curve, at least for me, was very shallow. Within a matter of seconds, I acclimatized as to how to interact and navigate within the environment and what my limitations were. Every move I made, both hands and body, was translated precisely into the virtual space and felt natural, despite all the technology involved. That’s a testament to how well the Vive’s different components all work together in harmony.
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CaedenV It is going to be pretty hard to figure out which VR headset to pick up next year. First I need to get a newer GPU to drive one though... no way my old GTX570 is going to be pushing two 1200p+ displays, especially at 90Hz lol.Reply -
spladam You cried? They moved you to tears with this tech? It sounds cool, but how do you know you are not still in VR?Reply -
zerghumper Ok here's my question and no article on the Vive / Valve VR that I've read so far has answered it:Reply
Will games have to be written from the ground up to support the Vive, or like the Oculus Rift, can support be modded into a game? I know most of the features Vive brings to the table wouldn't be supported, but what about head-tracking? This is the one reason this decision is so difficult for me. I keep seeing developers being blown away by the Vive, but I wonder, will I be able to use it to go play minecraft, STALKER, Alien Isolation, and other games that already do support the Oculus?
Either way this future excites me and I can't wait to see what games get made with this system in mind! -
DelightfulDucklings The main thing I want to know is if there will be a Vive that excludes the movement sensors as I personally don't have the space where my PC is setup to stand up and move around at all so I will be only able to sit. I'm sure they must have thought of this but I just haven't seen it mentioned muchReply -
Hector M Torres Sitting inside a giant MecWarrior or flying a Space Fighter ( with simulated full 360 degree range of view/movement will be awesome ) , Tank battles , flying Jet fighters, i can see a few great games made so much better with this new tech,I can't wait !Reply -
alex davies Ok here's my question and no article on the Vive / Valve VR that I've read so far has answered it:
Will games have to be written from the ground up to support the Vive, or like the Oculus Rift, can support be modded into a game? I know most of the features Vive brings to the table wouldn't be supported, but what about head-tracking? This is the one reason this decision is so difficult for me. I keep seeing developers being blown away by the Vive, but I wonder, will I be able to use it to go play minecraft, STALKER, Alien Isolation, and other games that already do support the Oculus?
Either way this future excites me and I can't wait to see what games get made with this system in mind!
The Vive use's Valve's SteamVR platform, which is a set of APIs that any developer can support in their games, and any or all aspects of the platform can be incorporated. So if there is a game that just needs to use the Vive's head-tracking feature, there is no reason a developer can't just support that one feature.
From what I understand the Vive is the first of hopefully many solutions built on SteamVR. There may be different versions of the Vive from HTC themselves (such as a kit without the controllers etc.), or there may be cheaper headsets from other manufacturers that are built on SteamVR.
Either way, I think if one is questioning if games that currently support Oculus now will also support SteamVR in the future, I would say most definitely. That is, other than platform exclusives, which there surely will be a few of -- for example, I'm pretty sure EVE: Valkyrie will be Oculus and Morpheus only. -
alex davies The main thing I want to know is if there will be a Vive that excludes the movement sensors as I personally don't have the space where my PC is setup to stand up and move around at all so I will be only able to sit. I'm sure they must have thought of this but I just haven't seen it mentioned much
I'm sure there'll either be a Vive starter kit minus the controllers, or another OEM will partner with Valve to make an entry-level SteamVR headset for sit down only gaming experiences.
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gaborbarla Interesting read Alex, I think now you need to quickly go and test the latest version of Oculus and give us feedback on it. I have disappointing review of the Vive before and glad to hear that you found the opposite. I really want this technology to succeed and we need fast and accurate tracking, high Hz, Hi-res screens, and no motion sickness. From your article it seems like they are on track with achieving this. Hope they don't scale it down due to commercial reasons. I rather spend 500-1000USD and get something decent. Anyways a comparison to the competitors from your perspective would be great. If I remember correctly the Vive requires some sensors/reflectors to be installed in the room where you use it which is something that we can get rid of eventually for sure.Reply -
cats_Paw Ill wait untill there is a comparison by someone who I can call unbiased (dont know this reviewr, but Id better make sure).Reply
I will buy a VR, no doubt, but want the best one, even if I have to overpay a bit.
I want to run it at high fps, no motion sickness, etc etc etc.
Then I will fire up crysis for my unsuspecting new lady friend :D.