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[ topicão VR ] - next gen starts here

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Posso dizer que o Quest 2 tá fazendo sucesso mesmo. Ando vendendo eles e tá saindo que nem água.

 

Pra mim o Quest 2 é o "turning point" da tecnologia. Ainda é caro, mas nunca houve tantos pontos positivos no fator custo/benefício. É um headset de altíssima qualidade a um preço ok. Custa 70% de um PS5, hehe. Eu acho um investimento ótimo.

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qual preco que ele esta saindo ?

 

eu realmente usaria ele com pc via wireless , esta rodando perfeito ?

 

porque qdo eu vejo as versoes de quest e versao pc realmente e dificil ficar com versao celular like

 

tomo como exemplo aquele jogo de escalada

 

e tem outro tb, que e muito bem feito para o quest, mas sem chance vs pc que e o red matter

 

o arizona e um exemplo

 

esse canal e muito bom

 

 

 

 

 

Editado por Alucard

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Lulu, vc não tinha um PSVR? O Quest II standalone roda em qualidade superior todos os jogos que o PSVR COM CABO.

 

O próprio The Climb no Quest II sozinho roda MUITO bem. E o Airlink pra mim está sensacional. E se vc achar que não está, é só jogar com cabo, problema resolvido.

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22 horas atrás, Alucard disse:

qual preco que ele esta saindo ?

 

eu realmente usaria ele com pc via wireless , esta rodando perfeito ?

 

porque qdo eu vejo as versoes de quest e versao pc realmente e dificil ficar com versao celular like

 

tomo como exemplo aquele jogo de escalada

 

Basicamente o que qqt disse. Já disse chapa, tá rodando perfeito demais via Air Link, melhor que com o Virtual Desktop, que até agora era a única solução mais decente pro wireless até onde sei. E com tua GPU vai rodar ainda melhor que eu aqui.

 

Chama no zap que te falo os preços. Tá bom demais.

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Facebook stops sales of the Oculus Quest 2 because it might irritate your face

Oculus is voluntarily recalling the Oculus Quest 2's removable foam face cover and replacing it with a silicone one, free of charge.

 

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As of Tuesday, Facebook is temporarily pausing sales of the Oculus Quest 2 worldwide as the company announces a voluntary recall after concerns that a small percentage (0.01% according to Oculus) of users were experiencing adverse skin reactions after using the popular VR headset. This comes only a month before Facebook is getting ready to release a new Quest 2 with 128GB of storage for $299, replacing the 64GB model. 

 

In a blog post, Oculus (owned by Facebook) announced the voluntary recall of the Quest 2's removable foam face cover and replacing it with a new silicone cover for all customers. Oculus is working with global partners to stop selling the headset until the silicon cover can be included in all Quest 2 VR headset versions. 

 

"Oculus is conducting a voluntary recall of the Oculus Quest 2 removable foam facial interface in cooperation with the U.S. Consumer Product Safety Commission (CPSC). We are doing so in response to reports from a small percentage of users who have experienced skin irritation where the foam portion of the facial interface rests on the skin."

 

Back in April, Facebook investigated reports of users experiencing skin irritation ranging from redness, bumps, and swelling while using Oculus Quest 2 headsets from as early as December 2020. The removable foam interface sits on the part of the headset that touches and rests on your face.

 

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The most likely cause came from a "few trace substances normally present in the manufacturing process that could contribute to skin discomfort," the company said.

 

Oculus has already stated that it has changed the manufacturing process out of an abundance of caution and confirmed with dermatology and toxicology experts that the irritation was not an allergic reaction and any reaction should go away on its own. 

 

Starting on August 24, all Quest 2 headsets will come with the silicone cover included in the packaging instead of foam. Existing Quest 2 owners should get the replacement silicone face-mask covers free of charge right here. Of course, if you have concerns, you should probably stop using the headset until you receive the replacement silicone cover and consult a physician if you do end up with any skin reaction when using it.

 

https://www.pcgamer.com/facebook-stops-sales-of-the-oculus-quest-2-because-it-might-irritate-your-face/

 

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Em 09/07/2021 em 14:34, Xiubaca disse:

Posso dizer que o Quest 2 tá fazendo sucesso mesmo. Ando vendendo eles e tá saindo que nem água.

 

Pra mim o Quest 2 é o "turning point" da tecnologia. Ainda é caro, mas nunca houve tantos pontos positivos no fator custo/benefício. É um headset de altíssima qualidade a um preço ok. Custa 70% de um PS5, hehe. Eu acho um investimento ótimo.

 

 

de fato, inclusive estou lendo por aí que o Quest 2 tá se tornando tão predominante que já começou a engolir o nicho, desenvolvedores que anunciam jogos pro PC são inundados por perguntas tipo "sai quando pro Quest?" e alguns já começaram até a cancelar os lançamentos PC only, acho engraçado que a maioria desses povo comprando deve ser tão casual que nem sabe que tem como rodar os jogos de PC no Quest.

Editado por Cyco

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5 minutos atrás, Cyco disse:

 

 

de fato, inclusive estou lendo por aí que o Quest 2 tá se tornando tão predominante que já começou a engolir o nicho, desenvolvedores que anunciam jogos pro PC são inundados por perguntas tipo "sai quando pro Quest?" e alguns já começaram até a cancelar os lançamentos PC only, acho engraçado que a maioria desses povo comprando deve ser tão casual que nem sabe que tem como rodar os jogos de PC no Quest.

 

Sim, a tática do Facebook tem sido bem agressiva para abocanhar o mercado dos headsets. Eu vendo basicamente todo dia pra gente casual que, depois de comprar, chega e me pergunta como funciona, lol.

 

Lançar jogo sem compatibilidade com Quest pra mim hoje é instant fail. 

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Valve’s next Index VR headset will reportedly be a standalone unit

DATAMINE SUGGESTS THE NEXT DEVICE, CODENAMED DECKARD, MAY NOT NEED A PC TO RUN

 

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A dataminer has discovered information that may suggest that the successor to the Valve Index will be a standalone unit.

 

YouTuber Brad Lynch has posted a video explaining how he believes the device, which a driver file appears to refer to by the codename “Deckard”, will be able to be used on its own without connecting it to a PC, similar to the Oculus Quest.

 

A folder called VRLink includes a DLL file which contains “an entire library of stuff related to a Wi-Fi driver or device”, according to Lynch. After looking up the model, Lynch discovered that it’s a Wi-Fi 5 (Wireless-AC) device, although the DLL also contains reference to a Wi-Fi 6 connection.

 

Lynch points out that this device usually has two antennas, and mentions that earlier this year Valve patented a number of different headstrap designs. “In a lot of these designs they talk about the idea of incorporating two antennas – one in the front and one in the back – for standalone use to connect wirelessly to a PC,” he explains.

 

Lynch also notes out that a hidden Valve Internal menu has recently added an option called Standalone System Layer, noting: “From what I understand, this is exactly what it says. It’s a layer for a standalone headset to use, to do standalone stuff.”

 

According to Lynch, the final piece of evidence suggesting a standalone device is a reference to a deckard_applications.vrmanifest file “accidentally left in a Linux ARM binary”.

 

After studying other driver files, Lynch came to the conclusion that this file “is actually a brand new feature” which, “when implementing with the Deckard, will allow Deckard to boot up and go into some default applications to do things such as room setup, or something like xrdesktop”.

 

Xrdesktop is an application by Collabora, which Lynch says has been “funded heavily by Valve to build a bunch of cool VR stuff” and lets players access their PC’s desktop from VR.

 

If Lynch’s findings turn out to be accurate and Deckard is indeed the successor to the Valve Index, it isn’t yet clear if it will be able to completely run VR games on its own, or whether it will require to connect to a PC (albeit wirelessly using the Wi-Fi antennas mentioned in the patent) and use its processing power to render and then stream games to the headset.

 

 

The original Valve Index headset was released in June 2019 and sold for $999. When Valve announced Half-Life: Alyx at the end of that year, demand for the headset increased instantly, leading to it selling out in January 2020. The subsequent COVID-19 pandemic also meant new stock took a number of months to arrive.

 

Valve is currently preparing to release the Steam Deck, a handheld device described as “a powerful all-in-one portable PC” capable of running the latest AAA games.

 

Steam Deck runs the latest version of Valve’s SteamOS software – which is based on Linux – allowing players to easily access their Steam games library and all of the platform’s features.

 

However, Valve insists that Steam Deck is also an open PC with the ability to install any software or connect with any hardware. That means players could be able to access other company’s game stores such as The Microsoft Store and Xbox Game Pass.

 

https://www.videogameschronicle.com/news/valves-index-vr-2-standalone/

 

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A HTC acabou de anunciar o Vive Flow, o que muitos estavam esperando ser a resposta deles pro Quest e.... não é nada disso, um headset voltado mais pra meditação e relaxamento, ou seja, um produto de nicho dentro de outro nicho. E o pior que ainda é mais caro que o Quest2.

 

 

tiro no pé?

Editado por Cyco
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Em 14/10/2021 em 18:39, Cyco disse:

 

tiro no pé?

 

Acho que se pé tivesse cabeça seria um headshot. :lolmor: Eu tenho dito, algumas empresas andam mesmo com muito dinheiro para queimar. Só não fazem e melhoram aquilo que realmente devem. A MS por exemplo anda marcando em ambos os polos em algumas situações:

 

 

Xbox is staying out of the VR hardware space, says Spencer

“I APPLAUD WHAT SONY’S DOING, I APPLAUD WHAT OCULUS IS DOING, WHAT VALVE HAS DONE”

 

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Xbox boss Phil Spencer has reiterated that Xbox has no interest in developing virtual reality hardware.

 

During a discussion as part of the Wall Street Journal’s WSJ Tech Live event (paywalled and transcribed by VGC), Spencer was asked by a viewer whether Xbox was content to leave VR as a “differentiator” between it and PlayStation, and whether there were risks to doing do.

 

Spencer replied by stating that while he admired the work going on in the immersive technology sphere, there’s still no interest in making a VR headset for Xbox, and software remains its focus.

 

“I think that when we think about immersion, we think about mixed reality, virtual reality, I’ll even take it to ‘metaverse’, which seems to be the buzzword of the day now,” Spencer replied.

 

“We’re big believers in that software platform and the devices that will enable that. Absolutely. [But] we’re focused a lot more on the software side of that right now. When I think about immersive worlds and I think about the connection of a player and community, that’s something that’s very high on our investment list.

 

“I think the devices that are out there now, we stay connected with a lot of the players that are out there. [With] people building hardware, a lot of that happens on Windows and we experiment and talk to a lot of the partners that are there.

 

“I think that the hardware innovation that’s happening is great and it’s an important enabler, [but] right now I’m deciding to stay more in the software side of that enablement. I believe it will scale better in the long run.

 

“And you know, I applaud what Sony‘s doing, I applaud what Oculus is doing, what Valve has done. I mean, there’s a lot of good players out there that have done some amazing VR work.

 

“But yeah, we’re gonna stay as a company right now in the consumer space focused on software, and I think that’s a good bet.”

 

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Spencer attracted criticism in November 2019 with comments he made about virtual reality, which some perceived as being dismissive of the technology.

 

He called VR a relatively niche and “isolating” format that doesn’t fit with his vision of gaming as a “communal” pastime, adding that when it came to Xbox customer feedback, “nobody’s asking for VR”.

 

The Xbox head later clarified his comments, stating that he ‘loves’ that the games industry is pioneering in different fields, but that VR “is just not our focus.”

 

He then stated in February 2020 that while Xbox was not supporting VR, he hoped that one day the space would become “so important that it would be a no-brainer for us”.

 

https://www.videogameschronicle.com/news/xbox-is-staying-out-of-the-vr-hardware-space-says-spencer/

 

 

Oportunidade perdida? Sim. Poderiam lançar um se quisessem, afinal, dinheiro e pessoal de R&D eles tem. Mas ao menos deviam fazer uma parceria com alguma das já existentes no mercado para compatibilidade de algum headset e oferecer a "possibilidade" (a equipe do Xbox adora essa palavra) a quem quer usar. Queimam dinheiro em outras áreas (GamePass e aquisições de devs para gerenciar mal e não lançar porra nenhuma/jogos meia bunda) e jogam seguro onde poderiam investir um mínimo de esforço e dinheiro preciso.  

 

No final não dá para culpar a MS, como já disse por aqui mesmo, eles conhecem muito bem o publico que possuem. O Phil vive falando e fazendo merda, mas ele possui relatórios internos e a realidade do mercado também bate na cara dele todo dia já há alguns anos. Ele sabe que a maioria do publico deles não querem pagar nem mesmo por jogos, que dirá acessórios para aprimorar a experiência em alguns jogos. Seria um dinheiro jogado fora em VR que ele pode jogar fora em outro lugar, como a compra de exclusividade para oferecer no GP e quase ninguém jogar. :lolmor:Chega dar pena ver as porcentagens de "engajamento" (outra palavra que eles adoram) The Ascent, The Medium, Psychonauts 2, mais recentemente Scarlet Nexus e vários outros.

 

Isso ai é só mais um empurrãozinho que vai ajudar mais no massacre que já vem ocorrendo mês a mês desde a revelação dos consoles e abertura dos pre orders. PS VR original não era lá essas coisas mas, colocou a Sony na liderança do mercado de VR por muito tempo por conta do preço e acessibilidade do aparato (um PS4 vanilla para poder usar). 

 

Editado por Marcelo Roffer

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New Sony Patent Details Real-Time Image Upscaling For PS5 and PS5 VR Games

 

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A new patent from Sony Interactive Entertainment suggests that the company is working on machine-learning for image upscaling on the PS5 and future PS5 VR games.

 

Filed back in April and recently published at the end of October, the patent, titled “Computer-Implemented Method for Completing an Image,” outlines ways that machine learning can essentially create “masks” of any given image to reveal some sections and hide others, altering what it needs to and using those processes to fill in holes created by regions of missing or corrupted data. Machine learning eventually makes this process less resource intensive on the hardware, allowing for higher resolution image upscaling without the performance or time cost normally associated with such processes.

 

Throughout the patent, virtual reality is explicitly mentioned on multiple occasions, specifically talking about the higher computing power required by a headset to display a “satisfactory image” than a traditional computer monitor. This is because VR headsets keep two separate screens close to the user’s eyes, are presenting wider angles, and need to operate at higher sustained framerates, which eat up processing power normally used to display higher resolution images. The machine learning process outlined in the patent would require “much less computer power without sacrificing image quality where it is needed most for maintaining user comfort and immersion.”

 

One of the primary downsides to the last-gen PSVR headset was the lower resolution of the games played in the headset, and while many developers worked wonders with it in terms of graphics and visuals, it still had notably less fidelity than a standard 2D-screen game. This patent could indicate a focus on bringing the next gen PS5 VR headset up to par without sacrificing the processing power necessary to run VR games comfortably.

 

Additionally, the patent tech could easily apply to 2D-screen PS5 games as well, letting the PS5 upscale the resolution of games in real-time without sacrificing their performance either. GamesRadar notes that the language of the patent suggests it is similar to Nvidia’s Deep Learning Super Sampling (DLSS) tech, used to improve image resolution in Nvidia graphics cards on PCs in real-time. This would bring a similar solution to the PlayStation console.

 

While the patent itself doesn’t call out a specific console or platform (aside from mentioning VR), it’s obviously published by Sony Interactive Entertainment, and it’s unlikely they’d be working on this tech for PCs or other platforms. GamesRadar also discovered the LinkedIn profile of Sony Senior Principal Engineer Andy Bigos, who is listed as the author of the patent, which lists Bigos as “working on the application of machine learning and neural rendering to real-time graphics on the PlayStation 5.” Seems like it’s a pretty sure thing that this patent applies to the PS5 and the upcoming PS5 VR headset.

 

As PC VR tech has grown in major ways since the release of the last-gen PSVR headset in 2016, Sony’s own VR solution has felt increasingly left behind, especially with the launch of the PS5. However, this image upscaling tech could really get Sony back in the game when it comes to quality console virtual reality. Now we just have to wait to see it come to fruition.

 

https://www.playstationlifestyle.net/2021/11/05/new-sony-patent-real-time-image-upscaling-ps5-ps5-vr-games/

 

 

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os rumores já corriam desde o ano passado, mas tomaram mais corpo recentemente então deve haver algum fundo de verdade aí, ano que vem a Apple deve lançar seus headsets de VR e AR, além de um tal Apple Glass (sim, um óculos com elementos AR) mais detalhes https://www.cnet.com/tech/gaming/apple-vr-and-ar-headset-rumors/ e aqui https://www.tomsguide.com/news/apple-vr-and-mixed-reality-headset-release-date-price-specs-and-leaks

 

hà alguns anos atrás acho que teria sido um anúncio mais impactante, mas não deixam de ainda ter uma enorme influência na área de tecnologia e podem ajudar a popularizar ainda mais o nicho, apesar de que os valores descritos no artigo tão longe do que eu chamaria de "populares" mesmo assim, parecem ser os dispositivos mais interessantes que a Apple vai lançar em muito tempo.

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interessante análise do mercado de VR, o que ele reserva pro futuro, o tal metaverse, a entrada agressiva da China, o Gabe Newell falando sobre HL Alyx e a Valve

 

 

o design desse headset chinês parece uma mistura do Quest 2 com PSVR, ou seja, o melhor de dois mundos, curioso pra ver mais análises

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(editado)

Sony anunciou o VR2 oficialmente hoje na CES2022, confirmaram eye tracking/foveated rendering, e teve o teaser de um jogo VR do Horizon. Mas não mostraram o hardware, deve ficar pra algum State of Play ou evento.

 

 

esse negócio não vai ser barato, concordo com o carinha da Spawn Wave que chutou uns $500 no mínimo

Editado por Cyco
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Ia colocar no tópico do que estou jogando, mas vai aqui mesmo que é mais pertinente. Quando fizer reviewzao DE VER completo do jogo posto la. 

Me dei um manche de simulador no natal e com home office acabei tirando a poeira da webcam e remergulhei nos simuladores de voo. Da para brincar bem legal mesmo sem VR já que de uns tempos para cá desenvolveram ótimas soluções de trackir com inteligência artificial e gratis. Ou seja basta uma webcam vagabunda e voce tem senhor controle de 6 eixos para controlar qualquer movimento de camera/cabeça nos jogos de primeira pessoa.

 

Mas com VR é OTO PATAMAR

Reparem ele abaixando atras do bloco do motor para se cobrir dos tiros. 

Para constar. O esse ai é o IL-2 Great Battles com o pacote Flying Circus, mas o trackir funciona desde alguns fps até jogos de carro.

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terça feira é o dia que a Sony revela coisas aleatórias

 

 

bonito

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The First In-Person Photo Of The PSVR2 Has Been Released

 

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The first in-person photo of the PlayStation VR2 has been released online, by VR developer Bit Planet Games, who’ve previously made games for PC, and are seemingly now also making a VR title for PSVR2.

You can see the photo of the headset and controllers for yourself, here:

 

Nota: O tweet sumiu mas a foto é essa aqui:

 

PSVR-2.jpg

 

This is the first time, it would seem, that a photo of the headset and controllers has been publicly released that wasn’t just a rendering of the product.

 

Here we can finally get a bit more of a sense as to how large the headset and new controllers are.

 

Although this photo itself isn’t all that informative, what it does say is that we’re getting closer to being able to hear more about Sony’s upcoming VR console.

 

Right underneath the photo, a user on Twitter questions the Bit Planet Games account, asking if it could maybe have just broken a sort of NDA with Sony. To which Bit Planet Games replied that if this were six months ago, they’d be right.

 

So it’s clear that the restrictions on what can and can’t be shared about the console are lifting, at least slowly. Hopefully we hear more, like a potential release date, soon.

 

https://www.psu.com/news/the-first-in-person-photo-of-the-psvr2-has-been-released/

 

 

Sony Partners With Leading Eye Tracking Company Tobii for PSVR 2

 

 

psvr-2-eye-tracking.jpg

 

Leading eye tracking technology firm Tobii has announced that it has officially entered into a partnership with Sony for PSVR 2 eye tracking. Back in February, Tobii revealed that it was negotiating a contract with Sony, leading to speculations that PSVR 2’s development isn’t as far along as previously thought. However, it’s possible that Sony’s working with a number of partners.

 

Tobii’s statement on PSVR 2 eye tracking partnership

 

In a press release, Tobii said that it will receive upfront revenue from Sony starting in 2022 and it looks like the this figure is quite significant because the company claims it will represent more than ten percent of its revenue this year. “Due to the rapid evolution of the VR industry, revenue contribution guidance beyond 2022 is associated with significant uncertainty,” reads the press release. “Consequently, at this point, Tobii cannot provide guidance on the revenue potential beyond 2022.”

 

Tobii CEO Anand Srivatsa added the following statement:

 

" PlayStation VR 2 establishes a new baseline for immersive virtual reality entertainment and will enable millions of users across the world to experience the power of eye tracking. Our partnership with Sony Interactive Entertainment is continued validation of Tobii’s world-leading technology capabilities to deliver cutting-edge solutions at mass-market scale. "

 

PSVR 2 still doesn’t have a release window let alone a release date although Sony has been drip feeding information about the upcoming system. We recently got our first look at PSVR 2 bundle contents via a developer so it looks like mass production has begun. Currently, the PSVR 2 is speculated to release sometime in Q1 2023, missing the holiday season, but Sony hasn’t confirmed these reports.

 

https://www.playstationlifestyle.net/2022/07/01/psvr-2-eye-tracking-tobii/

 

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