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Will I ever be able to use my Dive with a REAL game?

Will I ever be able to use my Dive with a REAL game?

by Kusie on Mar 27th, 2014 08:56 AM

Hi all,

I was one of the first orderers of the Dive and own it since the commercial version came out. I leaned to live with it´s shortcomings and eagerly waited for the first real playable game that I can enjoy on the dive, but until today there is NONE (Quake 2 port does not count IMHO, too much hassle with the control setup) which is really dissappointing.

All there is: a few short demos, alpha versions of planned games, and that´s it! Not ONE real game ... IMHO it was a major mistake made by the creators to NOT have at least ONE real, full game playable with the dive ready from the day it was sold. Now we have a dilemma: there is no game so noone can really fully experience the dive and is maybe not too interested in buying it, and since there are so few people buying it, there is no use putting much effort developing a GOOD game title for the dive...

Damn, how I´d love to play games like Minecraft PE, racing games like Riptide GP or FPS games ported to the Dive in 3D and I´m willing to PAY for it... but I´m afraid it´ll never happen.

So it´s been 4 months now, will there ever be a good full game made for the dive?

Kusie

Posts: 17

Joined: 06.12.2013

dive-owner


Re: Will I ever be able to use my Dive with a REAL game?

by JustMeDaFaq on Mar 28th, 2014 10:02 AM

Yeah, games are the main problem, il think. Id thinked about adding dive/mobile vr option on my current project (IOS/Android). Its an (simple) scifi shooter. It worked great, tho, since my self printed dive broked(anyway the quality of my used 3d printer was bad) , and dont want to spend 56€ on buying a commercial dive(money´s low, im a student),so dive compatibility not gonna happen.
Hopefully some others will releasing some "real" games.

JustMeDaFaq

Posts: 82

Joined: 15.10.2013


Re: Will I ever be able to use my Dive with a REAL game?

by Paul on Mar 30th, 2014 22:43 PM

I agree with what you are saying, but I think Android has one inherent problem as a VR Platform: There is no good option for an input device!

Think about it:
- Since you use your device as display, you have no touch input
- You have headtracking, which is nice, but no one wants to have headtracking as there primary way of input! (too exhausting)
- Gamepad support for Android sucks! I have a Nexus 4 and my best option is to buy an overpriced, cheaply produced BT controller... this may be different with different Android phones, but here comes another problem: Fragmentation. And I'm not talking about Android fragmentation in general, but gamepad support fragmentation...

A lot of people told me, that I should put controller support into my app, but since I (as a developer) am unsatisfied with my options (I want to connect Xbox or PS Controller, without hacks), my app doesn't support gamepads.

Paul

Posts: 13

Joined: 25.12.2013


Re: YES!!!

by Torben on Mar 31st, 2014 04:43 AM

Hi!

Sorry for that much text, but I'm kind of a VR/AR fan boy since a few months and I really would like to clarify some things ^^

@Paul: I tried many different things (WiFi keyboard/usb keyboard/bluetooth keyboard/wiimote/PS3 six-axis/other android phone/tapping on HMD/markers on fingers/head gestures/"look-at";) and I don't really understand why you have to put special controller support into your app - that's something unity should do for you (and it did that for me, without any hard work :D) Even if you don't use unity, you can easily add joystick/gamepad support on android to your existing input methods: http://stackoverflow.com/questions/1430 ... pi-android (if you develop for iOS, I don't know... sorry - not an apple guy...). BTW: The sad reason why you can't use xbox or ps3 controllers without hacks/workarounds is not mainly android (though I didn't love their change from blueZ to "I-don't-know-what" [they will have had their reason {maybe bt4 and/or security stuff etc}]) - it's micro$oft/$ony/n1ntend0, because they use kind of "hacked" bluetooth protocols (which is okay for their intended purpouses, to work faster/be more user friendly and such)...

Then again, I agree that nearlly nobody has a rooted phone or one of those d*mn compatible game pads... but every mac user has a bluetooth keyboard and everyone else could just buy something like this http://www.amazon.com/s/field-keywords= ... 20keyboard, or pay $2 for an otg to use most usb keyboards https://www.youtube.com/watch?v=ciR50wDrLqI. FYI, the fastest (also dirtiest) solution to use ANY input device without root, is to simply accept keyboard input in your app, connect your computer to your phone (with an app like WiFi keyboard) and bada bing: kinect/wiimote/force feedback wheel/ps move/mouse/joystick/old gamepad/xbox/ps3/.../etc. (check http://glovepie.org/ and http://projects.ict.usc.edu/mxr/faast/ [<-kinect gestures/VRPN]) :D

@Kusie
I partially agree with you, but please don't be afraid ;)
I think, this all is just the begining (if you remember oculus [♰ 03/25/2014]: they don't have "non-demo" games or even a retail version of their device yet... [but $2,000,000,000])
and 4 months is like nothing, when developing games (according to http://de.wikipedia.org/wiki/Computersp ... cklerszene [sorry, couldn't quickly find an english example which is newer than 2004, but gtranslate should do]).

Dive opened up a totally new world to me: Because I'm kind of poor (student...), I never had the opportunity to dive in (<- hehe :D) to this whole 3D-Video/Virtual Reality/Augmented Reality thing, but since december (<- I got my dive for christmas) there's not a single day, I didn't build something for it and try things :) I love the whole concept - think of it... it's "just" the first version of some lenses, a pretty good working headtracking software on your smart phone and a nice simple way to put it all on your head aaaaand it will be phreaking compatible with anything that will get out in the future (like phones with hdmi-in, google tango, 4k phones and so on) There will be "real" games and the games will be awesome (<- this I know from Quake2 and the many demos, though they are just demos), but if you can't wait to impress your friends (that's what I did first :D) and have WiFi, "good" hardware (I have an old Phenom II X4 and a very bad ati 5500) and a new phone (<- most important [I own an S4]), you already can play "real" games, although you would die a lot in BF3 (<- that's what I tested in the most quick and dirty way possible [but my gamer friends had open mouths ;)]). So you could wait like a long time (oculus devkit 2 in july, final release date unknown), or you try out stuff and help make it work, or even better :D here's a small list, that will help you test recent "real" games with your dive:

3D drivers:
http://vire.io/ (more like a hack of dx9 libs [don't use in online multiplayer yet - you will get banned by punkbuster])
http://www.iz3d.com/driver (SBS is just a trial in iz3d, but this also worked with a wii emulator!!!!)
https://www.tridef.com/ (never tried...)
http://www.gmax3d.com/edownload.html (never tried...)

streaming software:
http://www.splashtop.com/ (<- worked best for me, but you have to play in windowed mode... lowering the resolution will result in lower latencies ;) )
http://www.kainy.com/ (don't know why, but this was slower than splashtop)
https://www.teamviewer.com (I thinks it's slow but didn't test it with BF3)
https://play.google.com/store/apps/deta ... er.android (too slow for bf3...)
https://play.google.com/store/apps/deta ... reen&hl=de (also too slow for bf3 on my computer...)

headtracker:
http://andersmalmgren.github.io/FreePIE/ (there is also a freepie app, that sends gyrodata via network... I used a modded version of this to play bf3: http://www.agrar-simulator.de/FORUM/ind ... adID=13453)
http://facetracknoir.sourceforge.net/ (didn't try, but could be nice IF it can detect your face when wearing the dive :D)
http://www.naturalpoint.com/trackir/ (I don't own one and was too lazy to build a "freetrack"er)
https://github.com/rpavlik/wiimote-head-tracker-gui (did try Johnny Chung Lee's version years ago - fell in love :D)
dive headtracker (probably best [gyro+accel+magneto] and fastest... atm you would have to build something like a wrapper for the plugin on your own, but it's really easy if you ever tried unity and know a bit c# ;))

directly headtracker compatible games (and this list is not complete...;) ):
http://vire.io/games/
http://www.naturalpoint.com/trackir/03- ... s-all.html

Problem with all not-directly-headtracker-compatible games would be, that you cannot directly use pitch, yaw and roll and have to emulate a mouse... (like I did for BF3, but the guys from vire.io hacked some games to not have to do this;) )

I agree, that dive (as a platform, not as HMD) is not yet the proper end user solution for gamers like my favourite cousin (imagine a wow and smash brothers loving blizzard and xbox fan boy :D), that we all would like to possess NOW,
but you already know and have the dive, so you seem to be a bit more open and informed like others - please act like it and be a bit patient :P (aaaaaand try my app: https://play.google.com/store/apps/deta ... lter.viewr)

Everything aside (despite this isn't really MY opinion): F*ck games - With dive, you also have a $50 200" 3DTV :D :D :D (FYI: if you need a hint on converting your bluerays to get them playing on your phone, just write me a pm, or an email :D )
Hope I didn't upset any1, but sorry in advance: I really take this personally somehow :D

Torben

Posts: 63

Joined: 26.03.2014

dive-owner


Re: Will I ever be able to use my Dive with a REAL game?

by dboxvr on Jun 17th, 2014 16:50 PM

"JustMeDaFaq" wrote:
Yeah, games are the main problem, il think. Id thinked about adding dive/mobile vr option on my current project (IOS/Android). Its an (simple) scifi shooter. It worked great, tho, since my self printed dive broked(anyway the quality of my used 3d printer was bad) , and dont want to spend 56€ on buying a commercial dive(money´s low, im a student),so dive compatibility not gonna happen.
Hopefully some others will releasing some "real" games.



Make one. Go to my blog (http://dboxvr.wordpress.com/2014/06/02/woe-is-me/) and watch the video I posted (it's not my video, I just linked to it.) It takes about two hours and five or less dollars (maybe more depending on where you have to get your lenses. I used toy binocular lenses.)

dboxvr

Posts: 116

Joined: 17.06.2014


Re: Will I ever be able to use my Dive with a REAL game?

by dboxvr on Jun 17th, 2014 16:53 PM

To the OP, I'm trying!

The problem is before a month ago I didn't know anything about programming or game design. So I'm teaching myself how to do it all. Give me five or so years. There is a lot to learn.

dboxvr

Posts: 116

Joined: 17.06.2014


Re: Will I ever be able to use my Dive with a REAL game?

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Re: Will I ever be able to use my Dive with a REAL game?

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