Daydream by Google
Daydream VR by Google
The Daydream View headset is made with lightweight fabric,
inspired by what you wear. Paired with a controller, both are
designed to be easy and intuitive.
inspired by what you wear. Paired with a controller, both are
designed to be easy and intuitive.
It will be available through the online Google Store and at
retailers in five countries:
retailers in five countries:
- United States: Verizon, Best Buy; $79
- Canada: Bell, Rogers, Telus, Best Buy; $99
- United Kingdom: EE, Carphone Warehouse; £69
- Germany: Deutsche Telekom; €69
- Australia: Telstra, JB Hi-Fi; $119
Star Citizen VR Technology Immersive Gameplay
Star Citizen VR Technology
Immersive Gameplay | Valve Vive | Oculus Rift
TGN Partner CaptainShack applies the idea of upcoming VR technology to Cloud Imperium Games' space sim, "Star Citizen." A FPS Universe cannot be complete without VR headset. CaptainShack explains. Star Citizen "First-person Universe" exclusively for the PC while improving upon the mechanics from past giants like EVE.
STAR CITIZEN FOCUSING ON VR
IGN: STAR CITIZEN FOCUSING ON VR
BY NICOLE CARPENTER Virtual reality support for Star Citizen will "get up to speed" in early 2016, says CEO Chris Roberts.
In a December livestream by Roberts Space Industries—and transcribed on RoadtoVR—Roberts says that the goal is to have VR support for all major VR headsets.
The development team has been focusing heavily on releasing Alpha 2.0, leaving VR implementation in the background. According to RoadtoVR, some parts of Star Citizen do have support for the Rift DK1, but the game has not caught up to more recent developments in VR technology.
"It’s a little more complicated because we’ve changed the engine so much," Roberts says. "We’ve changed the rendering pipeline to enable us to do a lot of things that we need to do so it’s not very easy."
Roberts and Cloud Imperium Games certainly have the money to step up Star Citizen's VR support, as the game surpassed $100 million in its crowdfunding campaign in December.
VR Headset Review Website
VRHEADsetReVIEW
Star Citizen Guide to VR for the Rift and Vive
Star Citizen Guide to VR for Rift and Vive
The VorpX profile exists on the cloud for you to import.
It’s listed as Star Citizen2 (GeraldEvans)
Star Citizen 2.3.1 in the Oculus Rift
UPDATE:
- This only works with Windows 8.1 or Windows 10. On versions before that the VorpX Desktop Viewer will not be an option.
- I’ve changed my custom resolution to 1080 × 1100. This has the effect of making the chin piece of the helmet more noticeable. YMMV but otherwise I was having to switch to third-person before going through the airlock to ensure I wasn’t about to suffocate.
- Alternately change your FoV to 85 (default is 65) with the user.cfg and your chin piece will be more noticeable.
- You will need to use zoom (mouse wheel or rebind) to read displays if you change the FoV
- Create a 1080 × 1200 resolution in your computer’s advanced display settings or in the Nvidia Control Panel (or AMD Crimson). This is the native per-eye resolution and forces HUD conformity.
- Right click the desktop
- Open Nvidia control panel
- Select ‘Change Resolution’
- Below the list of available resolutions select Customize
- On the next window Create Custom Resolution
- Select 1080 wide and 1200 tall with a refresh to match your display and 32 bit depth
- Do not put in a refresh rate faster than 90 Hz as this will cause HMD flickering
- Apply and Confirm (Create the res only. Do not set your Monitor to this res)
- The results: http://imgur.com/a/VNJuu
- Set VorpX Control Panel to your HMD and check these boxes:
- Use Built in Audio Device
- Enable Head Tracking
- Enable Head Tracking Roll
- Show Start Message
- Enable Expert Settings
- Run as Administrator
- Do Not Show Start Page
- Select Cloud Profiles
- In the bottom right of the window, register / login to your free account
- Search and select the Cloud Profile "Star Citizen (GeraldEvans)"
- Make sure that in the system tray the VorpX Watcher is paused and the Desktop Viewer is not running
- Run the SC Launcher and Launch Live or PTU (follow the instructions below per build)
- Once in the SC menu, select graphics "Fullscreen = No" and resolution to 1080 × 1200 (This will force the HUD to conform to your HMD)
- Resume the VorpX watcher
- Start the VorpX Desktop viewer
- Put on your HMD
- TAB back to Star Citizen
- Select your destination
- Once loading, press DEL and turn Virtual Cinema Mode OFF if you had it ON for menu navigation
- Walk forward immediately upon spawning. Sometimes not doing this can cause head tracking to fail.
- Jump in a ship
- Double-Tap LEFT ALT to toggle freelook
- Unbind Mouse for both Flight Movement and Flight Targetting in the advanced controls keybinding section of SC
- Do Not toggle Freelook (with Z)
- If you’ve set your base stations to power down when not in use make certain you wake them up prior to running Vorpx
- If your HMD doesn’t show anything, disable secondary / tertiary monitors
- Set your custom resolution to 960 × 1080 to match the native per-eye resolution of the DK2
- Stream Theater: http://www.vrbites.com/howto/play-pc-games-in-your-gearvr/
- Intugame VR: https://www.youtube.com/watch?v=oPrFk8HVa-I
- Make a custum USER.CFG file and set your FOV to 120 It removes the super-zoomed in feeling
- https://robertsspaceindustries.com/community/citizen-spotlight/2770-Star-Citizen-USERcfg-Guide
The Guide:
At this point you may be in VR mode. To see menus clearly, press DEL and use arrow keys to set Virtual Cinema Mode to ON
2.3.0
2.4
HTC Vive
DK2
GearVR
Star Citizen Drake Herald
Star Citizen: Herald First Impressions!
Drake Herald in 2.6 PTU
Drake Herald is now in the game, and it's an interesting little bird. Let's get in, tour the thing and take her for a spin!
Star Citizen alpha 2.6 is stunningly good!
Star Citizen alpha 2.6 is CIG’s answer to those crying about the livestream… it’s stunningly good!
Star citizen alpha 2.6 is the birth of something amazing.
Star Citizen Super Sabre
Star Citizen 2.6 PTU Super Sabre + 8 Weapons = WIN
The Super Sabre
The Sabre can be equipped with 85x Turrets giving it the ability to have upto 8 Size 1 turrets. I also talk briefly about Plugs, Hardpoints and Pipes here too that are all part of customization and ship loadouts in Star Citizen... or will be in the future.Star Citizen in Virtual Reality is incredible
Star Citizen VR
Today was the second time I attempted SC in VR using the application Virtual Desktop. This isn't a "true" VR application like VorpX is, instead it allows you to view your games on a giant screen. It doesn't sound like much, but it's incredibly immersive and the sense of scale is real. The ships feel huge now! All of them! Even the little Aurora doesn't feel so little when your using a VR headset.
Using the HMD plus Virtual Desktop allowed me to really immersive myself into the game. It's an experience like none I've ever had. I've played multiple made-for-VR games since I've gotten my headset, and I swear that I have never felt more immersed then when I entered the SC universe. It felt so real. At one point, I've even achieved presence. This is something I've never done in any other VR game until this point, and what blows my mind is that a.) I'm not having an "real" VR experience (no character head tracking) and b.) SC is still poorly optimized. Once CIG implements native VR support and the server-sided issues are fixed, I can only begin to imagine how immersive SC will be then.
Walking up to the Hornet in VR for the first time felt strange. I had never noticed just how large this ship is. On a monitor, it looks so tiny. After starting up the engines, I carefully maneuvered around (I don't remember being this cautious before) and promptly warped to a Comm Array. I fought a pirate, and gasped at the wonderfully detailed explosion he turned into. The details and the scale of the Comm Array were really highlighted in VR. Even using the computer and hearing the array boot up brought out a sense of awe.
Of course, I was killed by a fellow player not too long after.
Afterwards, I warped to a location whose name I did not recognize. Some asteroid belt with a transmitter. I don't want to go into many details as to avoid spoiling the story-line, but this is where I had felt presence. I navigated over to the asteroid where the transmitter was hidden behind and EVA'd out of my Aurora (didn't want to wait for the Hornet). Everything about this situation felt ominous. As I approached the transmitter, everything hidden in the darkness of the asteroid's shadow, it began to play a message. I stood there, the sun hidden behind this 'roid, ships fighting in the background, various asteroids scattered all over, as this eerie message was being played back to me. For a brief moment of time, I was no longer "playing" Star Citizen. I was living it. The awesome feeling of presence washed over me, and I got goosebumps all over. It didn't last very long. The moment I turned my head to look back at my ship, I got a face full of empty screen (Virtual Desktop, remember) and it was over. If this was native support or VorpX I know that feeling could have lasted much longer.
In all the years that I've played video games, in all the experiences I've ever had with technology and various simulators, in all the VR games I've played NOTHING has ever came this close to actually feeling lifelike. I really don't have the words to describe it, and I really feel that this post is inadequate in sharing my experience. All that I can say is that SC in VR is going to be a lifelong dream come true. If I was able to achieve this level of presence in a game that didn't even track head movement (yet) and is poorly optimized with a low framerate, I know that it's going to be possible to achieve presence when it has native support.
I ended the session chilling in the Hangar gawking over my Reliant. I can't wait until I can take her out. In VR.
Josh Kbosh
VR Headset Review Website
VRHEADsetReVIEW
Star Citizen Capital Ships
Star Citizen Capital Ships & what you need to know
Its all about capital ships and tips about how to use them and staying alive !
Star Citizen - Capital Ships in 2.6
Star Citizen Capital Ships - Military Overview
VR Headset Review
Star Citizen 2.6 - Vanguard Hoplite Ship Tour & Free Flight
Star Citizen 2.6 - Vanguard Hoplite Ship Tour & Free Flight (Star Citizen 2.6 PTU Gameplay)
Star Citizen Ship Status 2.5
These are the status of ships in 2.5 Star Citizen release:
SMALL SHIPS
Ship | Hangar-ready | Flyable |
P-52 Merlin | Yes | Yes |
M50 Interceptor | Yes | Yes |
Aurora Series | Yes | Yes |
Mustang Series | Yes | Yes |
300 series | Yes | Yes |
Hornet series | Yes | Yes |
Gladius | Yes | Yes |
Avenger Series | Yes | Yes |
Vanduul Scythe | Yes | Yes |
Vanduul Glaive | Yes | Yes |
Gladiator | Yes | Yes |
Xi’An Khartu-Al | Yes | Yes |
Reliant Kore | Yes | Yes |
MPUV Cargo | Yes | Yes |
MPUV Personel | Yes | Yes |
MEDIUM SHIPS
Ship | Hangar-ready | Flyable |
Cutlass Black | Yes | Yes |
Cutlass Red/Blue | Yes | No |
Freelancer Base | Yes | Yes |
Freelancer Variants | Yes | No |
Vanguard Warden | Yes | Yes |
Sabre | Yes | Yes |
LARGE SHIPS
Ship | Hangar-ready | Flyable |
Retaliator Bomber | Yes | Yes |
Constellation Andromeda | Yes | Yes |
Constellation Taurus | Yes | No |
Constellation Aquila | Yes | No |
Constellation Phoenix | Yes | No |
Redeemer | Yes | No |
Starfarer | Yes | Yes |
Starfarer Gemini | Yes | Yes |
Price comparison Banu Merchantman
Price comparison Banu Merchantman. Although there are mayn other factors that influence the price, and we are not exactly comparing apples with apples, this simple comparison will give you a good idea of where the Banu Merchantman fits in terms of value for money,
Banu Merchantman $250 - 100m - Cost per meter = $2.5
Starfarer - $300 - 100m - Cost per meter = $3
Starfarer Gemini $340 - 100m - Cost per meter = $3.4
Retaliator Base $150 - 71m - Cost per meter = $2.11
Caterpillar $295 - 67m - Cost per meter = $4.4
Constellation Andromeda $220 - 61.10m - Cost per meter = $3.6
Carrack $350 - 123m - Cost per meter = $2.84
Banu Merchantman $250 - 100m - Cost per meter = $2.5
Starfarer - $300 - 100m - Cost per meter = $3
Starfarer Gemini $340 - 100m - Cost per meter = $3.4
Retaliator Base $150 - 71m - Cost per meter = $2.11
Caterpillar $295 - 67m - Cost per meter = $4.4
Constellation Andromeda $220 - 61.10m - Cost per meter = $3.6
Carrack $350 - 123m - Cost per meter = $2.84
Ship | Price USD | Cargo Capacity | Ratio |
Banu Merchantman | $250.00 | 5018 | $0.05 |
Starfarer | $300.00 | 3321 | $0.09 |
Starfarer Gemini | $340.00 | 3321 | $0.10 |
Retaliator Base | $150.00 | 128 | $1.17 |
Caterpillar | $295.00 | 512 | $0.58 |
Constellation Andromeda | $220.00 | 134 | $1.64 |
Constellation Taurus | $150.00 | 243 | $0.62 |
Freelancer MAX | $140.00 | 123 | $1.14 |
Freelancer | $110.00 | 52 | $2.12 |
Carrack | $350.00 | 1058 | $0.33 |
From the above it is obvious that the Banu Merchantman is cheapest option per cargo unit. This is of course not taking into consideration the operational costs of each ship.
Except for the Retaliator Base, the Banu Merchantman also is the cheapest cost per meter. This is mainly because the Retaliator Base does not have the module costs factored into the length comparison. If the cargo modules are factored into the calculation, the Banu Merchantman is by far the cheaper.
Except for the Retaliator Base, the Banu Merchantman also is the cheapest cost per meter. This is mainly because the Retaliator Base does not have the module costs factored into the length comparison. If the cargo modules are factored into the calculation, the Banu Merchantman is by far the cheaper.
Subscribe to:
Posts (Atom)