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Didn't someone want to sue because they were "groped" in a VR space?
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# ? Jul 24, 2017 17:36 |
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# ? May 28, 2024 15:15 |
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Yeah I really can't bring myself to do multi games in VR, having someone feel physically present freaks me out. Doesn't help that the vast majority of games are team-based, I'm a lot happier going solo and not having to worry about other people. Happily it looks like I'll have a buddy joining me soon, so I'm really excited to try out all the games I've missed. I think I've only played Ripcoil and Dead & Buried with mics off so far.
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# ? Jul 24, 2017 17:43 |
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Buca di Bepis posted:I'm about ready to toss this loving Vive through a window. I used the thing for months without an issue, but for the last few weeks I've been getting tracking errors where the display will stutter when moving my head. I've tried all the troubleshooting steps I could find, like making sure the firmware was up to date, cleaning and reinstalling NVidia drivers (and reverting to a previous version), hiding all reflective surfaces in the room, cleaning and re-positioning the base stations, uninstalling SteamVR and reinstalling (and using the beta version), switching to another USB 3.0 port, closing unnecessary active programs, and turning off all the fancy SteamVR settings. Is there anything else I can do? Take the cables from the Vive and directly plug them into the HDMI port/UBS 2.0 port on your desktop. In the SteamVR settings disable the pass through camera. If I route my USB through the linkbox I have some errors. Using usb 2 works better for me than 3, disabling the camera helps, and directly connecting to the desktop instead of through the linkbox all help for me. Also use process monitor/task manager and the SteamVR frame timing to make sure everything is working correctly the games should use something like 15-30% CPU and should be ~70% idle. Also using a tool like MSI afterburner to make sure your GPU load is also correct (probably like 20-50% at most). Slowly updating positions actually sound like more low frame rate then tracking issues. You can check the frame rate with Fraps as well (should be rock solid 90). If the Vive loses tracking the screen goes grey almost immediately. Stick100 fucked around with this message at 17:50 on Jul 24, 2017 |
# ? Jul 24, 2017 17:44 |
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Buca di Bepis posted:I'm about ready to toss this loving Vive through a window. I used the thing for months without an issue, but for the last few weeks I've been getting tracking errors where the display will stutter when moving my head. I've tried all the troubleshooting steps I could find, like making sure the firmware was up to date, cleaning and reinstalling NVidia drivers (and reverting to a previous version), hiding all reflective surfaces in the room, cleaning and re-positioning the base stations, uninstalling SteamVR and reinstalling (and using the beta version), switching to another USB 3.0 port, closing unnecessary active programs, and turning off all the fancy SteamVR settings. Is there anything else I can do? You aren't using f.lux are you? If so, turn that off or into Safe Mode. This is what was causing my issues for about four months.
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# ? Jul 24, 2017 17:57 |
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So apparently you're supposed to be able to play normal steam games on a virtual screen in VR? But it never loads for me. What's up with that?
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# ? Jul 24, 2017 18:00 |
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PerrineClostermann posted:Didn't someone want to sue because they were "groped" in a VR space? It was more like, some weirdo did a "study" to measure how uncomfy women would be if he groped them. Then the Tubmlr crowd wanted to sue him for even thinking of it or something.
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# ? Jul 24, 2017 18:02 |
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Buca di Bepis posted:I'm about ready to toss this loving Vive through a window. I used the thing for months without an issue, but for the last few weeks I've been getting tracking errors where the display will stutter when moving my head. I've tried all the troubleshooting steps I could find, like making sure the firmware was up to date, cleaning and reinstalling NVidia drivers (and reverting to a previous version), hiding all reflective surfaces in the room, cleaning and re-positioning the base stations, uninstalling SteamVR and reinstalling (and using the beta version), switching to another USB 3.0 port, closing unnecessary active programs, and turning off all the fancy SteamVR settings. Is there anything else I can do? I was having the same "stutter when turning head side to side" issue on Vive with a 1080 Ti and it was caused by the Nvidia 384 drivers (https://www.reddit.com/r/Vive/comments/6km6rc/has_anybody_had_problems_from_latest_nvidia_384/). I used Display Driver Uninstaller to remove all traces of the 384 drivers, did a clean install of the 382 drivers, and the stuttering went away immediately.
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# ? Jul 24, 2017 18:19 |
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PerrineClostermann posted:So apparently you're supposed to be able to play normal steam games on a virtual screen in VR? But it never loads for me. What's up with that? If you launch a normal game from the VR menu it should "just work". If it's not, check this setting:
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# ? Jul 24, 2017 19:57 |
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ATTN Oculus users playing SteamVR games: Do not set your SteamVR supersampling above 2.4 as it doesn't increase the pixel density sent to the Oculus rift. You will need to set your Oculus supersample or a combination of Oculus and SteamVR to increase your pixel density beyond 1.62 Oculus PD / 2.4 SteamVR SS. I started a thread on the Oculus forums hoping to get some kind of response from Oculus on the subject here: https://forums.oculus.com/community/discussion/comment/539200 I discovered this last week looking to see if the default 1.4 supersample in Oculus was multiplied by the default 1.4 supersample in SteamVR. The good news is that it doesn't, if you have SteamVR set to 1.0 and Oculus set to 1.0 you get 1406x1600.
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# ? Jul 24, 2017 20:30 |
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wolrah posted:If you launch a normal game from the VR menu it should "just work". How do I access the VR menu? I'm using a Rift, and hititng the home button on my Xbone controller just brings up Oculus Home. I tried launching from desktop, and the game starts while VR just displays a spinning screen.
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# ? Jul 24, 2017 20:43 |
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PerrineClostermann posted:How do I access the VR menu? I'm using a Rift, and hititng the home button on my Xbone controller just brings up Oculus Home. I'm a Vive owner so I have no idea about the Oculus stuff, but there's been a lot of discussion of SteamVR use on Oculus in recent pages so I'd say look through that.
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# ? Jul 24, 2017 21:07 |
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PerrineClostermann posted:How do I access the VR menu? I'm using a Rift, and hititng the home button on my Xbone controller just brings up Oculus Home. Did you try the back button? SteamVR seemed to take over that button when I was doing rift stuff with an xbone controller.
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# ? Jul 24, 2017 21:19 |
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PerrineClostermann posted:How do I access the VR menu? I'm using a Rift, and hititng the home button on my Xbone controller just brings up Oculus Home. Honestly if you want to play traditional games in a theater setting, I would just use bigscreen, move to one of the theater environments, and not bother with theater mode in steam. Bigscreen works really well, is free, has a bunch of different environments and theaters. If you have friends in vr as well you can play games while chatting and hanging out with them. But yeah, if you really want to use the steam virtual cinema "back" on the xbone controller should bring up the steam menu. However I did just try and test it myself, and while i've done theater mode before, I couldn't get it to work now. I don't know if something is buggy with steam or what, but things just launched on the desktop and wouldn't load into the theater for me. Weird.
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# ? Jul 24, 2017 22:06 |
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I really wish steam would just use a double tap of the guide button. Tap once for the oculus menu, then twice to close the oculus menu and then open the steam VR menu.
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# ? Jul 24, 2017 23:35 |
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PerrineClostermann posted:So apparently you're supposed to be able to play normal steam games on a virtual screen in VR? But it never loads for me. What's up with that? Its computers man what do you expect. Yes you're supposed to be able to do that. I guess something is wrong! Do some troubleshooting! PerrineClostermann posted:How do I access the VR menu? I'm using a Rift, and hititng the home button on my Xbone controller just brings up Oculus Home. Can you just launch steam VR first, and then open the game from within that? If its a non-VR game it should work that way. Don't launch it from steam, get into steam vr first. Click the VR button on steam taskbar? Its on the right.
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# ? Jul 24, 2017 23:42 |
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With the Oculus, is there an easy way to set up different heights for demos, or is that just for the sensor setup and shouldn't matter for the end use once they're calibrated? In the Devkit, you used to setup 'profiles'. I've only demoed the unit a couple of times, and I've noticed the floor depth was out / or the sensors were behaving strange. I wondered if it was because both instances had someone significantly shorter than me, and someone significantly taller than me. I haven't had this occur for myself however.
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# ? Jul 25, 2017 00:07 |
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Parker Lewis posted:I was having the same "stutter when turning head side to side" issue on Vive with a 1080 Ti and it was caused by the Nvidia 384 drivers (https://www.reddit.com/r/Vive/comments/6km6rc/has_anybody_had_problems_from_latest_nvidia_384/). Yep, this was it. The 1080 Ti seems to be a special case on top of being a relatively rare config so that made troubleshooting pretty hard - at least with the terms I was using. I had tried rolling back to a different version but I didn't roll back far enough.
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# ? Jul 25, 2017 00:18 |
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I just set up a 3rd sensor, hard mounted my sensors to my ceilings, spread them out, used a USB extension/hdmi extension, and some ceiling hooks and I've got a pretty awesome 360 degree roomscale setup now. I am all in on VR. I've spent more than the pre-summer-sale price on all the games/addons I've bought with the rift bundle and it all feels totally worth it. It just took that price drop to get me to try it and see that it is indeed not even on the same planet as crappy phone VR.Isometric Bacon posted:With the Oculus, is there an easy way to set up different heights for demos, or is that just for the sensor setup and shouldn't matter for the end use once they're calibrated? In the Devkit, you used to setup 'profiles'. The height input in the initial setup is really just to get a floor measurement without putting the thing on the floor. You put in your height, then it calculates the floor by subtracting the height of the unit at the start of the in-vr setup from what you entered in at the setup and then saves that as the floor level. Any subsequent uses of VR should use that floor level setting to calibrate the virtual floor with your actual floor. If tracking is wonky for people shorter than you perhaps your sensors are placed too high or are pointing too far upward.
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# ? Jul 25, 2017 00:20 |
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So my (Vive) headset is for sure broken, I'm about a month out of warranty too so I'm presumably going to have to pay for repairs, anyone have any idea what the repair/replacement process looks like for HTC? Am I going to be VR-less for several months while I wait for the turnaround?
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# ? Jul 25, 2017 00:28 |
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Talorat posted:So my (Vive) headset is for sure broken, I'm about a month out of warranty too so I'm presumably going to have to pay for repairs, anyone have any idea what the repair/replacement process looks like for HTC? Am I going to be VR-less for several months while I wait for the turnaround? Welllllll there is a real thing to where it will cost as much to repair it as to buy an Oculus if the last quote someone posted was anything to go by. Is there any third-parties repairing these?
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# ? Jul 25, 2017 00:30 |
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KakerMix posted:Welllllll there is a real thing to where it will cost as much to repair it as to buy an Oculus if the last quote someone posted was anything to go by. Is there any third-parties repairing these? The Apple way.
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# ? Jul 25, 2017 00:33 |
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Cojawfee posted:Did you try the back button? SteamVR seemed to take over that button when I was doing rift stuff with an xbone controller. Well, this started working. I'll have to try launching something from it soon, been so immersed in other stuff I forgot to try that.
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# ? Jul 25, 2017 00:38 |
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Talorat posted:So my (Vive) headset is for sure broken, I'm about a month out of warranty too so I'm presumably going to have to pay for repairs, anyone have any idea what the repair/replacement process looks like for HTC? Am I going to be VR-less for several months while I wait for the turnaround? What is broken exactly? Could it maybe just be the cable thats out and needs to be replaced?
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# ? Jul 25, 2017 00:56 |
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It's definitely not the cables, I meticulously went through and replaced every part of the system between the headset and the TV and the only thing that makes any difference is using a different headset. It appears that the headset fails to boot in some way, in SteamVR it shows as "Headset not tracking" but in actuality if you go to the developer options you can see that only some of the USB devices come online before quickly disconnecting and then repeating the process infinitely. If it's going to cost more to repair it than buy a new one I may just attempt to crack it open and repair it myself. Maybe I'll get lucky and there will be something obviously disconnected.
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# ? Jul 25, 2017 01:33 |
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Talorat posted:It's definitely not the cables, I meticulously went through and replaced every part of the system between the headset and the TV and the only thing that makes any difference is using a different headset. It appears that the headset fails to boot in some way, in SteamVR it shows as "Headset not tracking" but in actuality if you go to the developer options you can see that only some of the USB devices come online before quickly disconnecting and then repeating the process infinitely. Maybe someone else out there is selling their also-broken Vive?
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# ? Jul 25, 2017 01:35 |
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Have you tried it on another computer? Sometimes USB is really dumb. I had a device that would show up in Linux but stopped working entirely in Windows.
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# ? Jul 25, 2017 01:58 |
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Did this get mentioned? Looks like you can preorder an oculus roomscale bundle for under 500 on Amazon? https://www.amazon.com/Oculus-Roomscale-Bundle/dp/B0742X33DD/
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# ? Jul 25, 2017 05:01 |
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PerrineClostermann posted:Did this get mentioned? Looks like you can preorder an oculus roomscale bundle for under 500 on Amazon? Well, the bundle is already $400 without the camera, so this is $56.88 plus sales tax for the third camera on Amazon. Oculus is selling the third camera with no sales tax and free shipping for $59 on their site though: https://www.oculus.com/accessories/ ... and I just got a third on their site.
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# ? Jul 25, 2017 05:12 |
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PerrineClostermann posted:Did this get mentioned? Looks like you can preorder an oculus roomscale bundle for under 500 on Amazon? That seems weird, only because its basically no different from just buying the bundle and 3rd separately. I don't really understand the benefit. I'll be interested in seeing the new touch package when people start getting them though. No more xbone controller in the box, but I guess it has a redone foam pad that looks a lot fancier: https://www.youtube.com/watch?v=_KufiuL1FOM&t=1050s Edit: vvvvv Tom Guycot fucked around with this message at 05:45 on Jul 25, 2017 |
# ? Jul 25, 2017 05:21 |
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Tom Guycot posted:That seems weird, only because its basically no different from just buying the bundle and 3rd separately. I don't really understand the benefit. One click instead of two?
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# ? Jul 25, 2017 05:32 |
in the future vr will be p. cool. its still p. cool now, but in the future it will be, too https://www.oculus.com/blog/vrs-grand-challenge-michael-abrash-on-the-future-of-human-interaction/ Delta-Wye fucked around with this message at 07:47 on Jul 25, 2017 |
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# ? Jul 25, 2017 07:43 |
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Delta-Wye posted:in the future vr will be p. cool. its still p. cool now, but in the future it will be, too Oh yeah man, I can't wait to see what people come up with. Right now it's like "Let's make Call of Duty but for my face monitor!!". Wait until people start really experimenting with stuff like this and you get literally out of this world experiences which make enouch cohesive sense to be totally immersive. The amount of blue ocean for VR is loving insane and I can't wait to see where we go.
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# ? Jul 25, 2017 08:47 |
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Delta-Wye posted:in the future vr will be p. cool. its still p. cool now, but in the future it will be, too I really wish he'd spent more time talking about the issues of haptic feedback, which stands to me as one of the bigger design bottlenecks facing "true VR". Lack of tangible touch feedback and weight are real immersion breakers, and while I've seen some novel attempts at addressing them (an automated moving weight system, a sonic-based pressure generator, etc.) I haven't come across anything that strikes me as usable in a consumer sense.
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# ? Jul 25, 2017 10:00 |
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Context posted:Is there really no way to play Echo Arena with friends yet? That seems like a huge omission. KakerMix posted:The heck does Oculus software still not have friends lists that are usable or is that an Echo Arena thing? Their content is awesome but they are being weird as hell about the actual platform.
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# ? Jul 25, 2017 11:04 |
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Also, didn't see the latest episode of Projections (Tested's VR series) posted here yet - they look at the newly announced Marvel VR game, but more importantly they have an interview with Nate Mitchell which includes some stuff about Oculus Home, Rooms etc.: https://www.youtube.com/watch?v=_KufiuL1FOM Basically it sounds like they're trying to put together a new version of Home that incorporates social stuff and so on (something Rooms-like, if not Rooms itself). More at OC4. That's in October though. e: vvvI reed thred gud El Grillo fucked around with this message at 18:08 on Jul 25, 2017 |
# ? Jul 25, 2017 18:02 |
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It's like six posts up
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# ? Jul 25, 2017 18:05 |
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BTW out of interest what app on Oculus is small and useless enough that people download it & replace it with a link to SteamVR? e: 'Urban Zombie Hunter' it is. El Grillo fucked around with this message at 18:36 on Jul 25, 2017 |
# ? Jul 25, 2017 18:30 |
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Talorat posted:It's definitely not the cables, I meticulously went through and replaced every part of the system between the headset and the TV and the only thing that makes any difference is using a different headset. It appears that the headset fails to boot in some way, in SteamVR it shows as "Headset not tracking" but in actuality if you go to the developer options you can see that only some of the USB devices come online before quickly disconnecting and then repeating the process infinitely. Try skipping the linkbox. Connect the USB and HDMI cable directly to your computer. Just use the linkbox for power. Also connect to a USB 2 port, and turn off the camera. I used to have some similar issues occasionally, skipping the linkbox, using usb2 and camera has fixed it. I haven't had the issue in 6mo or so now. I'm also positive the issue was the linkbox, but you don't need to use it. Stick100 fucked around with this message at 19:48 on Jul 25, 2017 |
# ? Jul 25, 2017 19:45 |
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El Grillo posted:BTW out of interest what app on Oculus is small and useless enough that people download it & replace it with a link to SteamVR? Looks like they are going to be adding linking to outside apps natively this newest patch: https://forums.oculus.com/community/discussion/55356/third-party-apps-and-rift-1-17-update/
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# ? Jul 25, 2017 20:25 |
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# ? May 28, 2024 15:15 |
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Poetic Justice posted:Looks like they are going to be adding linking to outside apps natively this newest patch: Apparently any non-Home VR app is automatically added to Home when you launch that app. Including all the various SteamVR games which only use OVR not the Oculus SDK native. e: actually only some SteamVR games are being added to my Home library so don't know. El Grillo fucked around with this message at 21:03 on Jul 25, 2017 |
# ? Jul 25, 2017 20:43 |