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Nalin posted:That's because SteamVR isn't the one using the sensors. It only cares about what Oculus tells it. If you change your sensors, you have to re-run the sensor setup no matter what. I just found it funny that oculus 100% reset the setup. Like logged me the gently caress out of home, made me rerun the setup like a new user, setup guardian again. The entire setup again. not just "oh hey we gotta fix a sensor" deal. If thats normal, Simply adding a single camera, then woah, crazy. I get that steamVR "uses what oculus tells it' but remember, you had to setup steamVR at least once. It didnt lose its poo poo adding another "thing" to the system. Its just crazy to me that it treated me like I just bought the thing. PerrineClostermann posted:I really wish people stopped recommending this card. It's really not that great for this purpose. Yeah thankfully a quick uninstall of the drivers sorted me out or I would be looking for another option. Thankfully I really only needed a single extra usb 3.0 so lucky me everything worked out. PerrineClostermann posted:I started having some issues with the Startech card with extenders, but fixed it by uninstalling the drivers I found. Don't know why I installed them, Windows likes it just fine as is. So basically, Same solution that fixed mine. Yay for microsoft drivers! EbolaIvory fucked around with this message at 03:48 on Oct 4, 2017 |
# ? Oct 4, 2017 03:42 |
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# ? May 26, 2024 18:58 |
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I bought a rosewill card and haven't had any issues.
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# ? Oct 4, 2017 03:49 |
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EbolaIvory posted:I just found it funny that oculus 100% reset the setup. Like logged me the gently caress out of home, made me rerun the setup like a new user, setup guardian again. The entire setup again. not just "oh hey we gotta fix a sensor" deal. That isn't normal. You usually just need to go Settings > Devices > Configure Rift > Sensor Setup. It identifies the connected sensors, then you hold the Touch sensor in the air and pull the trigger, then you point it towards the monitor, then you draw the Guardian boundaries, then you put on the headset and calibrate the center/height. And then you are done.
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# ? Oct 4, 2017 04:53 |
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Nalin posted:That isn't normal. You usually just need to go Settings > Devices > Configure Rift > Sensor Setup. It identifies the connected sensors, then you hold the Touch sensor in the air and pull the trigger, then you point it towards the monitor, then you draw the Guardian boundaries, then you put on the headset and calibrate the center/height. And then you are done. Didn't think so. I still think even the process you describe is too much. More so since all i did was add a third sensor. I did not change my 360 setup (other 2 cameras, same place, room corners), or play space. I just bolted another camera to the corner of the room in front. I figure they MIGHT just make me run through it all with whatever was setup first and let me hit skip. Nope. Having to redo the guardian setup sucks dick, more so having to slam some quick bullshit boundry up, then go re-import your old saved walls using a third party app since you cant just tag the corners of the room with 4 dots and have it figure it out grrrrr... *I know this is super whine, I just feel like this shouldnt be this complicated for an end user. Sorry. Just arrrggggg! EbolaIvory fucked around with this message at 05:09 on Oct 4, 2017 |
# ? Oct 4, 2017 05:06 |
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EbolaIvory posted:Didn't think so. Stop whining. Oculus has to map your sensors locations, its height relative to the others, where they overlap and handoff and a ton of other stuff. How the hell is it supposed to know that if you just randomly plug one in? It has done no calibration of that sensor nor does it have a map of what that sensor can see to combine with the map the other two sensors can see.
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# ? Oct 4, 2017 05:41 |
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It's not unreasonable to say it's a hassle, that's part of the reason why inside out tracking is so necessary. Put on the headset, spin around, done.
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# ? Oct 4, 2017 05:50 |
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Lemming posted:It's not unreasonable to say it's a hassle, that's part of the reason why inside out tracking is so necessary. Put on the headset, spin around, done. Yeah. I'd not bitch if I was moving from front face to room scale or something. But my play space did not move, 2 sensors did not move, and I was already in room scale. The system did not need to reset my guardian or make me have to redraw that whole nonsense. I get the whole needing to "setup" the third sensor to a point. The controller capture part? Cool, Makes sense. But going through the whole deal guardian poo poo again felt really frustrating from an end user side. Thank christ for that guardian editor.
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# ? Oct 4, 2017 06:26 |
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rage-saq posted:Stop whining. Oculus has to map your sensors locations, its height relative to the others, where they overlap and handoff and a ton of other stuff. How the hell is it supposed to know that if you just randomly plug one in? It has done no calibration of that sensor nor does it have a map of what that sensor can see to combine with the map the other two sensors can see. If a camera is already tracking the position of an object and you add another tracked camera pointed at that already tracked object, you can then infer the position of the camera based on it. At least that should be technically possible, I'm not sure if Constellation has issues preventing this from happening.
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# ? Oct 4, 2017 06:35 |
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EbolaIvory posted:
It shouldn't, and yet is. I swear to god every time I've ever tried to demo VR for people there's like 30 minutes of me trying to figure out why the tracking is hosed up. Between fiddly rear end USB ports, bullshit "rotate your sensor as indicated" during setup, controllers randomly not registering... creates a great first impression, let me tell you. AndrewP fucked around with this message at 06:46 on Oct 4, 2017 |
# ? Oct 4, 2017 06:43 |
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How huge is your playspace you can't spend 20 seconds tracing it?
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# ? Oct 4, 2017 06:44 |
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AndrewP posted:It shouldn't, and yet is. I swear to god every time I've ever tried to demo VR for people there's like 30 minutes of me trying to figure out why the tracking is hosed up. Between fiddly rear end USB ports, bullshit "rotate your sensor as indicated" during setup, controllers randomly not registering... creates a great first impression, let me tell you. Yeah I cannot imagine taking a rift to someones house to demo it. Not unless you were going to stick to front facing. I'm so thankful to have a dedicated space. PCOS Bill posted:How huge is your playspace you can't spend 20 seconds tracing it? 9x9 Also, the time it takes me to dick with the guardian editor (Which thankfully is 3 clicks now that I have a saved space). It only takes you 20 seconds to draw your space? Took me at least a min or two to get the whole space covered in a big ol square Fun fact. Could not skip guardian setup and just slam my old settings in. Newp, Have to do the wall drawing poo poo first. Fun fun. Its fit and finish complaints. As an end user this is annoying poo poo. SwissCM posted:If a camera is already tracking the position of an object and you add another tracked camera pointed at that already tracked object, you can then infer the position of the camera based on it. At least that should be technically possible, I'm not sure if Constellation has issues preventing this from happening. Kinda how I expected it to work for the end consumer. And again if I was moving TO room scale it would have made sense. I wasnt. I just was adding a sensor. It makes me giggle how hardcore some of you guys defend really bad design choices. This is basic poo poo they could fix. It really hampers the normal end user exp and if you want this poo poo to continue to go main stream, this kind of stuff needs some polish. Not everyones a bunch of goons willing to dick with things all the time. EbolaIvory fucked around with this message at 07:27 on Oct 4, 2017 |
# ? Oct 4, 2017 07:12 |
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It takes me about 20-30 seconds to trace my 9x11' space.
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# ? Oct 4, 2017 07:23 |
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We're super nerds who set up stupid helmets and rearranged furniture or, in my case, chopped my bed in half. We're not normal consumers. If you need to redo setup a lot most people would just get annoyed and end up not using it.
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# ? Oct 4, 2017 08:04 |
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EbolaIvory posted:So this USB card. Yeah, this came up much earlier in the thread and definitely bears repeating and should probably be in the OP by this point. If you get the Inatek USB card, try using it without updating the drivers first. If it runs fine, leave it, because updating the drivers royally screwed things up for me until I uninstalled them and made them use the default Windows ones again. Speaking of which, does anyone run the Rift without using a USB card? My friend's getting one and has enough USB 3.0's on his PC so he opted not to get the card. I don't know if I should insist he gets it as well - I've heard using mainboard 3.0's can be a bit flawed. Songbearer fucked around with this message at 09:36 on Oct 4, 2017 |
# ? Oct 4, 2017 09:33 |
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There's a hands-on with the Samsung headset on roadtovr: https://www.roadtovr.com/samsung-odyssey-windows-vr-mixed-reality-headset-hands-on-preview/ Their tl;dr: Higher resolution: 1,440 x 1,600 vs. 1,440 x 1,440 (per eye) Higher performance display: OLED vs. LCD Wider field of view: 110 degrees vs. ~95 Integrated audio: AKG headphones + volume buttons vs. ‘bring your own’ Hardware IPD adjustment Also * Had issues getting the headset to fit perfectly * The screen is sharper than all headsets but still has SDE, loving pentile . It might actually be lower effective resolution than RGB * Controllers are modified and are more ergonomic, tracking still has some issues So it seems pretty good but not perfect, though at this point I'd probably want to try all of them back to back before choosing. Also there's still the LG one coming up.
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# ? Oct 4, 2017 12:12 |
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Songbearer posted:Speaking of which, does anyone run the Rift without using a USB card? My friend's getting one and has enough USB 3.0's on his PC so he opted not to get the card. I don't know if I should insist he gets it as well - I've heard using mainboard 3.0's can be a bit flawed. I do. I originally had no end of problems (video - thank god i don't have to deal with this anymore) but I traced it to some RAM incompatibility. I'm on an ASUS Z170-AR board, and I know for a fact I'm not the only one in the thread doing it. Someone helpfully said that they were running it too when I was having issues. I'm only running two sensors, mind, but I think that other person was one three?
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# ? Oct 4, 2017 13:40 |
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Also while we're bitching about Oculus, the fact that you can't do a lot of the setup stuff in the HMD is ridiculous. I'm extremely sick of clicking through the set up for the fourth time with my Rift half on my head and my controllers dangling off my wrists because for some reason this must be done with a mouse.
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# ? Oct 4, 2017 14:04 |
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Boxman posted:I do. I originally had no end of problems (video - thank god i don't have to deal with this anymore) but I traced it to some RAM incompatibility. Probably me you are talking about. I'm running without a card on an Asus Z170-A. I haven't had any major USB related problems and I'm running off of passive 10 foot extensions on the HMD and 2 of the 3 sensors. One of my sensors is plugged in to a 2.0 port. I do have one sensor that sometimes pops up in 2.0 mode even though it's on a 3.0 port but it doesn't actually affect tracking in any way. The cable from my rift developed a problem though, from the day I bought it there was a kink in it where the clip holds it to the strap on the side of the HMD. Eventually a wire broke in the cable right at that spot causing constant windows usb connected/usb disconnected sounds but never affected the functionality of the HMD. If I bent the cable right at the spot and held it that way under the clip the disconnections stopped so it was definitely a problem with the cable. I contacted oculus to try to get the cable replaced and they made me do a ton of troubleshooting steps including sending them logs, taking pictures, etc. They say they suspect the connection port in the HMD is the problem and not the cable for some reason so they insisted upon me sending the HMD to them instead. They say they'll send me a new HMD and cable as a replacement. I sent it to them a week ago and haven't heard from them since. It's annoying since I know it's just the cable but whatever.
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# ? Oct 4, 2017 14:11 |
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ahahaha holy jesus if this is what we can expect from Microsoft's biggest games property at the launch of their mixed reality headsets I don't see how it's not already dead in the water https://www.youtube.com/watch?v=QRoBezMrF3M
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# ? Oct 4, 2017 14:12 |
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The Walrus posted:ahahaha holy jesus if this is what we can expect from Microsoft's biggest games property at the launch of their mixed reality headsets I don't see how it's not already dead in the water Lmao, what the poo poo?
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# ? Oct 4, 2017 14:23 |
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Wow it's like I'm really playing a Point Blank mini game in my room!!!
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# ? Oct 4, 2017 14:35 |
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The Walrus posted:ahahaha holy jesus if this is what we can expect from Microsoft's biggest games property at the launch of their mixed reality headsets I don't see how it's not already dead in the water I've played some fake arcade cabinets in open world games with more gameplay than that.
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# ? Oct 4, 2017 14:53 |
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How does inside out tracking work with setting up some sort of guardian system? It would be great to not have to worry about external sensors, but I also don't want to punch my tv which is a few feet from my boundary.
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# ? Oct 4, 2017 14:55 |
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Did they forget they can render actual enemies and don't have the space limitations that a real arcade does?
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# ? Oct 4, 2017 14:57 |
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pretty soft girl posted:Wow it's like I'm really playing a Point Blank mini game in my room!!! https://www.youtube.com/watch?v=C6eRqMiAxQ0
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# ? Oct 4, 2017 15:01 |
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HerpicleOmnicron5 posted:Did they forget they can render actual enemies and don't have the space limitations that a real arcade does? I was expecting some clever twist where a wall blows out and actual Covenant invade the training session. Glad they continue to underwhelm at every opportunity.
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# ? Oct 4, 2017 15:14 |
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"FEEL like you are an actual recruit in the Halo universe and while we can show you a 3D rendered grunt at the beginning you will actually be shooting 2D ones on a big TV. Sorry military budget cuts."
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# ? Oct 4, 2017 15:36 |
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Songbearer posted:
The issue is USB bandwidth, which is dictated by controllers, not ports. That said, running in 2.0 mode is actually quite effective now.
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# ? Oct 4, 2017 15:50 |
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Look what Tested has https://www.youtube.com/watch?v=7JjiReFuQhs EDIT Alright so the controllers aren't identical, they are done by the manufactures because they mention the 'Samsung' one vs the other ones. The Windows Mixed Reality store thing is limited to Microsoft headsets, Vive and Oculus aren't invited lmao KakerMix fucked around with this message at 16:57 on Oct 4, 2017 |
# ? Oct 4, 2017 16:37 |
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So at this point one has to assume that nobody working at Microsoft is allowed any communication with the outside world, right? That's the only explanation for them constantly showing up with the lamest poo poo going "Eh? Eh? Did we blow your mind?"
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# ? Oct 4, 2017 17:23 |
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GhostDog posted:So at this point one has to assume that nobody working at Microsoft is allowed any communication with the outside world, right? That's the only explanation for them constantly showing up with the lamest poo poo going "Eh? Eh? Did we blow your mind?" It's what they have (remember their headset only runs funky UWP/WinStore VR builds right now), but holy hell they should've paid 100k to have gotten Space Pirate trainer or anything better than that. I'm sure their looking at Business VR more than personal VR but yeah this looks like junk.
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# ? Oct 4, 2017 17:45 |
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Super Dude posted:How does inside out tracking work with setting up some sort of guardian system? It would be great to not have to worry about external sensors, but I also don't want to punch my tv which is a few feet from my boundary. I don't believe there is any intention to have an kind of guardian with the Microsoft MR. I'm not sure it would be feasible to have a guardian with inside out Visual only tracking. They could pretty easily add a system like Kintect/Iphone X to do distance tracking with IR transmitters. I believe they have that on Hololens but not on these MR headsets. The lack of any kind of guardian and incredibly flimsy controllers is a horrible combination. I expect a rev 2 of the controllers within months that makes the stem like 5X as think.
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# ? Oct 4, 2017 17:47 |
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The Walrus posted:ahahaha holy jesus if this is what we can expect from Microsoft's biggest games property at the launch of their mixed reality headsets I don't see how it's not already dead in the water Well this guy was impressed https://www.youtube.com/watch?v=rIC0mk7I63A e: actually don't watch that dumb video, but it's a guy who never used VR before jizzing his pants over the thing BMan fucked around with this message at 17:55 on Oct 4, 2017 |
# ? Oct 4, 2017 17:49 |
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pretty soft girl posted:Wow it's like I'm really playing a Point Blank mini game in my room!!! Actually I just thought about this, Namco where are my VR ported collections of time crisis and point blank I will spend any amount of money
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# ? Oct 4, 2017 18:15 |
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pretty soft girl posted:Actually I just thought about this, Namco where are my VR ported collections of time crisis and point blank I will spend any amount of money Retro Arcade Neon. Enjoy, you're welcome.
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# ? Oct 4, 2017 18:17 |
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Bwahaha, a "mixed-reality headset that only does VR." Microsoft at its best.
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# ? Oct 4, 2017 18:47 |
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I thought at first it was a bad mixed reality because why else would you play that kind of lovely black and blue game, except to maybe showcase how mixed reality could work? But no, lol, it's just really bad VR.
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# ? Oct 4, 2017 18:51 |
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The Walrus posted:Retro Arcade Neon. Enjoy, you're welcome. Time crisis work good in that? I keep seeing you have to tinker but if there's easy to drive download packs that would be dope
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# ? Oct 4, 2017 19:21 |
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I really hope DCC gets back to development on New Retro Arcade Neon at some point, seems like they dropped it around March to focus on their (kinda terrible-looking) early access shooter. A couple weeks ago I bought NRA, dove in, and hit a lot of bad, hard bugs in emulation and video playback that made me return it.
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# ? Oct 4, 2017 19:21 |
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# ? May 26, 2024 18:58 |
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The Walrus posted:Retro Arcade Neon. Enjoy, you're welcome. This looks amazing. But how does the lack of ROMs work with the multiplayer component? Does everyone need the same ROM set dropped into a directory somewhere? Or can everyone play if the host has it? The latter feels too good to be true.
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# ? Oct 4, 2017 19:38 |