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Neddy Seagoon posted:I really wish more games would go for estimated arm positions and a body rather than free-floating hands. It looks far cooler and feels much more immersive. Oh dont' worry, modders will fix that, which is part of why I don't mind waiting to pick it up. Even just last week I saw a mod someone made to give you hands instead of controllers floating. i figure within a few months there will be mods that give you your whole body when you look down.
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# ? Apr 14, 2018 13:35 |
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# ? May 9, 2024 22:43 |
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Tom Guycot posted:Oh dont' worry, modders will fix that, which is part of why I don't mind waiting to pick it up. Even just last week I saw a mod someone made to give you hands instead of controllers floating. i figure within a few months there will be mods that give you your whole body when you look down. Just reading this and when I got to your mention of mods and a whole body the first thing that popped into my head was looking down at one of those over-exaggerated porn-mod bodies and now I can't stop laughing.
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# ? Apr 14, 2018 13:37 |
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Neddy Seagoon posted:Just reading this and when I got to your mention of mods and a whole body the first thing that popped into my head was looking down at one of those over-exaggerated porn-mod bodies and now I can't stop laughing.
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# ? Apr 14, 2018 13:57 |
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Huh, Skyrim doesn’t apply gravity if you walk over an edge in roomscale where Fallout 4 does. Thought I’d take the quick way down a room with several tiers of walkways and nope, hover in midair somewhat unnervingly.
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# ? Apr 14, 2018 14:37 |
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NoneMoreNegative posted:Huh, Skyrim doesn’t apply gravity if you walk over an edge in roomscale where Fallout 4 does. Thought I’d take the quick way down a room with several tiers of walkways and nope, hover in midair somewhat unnervingly. That's because your hitbox doesn't move with you in Skyrim, whereas it does in Fallout. 2 steps forward, 1 step back, but none of them are registered.
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# ? Apr 14, 2018 14:45 |
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It's a bit more complicated than that; the hitbox DOES move but it's only on certain events like switching weapons, it's not constantly updated. The devs are supposedly working on a patch to address this.
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# ? Apr 14, 2018 15:22 |
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Neddy Seagoon posted:I really wish more games would go for estimated arm positions and a body rather than free-floating hands. It looks far cooler and feels much more immersive. Someones already found a way to replace the vive wand models with NPC hand models by editing the .ini. Unfortunately it loads the right hand model for both wands. I'm using skeleton hands right now.
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# ? Apr 14, 2018 16:05 |
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Phenotype posted:Can you get Steam games to load from the Oculus app? Elite Dangerous gave me a code to put into the Oculus store so it's registered on both, I was kinda hoping Humble Store Star Trek would do the same thing. I'm playing LA Noire right now through Steam, and while I've checked the Show Unknown Apps button and the LA Noire icon is actually showing up in the Oculus app, it gives an error when I try to launch it, and only works if I run it through SteamVR. It is a major pain in the rear end to do it. If you launch a Steam app outside of Steam, it won't let it run unless you click OK on a popup, so you really need to have Dash 2.0 installed so you can click the button through VR to launch it (or else you do it outside of VR and nullify any advantage of launching through VR). Also, doing it through Oculus implies that you didn't launch SteamVR beforehand. If you didn't manually launch SteamVR, when the game exits, the SteamVR executables will still be running in the background; Steam won't close them. Because of this, Oculus thinks the game is still running so you have to manually End Task SteamVR's exes. But, I think your problem is that you need to launch Elite Dangerous through a launcher app. Most likely Oculus is trying to launch the E:D exe directly, which would give you an error. You have to launch E:D outside of VR (or do it through Oculus Dash 2.0).
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# ? Apr 14, 2018 16:37 |
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Yeah, I just continue to launch steamvr through oculus home and then the game from within that. Any other way just has problems right now. I hope with the new API merging there will be better support for direct launching on any platform you like but I'm honestly not holding my breath. Both want to be the launcher.
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# ? Apr 14, 2018 17:21 |
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Neddy Seagoon posted:I really wish more games would go for estimated arm positions and a body rather than free-floating hands. It looks far cooler and feels much more immersive.
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# ? Apr 14, 2018 19:12 |
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Ralith posted:Disagree. Seeing some weird IK arms that don't perfectly match mine is the opposite of immersive. I don't mind it that much, but it's not a good thing. I take it you dislike its use in Lone Echo and Raw Data then.
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# ? Apr 14, 2018 19:15 |
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HerpicleOmnicron5 posted:I take it you dislike its use in Lone Echo and Raw Data then.
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# ? Apr 14, 2018 19:18 |
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HerpicleOmnicron5 posted:I take it you dislike its use in Lone Echo and Raw Data then. It worked really well in lone echo. The ghost system they used when you moved in an impossible way for a constrained grip was cool too.
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# ? Apr 14, 2018 19:28 |
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I know that “just buy a card with a bunch of USB 3.0 slots” is the usual answer, but has a USB hub come out in the past few years that a Rift can passably play nice with?
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# ? Apr 14, 2018 19:50 |
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Hot Dog Day #82 posted:I know that “just buy a card with a bunch of USB 3.0 slots” is the usual answer, but has a USB hub come out in the past few years that a Rift can passably play nice with?
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# ? Apr 14, 2018 20:18 |
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I think some USB hubs work. Check the oculus reddit there should be advice theremashed_penguin posted:It worked really well in lone echo. The ghost system they used when you moved in an impossible way for a constrained grip was cool too.
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# ? Apr 14, 2018 20:38 |
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Gah, I've played so much Skyrim VR today my face is physically tired from my Rift sitting on it. I'm very glad it was made. I really hope TES VI has VR support natively, but optionally, so I can VR when I feel like and 2D when I don't. And I know it's probably possible to do Skyrim VR and Skyrim SSE cross-save compatibility, I'm just hesitant about introducing bugs that will only rear their head much later. I don't know if I'll be doing any future playthroughs in VR, unless people dig into it and discover hey, things are fine when you move saves around, and then I'll do a good chunk in VR.
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# ? Apr 14, 2018 21:50 |
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What movement controls do you guys use in Skyrim VR? It doesn't quite make me motion sick but using the trackpads to move and turn feels awkward. Mostly because my thumb will accidentally touch the movement trackpad and I'll move when I wasn't intending to.
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# ? Apr 14, 2018 21:52 |
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Mustang posted:What movement controls do you guys use in Skyrim VR? It doesn't quite make me motion sick but using the trackpads to move and turn feels awkward. Mostly because my thumb will accidentally touch the movement trackpad and I'll move when I wasn't intending to. I have all the safety features off, full movement, etc. It was a little daunting at first with how forced the beginning scripted sequences are but otherwise I was able to get used to it, you just have to stop yourself from turning via the left stick so fast.
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# ? Apr 14, 2018 21:57 |
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A USB hub will work if your controller can handle two cameras on it. https://www.oculus.com/blog/oculus-roomscale-balancing-bandwidth-on-usb/ According to Oculus, they recommend attaching two cameras to each controller. If your controller is powerful enough, you could probably get 3 on it, or maybe even 4. But, as they've found out, that isn't often possible in the real world even if the specs say it should be possible. Often the controller can't process anywhere near what it should be able to process.
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# ? Apr 14, 2018 21:58 |
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The Oculus home hands are great and I wish more games used them. Not-quite-right arms don't do it for me.
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# ? Apr 14, 2018 22:01 |
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You need a USB hub with a controller for each port like this one: https://www.amazon.com/Express-Supe...ds=startech+usb Notice how it is much more expensive than most usb hubs? Its because most hubs only have one or possibly two controllers on them.
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# ? Apr 14, 2018 22:12 |
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Ralith posted:Disagree. Seeing some weird IK arms that don't perfectly match mine is the opposite of immersive. I don't mind it that much, but it's not a good thing. "I don't like it" and "It's not a good thing" are different opinions. I personally like body presence, even if it is a flawed IK structure. I wish more games used it like Raw Data, especially rpgs like Skyrim or FO4 where gloves and outfits are customized. That said, I also am in favor of it being a settings option for people who don't.
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# ? Apr 14, 2018 22:48 |
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I'm a PSVR user and I'm not a big fan of the fake body stuff. Farpoint (the game that uses the big gun peripheral) does it and while it looks really good on the arms whenever I look down half my view is obscured by my body because it moves with my head. EDIT: Another thing I don't like is when the HUD moves with your head instead of your position in the game. It means I can never quite read my objectives in DOOM - when I try to move my head the writing moves too. (I have a problem with my eyes that makes moving them too much while keeping them focused difficult.) cargohills fucked around with this message at 23:03 on Apr 14, 2018 |
# ? Apr 14, 2018 22:58 |
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Alpha Phoenix posted:"I don't like it" and "It's not a good thing" are different opinions. Agreed. I like seeing my arms, and games that have that typically have settings for height and what not. Its not perfect, but its a nice feature. Mustang posted:What movement controls do you guys use in Skyrim VR? It doesn't quite make me motion sick but using the trackpads to move and turn feels awkward. Mostly because my thumb will accidentally touch the movement trackpad and I'll move when I wasn't intending to. Full movement no safe stuff enabled. I have what would be considered pretty good VR legs, and honestly I havent been playing full movement loco games outside of stand out with pro-loco lately, and going back to skyrim threw me off. Itll click and be fine. Just keep at it. As long as you're not getting sick you'll get better.
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# ? Apr 14, 2018 23:00 |
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Hot Dog Day #82 posted:I know that “just buy a card with a bunch of USB 3.0 slots” is the usual answer, but has a USB hub come out in the past few years that a Rift can passably play nice with? Hubs will, at best, perpetuate the existing situation (which might be semi functional) and on average make things worse. Hubs put more bandwidth, packers and processing on a single controller, when with the Oculus system (and other high load USB systems like Multi hdd units etc) what you want is more controllers with less stuff on them to spread the load across. The other thing that is also often a problem is power delivery, which can have both software driver, firmware and actual power wiring issues. Startech makes a 4 controller 4 port card that solves all those problems. It lets you run 4 sensors at USB3 without even batting an eye, allowing you to put your rift USB wherever else you have a low contention USB controller. That’s what I run and I’ve recommended it to many people who have had similar issues and it solves all those issues dead.
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# ? Apr 14, 2018 23:00 |
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rage-saq posted:Hubs will, at best, perpetuate the existing situation (which might be semi functional) and on average make things worse. Echoing this. IF you can afford it, its worth not loving with again. I personally cheaped out and went the inateck route, and while I did finally get it sorted and it works fine. It was a loving nightmare for a while troubleshooting it.
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# ? Apr 14, 2018 23:01 |
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When I first tried OrbusVR I was worried I made a huge mistake... but after a couple of hours sticking with it I am actually really enjoying it. You just have to get used to the fact that monsters have absolutely no hit reaction whatsoever. Also it can be kind of pretty when it wants to be. (High settings)
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# ? Apr 14, 2018 23:02 |
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I think half the reason I like teleport movement in skyrim is that I can teleport-walk about twice as fast as the horse travels. It speaks to my ADD nature.
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# ? Apr 14, 2018 23:16 |
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Bhodi posted:I think half the reason I like teleport movement in skyrim is that I can teleport-walk about twice as fast as the horse travels. It speaks to my ADD nature. I got told this, and might give teleport a shot. Running is so loving slow feeling. Even on a horse. Do you normally use free movement otherwise? (In other games I mean)
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# ? Apr 14, 2018 23:21 |
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EbolaIvory posted:I got told this, and might give teleport a shot. Running is so loving slow feeling. Even on a horse. I'm happy with whatever doesn't make me sick. For me that's mostly smooth turning, so I'll almost always enable snap turn. If you do try it, you might want to bump up fTeleportLineDistanceScalar for distance (I used 0.2250 from 0.1250) and lower fTeleportDuration (I used 0.0200 from 0.0600). Bhodi fucked around with this message at 23:30 on Apr 14, 2018 |
# ? Apr 14, 2018 23:28 |
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Bhodi posted:It depends, I'm happy with either. I'm comfortable with stand out, pavlov and onward's stick movement, in doom I actually use both - TP for long distances but thumbstick for close combat or ducking out from cover. . Minecraft's stick movement is fine but I did enable snap turning. I used TP in obduction. I really like Payday 2's "dash" style teleport mechanic as a nice compromise between the two. Honestly the only movement I don't totally care for is gorn's "grab the air and pull yourself along" though climbey's slightly different "swing your arms" is also fine Cool, Thanks. I'm primarily a Pro-Loco player in stand out, so anything other than that IMO sucks so joysticks been kind of weird since I basically play Stand out, And music games these days. The running is just so slow though in skyrim that running around feels like such a slog. Gonna give it a try I think. Thanks again. EDIT: Same with turning. Smooth is alright, but snaps just better for me too. and LOL at those FOV shrinking gimmicks. That poo poo makes me sicker than without. Instant feeling sick when thats on. Probably the claustrophobia.
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# ? Apr 14, 2018 23:30 |
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I started the ‘Break of Dawn’ quest in Skyrim and forgot the goddess whisks you off up into the air to brief you on the mission, it was a bit more surprising in VR I also managed to dupe the Dawnbreaker sword at the end of the quest somehow, and having one in each hand and going to town on vampires with them is a laugh riot
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# ? Apr 14, 2018 23:44 |
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Free movement but snap turning and max FOV blurring, gives me about an hour before I need to sit down with the VR sweats. Suddenly starting to sympathise with the earlier poster missing third person view and/or a dressy up paper doll, somehow not having it is worse for immersion. Appreciate that your arms wouldn't match the stock models, but hopefully some genius modder with fond memories of Die By The Sword will step up.
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# ? Apr 14, 2018 23:45 |
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The nice thing about not being able to see myself in Skyrim VR is not feeling the need to download 1,500 armor mods to satisfy my obsession with looking as badass as possible. I was using that goon guide to Skyrim mods earlier, gonna boot it up and check it out. I like just rolling around that world, as much as I didn’t like it when it first came out, it really feels a lot better in VR with the lack of fully realized games on it.
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# ? Apr 15, 2018 00:05 |
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Way of the Voice is a key mod for SkyrimVR. Voice commands used to select spells/shouts, also quicksave/load, open map, etc. "Healing left." Quick pause for the console input, healing spell on the left hand. "Unrelenting force," now that's your equipped shout. Not having to put any spells or abilities in the favorites list is amazing. Hell, even on pancake Skyrim this would be awesome, wish I'd known about it sooner.
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# ? Apr 15, 2018 01:06 |
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Deuce posted:Way of the Voice is a key mod for SkyrimVR. You didn't answer the important questions though. Can you make it so you can yell Fus Ro Dah to trigger the Fus Ro Dah? Can you make it then start to play that Viking music in the background like in the commercials?
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# ? Apr 15, 2018 01:16 |
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There is no way TES VI will have VR built-in. Why would they? The more "platforms" they release it on, the more times people have to buy it. I wouldn't be at all surprised to see it come out like a mod though. Apogee15 fucked around with this message at 03:54 on Apr 15, 2018 |
# ? Apr 15, 2018 03:35 |
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Dumb question, I have a Nanoleaf Aurora, which is basically this thing: Could it affect my tracking as one of my sensors can see it? I was getting the occasional tracking bug in SkyrimVR. Also does anyone know a good lighting mod compatible with SkyrimVR? I'd like to be able to have the nights be actually dark.
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# ? Apr 15, 2018 05:23 |
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# ? May 9, 2024 22:43 |
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Taintrunner posted:Dumb question, I have a Nanoleaf Aurora, which is basically this thing: If it's not throwing infrared light, I doubt it. Which I doubt. Also talk about this in the Interior Design Thread if you like, we love to fellate the Nanoleaf. https://forums.somethingawful.com/showthread.php?threadid=3819901
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# ? Apr 15, 2018 05:38 |