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I think im seriously leaning to the rift s. And i hate facebook and everything the company stands for ><. $650 including shipping, considering wmr sets are still $700-800 in store. Not only is is vr2, its cheaper. Gorn and beat sabre will probably be the main games. BUT, the Quest, no need for pc. thats $650 for the 64gb one and means vr on the go.
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# ? May 3, 2019 08:47 |
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# ? May 18, 2024 22:22 |
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The Quest is a shoo-in for me since the area around my PC is so small. With the Quest I can go in the largest room in the house and play without having to move my entire PC down there. Wonder how it'll cope with Skyrim and Elite.
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# ? May 3, 2019 08:51 |
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It won't
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# ? May 3, 2019 08:55 |
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homeless snail posted:It won't But they're so old and it's new
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# ? May 3, 2019 08:58 |
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Gort posted:But they're so old and it's new Both too old to be built in an engine that can be ported to Android and Snapdragon chip architecture. Those won't ever hit Quest.
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# ? May 3, 2019 09:05 |
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I can play Elite just fine on the Go already. Unless ALVR doesn't get ported to the Quest for some bizarre reason, it should work. EDIT for clarification: Sure, that's not Elite VR on-the-road, but it's great for not being tied to your computer and instead playing from the most comfortable room/seat in the house. Alehkhs fucked around with this message at 09:12 on May 3, 2019 |
# ? May 3, 2019 09:07 |
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rage-saq posted:Both too old to be built in an engine that can be ported to Android and Snapdragon chip architecture. Those won't ever hit Quest. You know, for some reason I could've sworn SkyrimVR was actually on the confirmed games list.
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# ? May 3, 2019 09:15 |
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Honestly if Bethesda were a competent company, they could port Skyrim VR over to the Quest and it'd be able to run great. I ran Skyrim at full 60 fps when it came out on a Core2Quad Q6600 and a Of course, I've also played Fallout VR, so I have no illusions about Bethesda's competency. Skyrim VR was wonky without .ini settings since the scaling made the Throat of the Mountain look like a tiny hill for me which some .ini changes fixed to actually look awesome, though the port itself wasn't as shameful as Fallout. I still can't believe that they didn't have functional scopes in their release for their shooty game. Hellsau fucked around with this message at 10:45 on May 3, 2019 |
# ? May 3, 2019 10:38 |
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Hm, I might hold off on the Quest then. VR's nice and all but most of the titles on the Quest release list don't have much longevity.
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# ? May 3, 2019 10:41 |
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Cojawfee posted:Yeah, I mentioned that, but it requires a green screen. I'm talking about using the mapping of a camera based inside out headset and using that info to allow an external camera to locate itself and then mask out the room without a green screen. I believe it works with green screen *or* depth cameras (i.e. Zed or Kinect). IIIRC there was an OC4 session about making mixed reality captures that explains the different approaches.
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# ? May 3, 2019 10:43 |
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Main issue with porting Skyrim to Quest is that the assets would need a rework to make them entirely diffuse and lighting would have to be overhauled to be static. I'd also be a bit worried about physics and AI too, they'd probably have to run at half-rate or something. It's a lot of work. I think I'd prefer Morrowind VR anyway.
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# ? May 3, 2019 11:42 |
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hello, sucker who's preordered an index and knuckles here, upgrading from original wired vive though so it should be a pretty good jump up quality wise saw some people mentioning "what if knuckles is required for whatever games valve is putting out" and i think this wont be an issue, steam's input stuff is pretty beefy and you can probably get it to fake skeletal input pretty easily, and even if its not available by default it'd be easy to mod in likely
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# ? May 3, 2019 13:01 |
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Dumb idiot question: Could I use the Knuckles with the Rift S?
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# ? May 3, 2019 13:31 |
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Taintrunner posted:Dumb idiot question: Could I use the Knuckles with the Rift S? If you mean directly tracking them, then no. If you mean like how you can fudge it with the WMR headsets and a set of lighthouses, probably?
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# ? May 3, 2019 13:37 |
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If you're getting Lighthouses and the Knuckles, you might as well just eat the additional cost of the Index over the Rift S kit. In return you get same PPD, but wider FOV and the option of higher refresh rates, and a guarantee that tracking won't desync.
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# ? May 3, 2019 13:41 |
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Meskhenet posted:I think im seriously leaning to the rift s. And i hate facebook and everything the company stands for ><. Not sure if this helps or not: All companies are bad and lovely, Facebook is just worse at hiding it than other companies. No ethical consumption under capitalism, etc etc etc. Gort posted:But they're so old and it's new Elite is surprisingly CPU heavy. It does a ton of calculation and simulation on the CPU. You can get away with a GTX 1050 for Elite VR, but you need a decent CPU
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# ? May 3, 2019 14:29 |
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Jim Silly-Balls posted:Not sure if this helps or not: All companies are bad and lovely, Facebook is just worse at hiding it than other companies. No ethical consumption under capitalism, etc etc etc. I think in this case Valve's VR team is about as safe a proposition as you can manage. All they wanted to do was make a neat high-spec open-source headset for people to derive new VR tech from. Oculus is just forever overshadowed by Facebook, and some of the stuff they showed off at F8 is less neat VR tech and more harvesting biometric data from you. edit: Came across an interesting opinion piece on VentureBeat about this very topic while looking up general F8 info. It goes a tad in places, but it's fundamentally solid. Neddy Seagoon fucked around with this message at 14:58 on May 3, 2019 |
# ? May 3, 2019 14:54 |
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Hellsau posted:... I believe it runs at 720p/30 on switch and drops some frames. They would have to get it to something like 1400p/72 * 2 which is a very big change. The Quest is a bit more powerful than the switch but they would need something like 1 16 times performance increase. It is doable, yes it would require a lot of shader/geo/texture simplification. But then again it's running in a custom engine so the amount of work to get it to run at extreme performance in VR might be more work than it's worth. We've also seen people run Skyrim on crazy low systems (low spec gamer) so I'm sure it could be done. I'm sure Bethesda would consider it if a ton of Quests sell and people seem to have a high attach rate. Right now everyone expects (including me) that the Quest will sell a ton of unit and those users will buy a lot of software but it's still too early to tell.
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# ? May 3, 2019 15:33 |
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How do the various integrated audio solutions headsets have compare to a set of moderately expensive ($100-200) headphones / iems?
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# ? May 3, 2019 15:42 |
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Neddy Seagoon posted:You know, for some reason I could've sworn SkyrimVR was actually on the confirmed games list. Thats an understandable mistake to make. Generally when any new hardware, console, portable, smart refrigerator, comes out skyrim is announced so you made the safe bet in assuming that. EDIT: SCheeseman posted:It's a lot of work. I think I'd prefer Morrowind VR anyway. You know, with stuff like Open morrowind, I wonder how feasible it would be to make a VR port of it, or even Oblivion since that has physics and non dice roll attacks. Also the ethics of facebook or companies is always kind of funny to me. You produce more harm just filling up your gas tank, buying some pesticide for your garden, any electronics, or most anything due to the nature of things are sourced, rare earth mines, slaves shop conditions, environmental destruction, poisoning people. Heck, buying a fuckin' hot pocket supports a genocidal company starving and stealing water from poor people in 3rd world countries. I guess its just, with the world we live in, facebook providing data for ads and stuff really feels like some First World Problems. Tom Guycot fucked around with this message at 16:04 on May 3, 2019 |
# ? May 3, 2019 15:53 |
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ItBreathes posted:How do the various integrated audio solutions headsets have compare to a set of moderately expensive ($100-200) headphones / iems? Since you're asking in the VR thread I'll try to cover a few. Vive+DAS has sounds worse than good headphones but have good bass/volume/repro. IMHO best of the integrated audio solutions listed. Vive Pro has bad sound repro with bad bass but decent rest Rift is open, gets loud and is OK but not nearly as good as dedicated headphones. Go sounds OK, but I'd call it comparable to something like a game boys speakers/phone/tablet. Nearly no bass, can get pretty loud and no isolation. Much better experience than a single speaker while using Gear VR. Quest (from my memory) about 1/2 between Rift and Go, sounds better but still not much bass. Odyssey+ speakers better than Rift worse than Vive+DAS. Rift S does not look likely to be good esp. compared to the Rift, no idea about the Index but it sounds likely to be better than anything else. In general the solutions are good enough for game play but def. not for dedicated music listening if you're used to good equipment. The Vive Pro audio solution was bad enough that I preferred returning to the Vive + DAS for Beat Saber/Sound Boxing. If you haven't used VR it's hard to explain how much more convenient it is to use the integrated solution because you have to put your headphones on while blind and it adds another cord.
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# ? May 3, 2019 16:05 |
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A few people seem to be going nuts over what the Index does. It appears that it is actually speakers and not headphones. I'm not sure what the real difference is, but you just have to move them near your ears, they don't have to clamp down onto your ears. If you're a super audiophile, that's probably not good. Assuming the drivers are good (and this seems to be the case from what people are saying), it should be good enough for most people. With the added benefit of being able to hear people yelling at you to not sprint into the wall.
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# ? May 3, 2019 16:08 |
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Stick100 posted:Since you're asking in the VR thread I'll try to cover a few. I've briefly tried both the rift and the Vive, and I can see the appeal, especially since great audio isn't really something most things need, only in a dedicated audio/visual experience could I see it really mattering, but I've always been curious. Thanks for the comprehensive answer.
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# ? May 3, 2019 16:19 |
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Cojawfee posted:A few people seem to be going nuts over what the Index does. It appears that it is actually speakers and not headphones. I'm not sure what the real difference is, but you just have to move them near your ears, they don't have to clamp down onto your ears. If you're a super audiophile, that's probably not good. Assuming the drivers are good (and this seems to be the case from what people are saying), it should be good enough for most people. With the added benefit of being able to hear people yelling at you to not sprint into the wall. From what I understand, the point of the Index's off-ear speakers is to create more natural surround sound and make you feel more immersed by not having headphones constantly pressing against your ears or head. They also apparently have a really good sound range and nice deep bass.
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# ? May 3, 2019 16:33 |
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those headphones are gonna be real poo poo for situations where you are streaming to a tv for spectators with the accompanying delayed audio
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# ? May 3, 2019 16:43 |
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Neddy Seagoon posted:From what I understand, the point of the Index's off-ear speakers is to create more natural surround sound and make you feel more immersed by not having headphones constantly pressing against your ears or head. They also apparently have a really good sound range and nice deep bass. Also nice to not increase the head sweat by letting your ears breath, I believe they put off a lot of heat.
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# ? May 3, 2019 16:45 |
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With a cell phone ski mask strapped to my face and constantly trying not to trip over a magic invisible cord, the last thing I've ever though is, "these headphones sure are ruining my immersion."
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# ? May 3, 2019 16:51 |
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Stick100 posted:Since you're asking in the VR thread I'll try to cover a few. Counter viewpoint: Having used the Rift, Vive+DAS and Vive Pro and I can say the best one out of all of them was easily the Rift. The Vive+DAS and Vive Pro all had muddy bass, super shrill highs and the foam padding was this weird shape of slightly smaller than your ear circumference that kind of sits and floats on your ear. Both were loud as bejesus, with above 30% volume being somewhere in the range of “bring about Ragnarok and end the world” levels of volume. Sometimes the Vive liked to reset its volume to like 50% which would cause significant pain upon first doing something in game that caused a medium volume scale sound effect and having not recognized the volume was up so loud. They also felt rather chintzy in their construction and the mechanical aspects sitting on my ear. The Rift on the other hand nailed it perfectly. Initial looks might male you think of old cheap Koss style of on ear, which is kind of how they fit, but however they are much more. Packed with an excellent driver, hinge, size and positioning, these headphones had a very even, low distortion sound reproduction profile with smooth highs and surprising, if not overly pronounced, bass. The clean high frequency reproduction is critical as lots of games end up using metal objects and metal clashing sound effects. The one area I would say the Rift headphone design suffers is that by covering your whole ear and a little over and being on-ear is that after 4+ hours some of the outside edge parts of my ear would get a touch sore. I tried many wireless headsets trying to find better sound quality, along with Bluetooth and wired IEMs and I was never able to find something that was both practical for VR, comfortable and high sound quality. I also found that I didn’t want total sound isolation in VR, like the Oculus in-ears, it always felt too forced and artificial, though I feel that way about headphones in general. Some of the things like Shure high end Bluetooth IEMs or AirPods were pretty close to hitting the mark but in the Shure case the audio latency was crap, and in the AirPods case the lack of the iPhone EQ profile left them feeling pretty thin in both highs and lows but at least the latency was spot on. In my opinion the Index just overflows with examples that Valve learned from the mistakes of HTC and the lessons of Oculus’ success and audio really seems to be one of them. The headphones being properly built into the strap is such a huge convenience factor, and the near field speaker approach is very interesting when you combine the fact that they are using Planar speaker drivers which tend to have *extremely excellent* sound reproduction quality. Plus they don’t actually rest on your ear so comfort should be extremely high, though I have concerns about mic sound bleed pickup. June 28th can’t get here soon enough.
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# ? May 3, 2019 16:58 |
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rage-saq posted:June 28th can’t get here soon enough.
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# ? May 3, 2019 17:02 |
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Combat Pretzel posted:I sure hope sooner. Some non-Paypal people said their credit cards were already charged. Mine wasn't yet. So I suppose there's already going to be a first bunch of headsets going out? I’m in the first bunch. Despite Steam struggling under the initial rush of preorders to take the shipping address I got my order in within the first 5 min. Would love to see it ship sooner.
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# ? May 3, 2019 17:19 |
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rage-saq posted:The Rift on the other hand nailed it perfectly. Initial looks might male you think of old cheap Koss style of on ear, which is kind of how they fit, but however they are much more. Packed with an excellent driver, hinge, size and positioning, these headphones had a very even, low distortion sound reproduction profile with smooth highs and surprising, if not overly pronounced, bass. People seem to have no idea how headphones work. They think that if it looks nice, it must be nice. All that matters is the driver and how it shapes the sound into your ears. The rift has great sound and it doesn't matter that it looks like lovely 90s walkman headphones.
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# ? May 3, 2019 17:24 |
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https://uploadvr.com/some-oculus-quests-shipped-early-from-walmart-but-users-cant-set-up-or-use-them/ Walmart had them the whole time! Mods knew! The piss tape is real! It's almost a certainty that Facebook did that "smartphone required" setup just to combat supply chain leaks like this. Welcome to the brave new future where you can't use the thing you paid for until our corporate overlords say you can Zero VGS fucked around with this message at 18:49 on May 3, 2019 |
# ? May 3, 2019 17:26 |
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rage-saq posted:Counter viewpoint: Yeah after thinking about it I would say Rift is as good but different than Vive+DAS. Sometimes you want sound isolation, sometimes you don't. Another big difference is that it's much easier to overheat in the Vive with bigger heaveir less breathable hmd + covering your ears. And yes they are both beyond extremely loud, I run about 10-25% most on both Rift and DAS. I guess a better way to say it is I never have once thought while using the DAS or Rift that the sound could be better or was in anyway an issue. I def. had that thought while using Vive Pro, Go, and Gear VR integrated solutions. I also thought it was pain in the rear end when I have had to use seperate ear buds. I don't really recall thinking much about the Odyssey+.
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# ? May 3, 2019 17:34 |
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I think part of the reason the Rift gets so loud is you can play with the headphones off your ears if you want, so they have to compensate for that
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# ? May 3, 2019 17:47 |
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Gort posted:But they're so old and it's new Elite's just a bit over four years old (so well within the range of the PS4 and Xbox One) and was designed for PCs first. You're not going to find a portable system that can run it, let alone run it in VR, which can still be a trying experience for PCs even today. Skyrim, meanwhile, can give PSVR trouble and had to be significantly scaled back visually for it to work there. The Quest is much weaker than a PS4. It's closer to a Switch, which runs Skyrim below native res at 30 FPS.
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# ? May 3, 2019 19:40 |
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Tom Guycot posted:I guess its just, with the world we live in, facebook providing data for ads and stuff really feels like some First World Problems. Facebook has assisted in multiple genocides and continues to do so.
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# ? May 3, 2019 20:16 |
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Hellsau posted:Facebook has assisted in multiple genocides and continues to do so. ya https://www.nytimes.com/2018/08/21/world/europe/facebook-refugee-attacks-germany.html quote:Their reams of data converged on a breathtaking statistic: Wherever per-person Facebook use rose to one standard deviation above the national average, attacks on refugees increased by about 50 percent.
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# ? May 3, 2019 20:20 |
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Zero VGS posted:It's almost a certainty that Facebook did that "smartphone required" setup just to combat supply chain leaks like this. Welcome to the brave new future where you can't use the thing you paid for until our corporate overlords say you can It's tied to the Oculus store regardless and there's no physical media, you couldn't use the thing until Facebook flips the switch with or without the initial phone setup.
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# ? May 3, 2019 20:24 |
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Hellsau posted:Facebook has assisted in multiple genocides and continues to do so. Yup, corporations are not your friend.
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# ? May 3, 2019 21:04 |
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# ? May 18, 2024 22:22 |
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Having used many audio solutions, its pretty stunning how bad the vive pro is. That being said Vive + DAS is miles better than the tinny rift headphones.
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# ? May 3, 2019 21:04 |