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Bloodplay it again posted:Is H3VR all right to play with Touch controllers now? I tried looking through Steam discussions (mainly because there's a stickied post for Rift and Touch users) and there seem to be a good amount of complaints regarding having to press the thumbsticks in while they're angled, which can eventually lead to deadzone issues and jacked controllers. The thing is, most of the complaints have dropped off over the past couple of months so it's possible new features were implemented to help with that. The stickied post regarding Touch controllers hasn't been edited in nearly a year though, and new controllers came out in March. I think my main concerns are thumbstick durability and whether the rings at the top of the controller are going to drastically and negatively impact enjoyment. Seems like they'd be a pain in the rear end with handguns, at least. Any second gen Touch users wanna chime in and ease my worried mind? I bought a Rift S secondhand a month ago and have been playing h3vr a lot. You still need to click in the joystick + angle it in a direction for certain gun features, but since I've only had the controllers for a few weeks, I can't say if I'm destroying my controllers yet or not. The rings at the top of the controller mostly don't get in the way, most handguns you can grip closer to the muzzle if you need to rack the slide, but a few of the smaller guns can be hard to manipulate. The one thing about the controllers I find hard to get used to is when I'm trying to grip a pistol with both hands, I'll sometimes hit the grip button on the off-hand controller and send the gun flying into my other hand. You can however just rest the hand holding the grip on top of your off hand and you'll still get the accuracy bonus so it's a minor issue.
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# ? Dec 8, 2019 04:28 |
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# ? Jun 1, 2024 04:33 |
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To The Top is a blast. Also Lone Echo's locomotion is one of the first times I've had a video game make me go "Oh holy shiiiit" in like 10 years
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# ? Dec 8, 2019 04:47 |
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Chin Strap posted:Well I sprang for the Vibe DAS for my quest. Hope it was worth the :100bux: Where'd you find one?
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# ? Dec 8, 2019 04:53 |
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Chin Strap posted:Well I sprang for the Vibe DAS for my quest. Hope it was worth the :100bux: It is, just for the audio quality and volume upgrade. Adjusting the tightness of the strap is also a lot easier with the knob on the back than using two independent velcro straps.
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# ? Dec 8, 2019 05:01 |
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Yeah the cables had worn apart at the connector. I only figured it out after seeing an orange light appear while holding the cable a certain way. it reminded me of lovely aux cables that have died on me where you'd have to bend the cable at a right angle at the jack for it to work. and the first cable I grabbed besides the vive ones was a thick rear end and crinkly one from like 5 years ago. time to spend some money on some decent micro usb cables. Because I deserve it
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# ? Dec 8, 2019 07:09 |
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Turin Turambar posted:I'm no Adobe fan (is anyone?) but I guess it isn't a random move. They saw medium more as a tool with potential in professional areas than it could be in the personal mainstream use, from a creative point they are leaning more in Quill, so I guess it's better to give it to Adobe so at least someone will support it, better than drop it altogether. Medium seems to have had some traction in non-VR use cases for 3D authoring (games and otherwise), so it seems like a good fit. Allegorithmic's stuff is used by artists for a lot of 3D content authoring. Quill is fun but at best it's good for 3D storyboarding and sketches (it does have some professional users in that though, but it'll never help you make AAA models themselves). Chin Strap posted:Well I sprang for the Vibe DAS for my quest. Hope it was worth the :100bux:
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# ? Dec 8, 2019 07:19 |
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TimWinter posted:You mean eBay? No, I mean facebook market place. My local one has people dumping 2070s and poo poo all over the place.
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# ? Dec 8, 2019 07:33 |
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Combat Pretzel posted:I really want x2.25 resolution (i.e. 50% each axis) to make Bigscreen viable for longer productive use. It's kinda fun, but not. When you make a refund, you can put the reason on why you refunded is that your computer doesn't meet the specs or whatever. That probably does not ding the maker.
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# ? Dec 8, 2019 07:34 |
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Combat Pretzel posted:I really want x2.25 resolution (i.e. 50% each axis) to make Bigscreen viable for longer productive use. It's kinda fun, but not. So I want to speak for the handful of devs I know and have actually asked this specific question because I was really curious. All of them have said they would rather you buy the game, try it, and REALLY not like it, and leave them feedback as to why, instead of never trying it. Most recent dev to have agreed with that logic was cloudhead. Makes sense. They'd rather you try a thing ya know? Now mind you, Its not like I can speak for everyone, and unless they are leaving out some negative there, thats been the general answer. But anyone I've talked to specifically about it would rather people try stuff than ignore it.
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# ? Dec 8, 2019 07:48 |
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Shaman Ooglaboogla posted:When you make a refund, you can put the reason on why you refunded is that your computer doesn't meet the specs or whatever. That probably does not ding the maker. Arguably the game developer would benefit more from learning why people didn't find the game fun rather than focusing their energy on optimization problems that don't exist. When they say that "When a measure becomes a target, it ceases to be a good measure", this is kind of why. Is it really a kindness to the dev to lie about why you refunded?
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# ? Dec 8, 2019 08:01 |
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Drizvolta posted:I bought a Rift S secondhand a month ago and have been playing h3vr a lot. You still need to click in the joystick + angle it in a direction for certain gun features, but since I've only had the controllers for a few weeks, I can't say if I'm destroying my controllers yet or not. The rings at the top of the controller mostly don't get in the way, most handguns you can grip closer to the muzzle if you need to rack the slide, but a few of the smaller guns can be hard to manipulate. The one thing about the controllers I find hard to get used to is when I'm trying to grip a pistol with both hands, I'll sometimes hit the grip button on the off-hand controller and send the gun flying into my other hand. You can however just rest the hand holding the grip on top of your off hand and you'll still get the accuracy bonus so it's a minor issue. Thanks for the tips. I picked it up last night and had a ton of fun with it despite cheking out only the sampler area. The lighter frustrated me until I realize you have to tilt it back before the flick works.
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# ? Dec 8, 2019 11:57 |
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SirViver posted:Dude, it's Steam. Buy it, try it for less than two hours, refund it if it made you puke. Also a pleasant surprise - The Oculus store lets you refund stuff in a 2 hour window as well. I haven't tried it yet, not sure if it's an almost instant refund like Steam is but given the highly variable quality of VR stuff it made me take a lot more chances Apparently they've started having sales too - I seem to have missed it but I'll wait to see if Christmas has one.
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# ? Dec 8, 2019 12:34 |
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Jim Silly-Balls posted:I’m just talking lowest common denominator. A 1060 is a lot cheaper than a 1660
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# ? Dec 8, 2019 13:52 |
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I didn't have time to do much with my quest the first part of this weekend due to being busy, initial impression coming from PSVR made me feel like I was playing a more freeing version with somewhat better resolution, notably for any objects that aren't right in your face. Then this morning I tried Superhot VR's demo since I already have that on PSVR for comparison, and wow that was a huge deal! On PSVR I always felt like I was battling the camera and felt very limited in what I could do. On the Quest demo I was ducking and crawling and hiding behind cover and just having an amazing time. The whole thing of being able to turn around and walk around just feels so freeing and immersive. I still like my PSVR for certain specific things but the Quest is the best option for me for more active games. Since I don't have a beefy gaming PC, I'm glad such a nice option exists.
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# ? Dec 8, 2019 15:09 |
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I tried yesterday some custom songs in Synth Rider. drat some are lazy as hell. How can you bother in creating a custom song for SR and not make even one 'line' to ride.
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# ? Dec 8, 2019 15:59 |
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jubjub64 posted:I think I have the same router as you. Is yours setup as a wireless bridge? That is what I'm trying and even with me sitting next to it my connection is lousy. I'm using DD-WRT. Are you using the stock firmware? I'm using the stock firmware, updated all the way. You might consider flashing back to it. Wireless Bridge is totally wrong though, it is used for bridging two LAN together: These are my settings: Looking at this gives me an idea, I should temporarily disable WPA and switch to whitelisting MAC addresses, to see if the lack of encryption/decryption on both sides can improve the latency even further. Zero VGS fucked around with this message at 16:36 on Dec 8, 2019 |
# ? Dec 8, 2019 16:32 |
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Chin Strap posted:Well I sprang for the Vibe DAS for my quest. Hope it was worth the :100bux: If you don't mind spending an extra $20, you can get some good adapters printed up for you from Thingiverse. Also, watch this video on how to take off the normal headstrap: https://www.youtube.com/watch?v=OPsFPOYyR5Q
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# ? Dec 8, 2019 18:19 |
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HycoCam posted:My gaming rig is a i7-4790K @ 4GHz w/ 16GB using a 1060 w/ 3GB. Will install FPSVR tonight to try to figure out what is going on. I can wear the PSVR for extended times. No problems running Pike's Peak and the like in DiRT with the PSVR HMD. I wear glasses to correct astigmatism and weaker right eye. My IPD is 67.5mm. When I put on an HMD, I don't wear glasses and typically haven't needed them. NRVNQSR posted:For whatever reason everyone I've talked to has always seemed to have a lot more trouble with nausea in PCars than in other, similar experiences. I don't know if that's some problem with their code or whether it's just that most people are very familiar with how driving a car feels, so the different forces in a relatively realistic driving game are obviously wrong to them. PCars just has a ton of visual settings that you have to turn off because the game wasn't built for VR initially. If you're a PC gamer though that should be extremely obvious to you? I've spent hours racing in PCars 1 and 2 in VR without any issues. It just runs worse if you leave lots of high settings on. Low frame rate in VR = you feel sick. period. That's extremely basic poo poo. Everybody ITT should know that by now and you should always be checking your frame rates in VR until you know a game is configured right. The only game I've played that always made me feel sick was PSVR Driveclub. PCars is fine. rage-saq posted:Project cars 1/2 are super demanding for performance, and a 4790k is getting pretty under spec for anything approaching demanding for VR, same with a 1060. This, you really need to put every single setting on LOW or OFF if you wanna play PCars 2 in VR, especially on that hardware. Don't worry though the game still looks loving amazing in VR even at LOW/OFF settings. You don't need poo poo like lens flares and dirt grime in VR, and in fact they're actually a little awkward in VR. Shine posted:Excellent! I use different refresh rates for various games (flight sims universally run like poo poo, so I go lower there), but having to restart SteamVR was annoying. Hopefully the next step is allowing automatic refresh rate profiles per game. I'll bet a 3rd party tool will add that, if nothing else. Yeah we already have resolution profiles per game so that's the next thing I was wanting. I gotta run 90hz for like PCars 2 or Elite Dangerous but I can easily do 120-144 for Beat Saber or Pistol Whip Zaphod42 fucked around with this message at 00:28 on Dec 9, 2019 |
# ? Dec 8, 2019 19:00 |
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Nalin posted:If you don't mind spending an extra $20, you can get some good adapters printed up for you from Thingiverse. Got these https://www.etsy.com/listing/704470746/oculus-quest-vive-das-adapter-for?ref=yr_purchases
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# ? Dec 8, 2019 19:37 |
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For years, I've not worried too much about frame rates. Yeah, some gameplay might bog down--but I'm seeing how much that matters now! Seems like it has been a decade or more since I worried about shutting down everything that is running to optimize performance. Stellaris and Nox just kind of stay running. Played DiRT last night with a xbox controller with everything on low--way, way better experience. Tonight I'll battle with PCars2 a bit more--lot of setting to get into. The advice in the thread is very much appreciated. Thanks.
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# ? Dec 8, 2019 19:53 |
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I have the ultimate in disorienting vr experiences. You take a bluetooth rubiks cube and use virtual desktop to view it, the input delay between feeling yourself turn the cube and seeing it turn could drive someone mad.
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# ? Dec 8, 2019 20:00 |
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Hadlock posted:Waiting for micro usb to die finally. I'm honestly really surprised the vive wands use micro usb in the year of our lord 2019, that connector was already on the way out in 2016 I wish the USB-IF would grow a pair and hard deprecate the Micro connector such that no new designs would be allowed to use it and still be certified unless they had a very specific need to retain physical compatibility with a docking station or similar. Unfortunately they've instead gone the other direction and entirely bent over for the marketing fucksticks with their "USB 3.2 Gen1" (aka USB 3.0 with a different name) bullshit. EbolaIvory posted:No, I mean facebook market place. My local one has people dumping 2070s and poo poo all over the place.
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# ? Dec 8, 2019 22:31 |
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Chin Strap posted:Got these https://www.etsy.com/listing/704470746/oculus-quest-vive-das-adapter-for?ref=yr_purchases Those are the ones I got. From the same seller too.
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# ? Dec 8, 2019 23:10 |
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EbolaIvory posted:All of them have said they would rather you buy the game, try it, and REALLY not like it, and leave them feedback as to why, instead of never trying it. Most recent dev to have agreed with that logic was cloudhead. Makes sense. They'd rather you try a thing ya know? But still, I'm not loving with someone's stats just because.
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# ? Dec 9, 2019 00:04 |
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Combat Pretzel posted:Personally, I think that ski jumping is a stupid boring sport. I wouldn't even want to play it because of that. I'm only interested in checking out the effect of the disconnect between eye and inner ear. Since some people complain that even the slightest uncommanded motions make them queasy, god knows what a virtual ski jump would do. Thats fair. Totally. Then again, Maybe you'll end up going "Woah this is really cool", and keeping it to demo to people. (assuming you demo your VR ever) Its like richies plank, I own it because it demos well. I dicked with it like, once. fwiw i'm def not trying to get you to buy the thing, but I pull the trigger on random VR stuff all the time (well used to before viveport stuff) and its pretty worth it most the time. Even just for the giggles short term.
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# ? Dec 9, 2019 00:10 |
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Jack Trades posted:Is there a VR game that does fast mecha combat kind of like Zone of the Enders or something like that? So I've also been wondering this and wanting some more mech VR pretty bad. Looks like there's this: https://store.steampowered.com/app/334540/Vox_Machinae/ Haven't played it, Early Access, but looks pretty promising. https://www.youtube.com/watch?v=O5Qt1KE5Kd0 Also, Mechwarrior 5 is just about to come out, and while there's no official VR support, apparently the devs have said on twitter that the game was initially designed for VR, so it seems likely they'll patch it in at some point https://www.youtube.com/watch?v=Gz8Y1V8gy1A That would be pretty much perfect I think
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# ? Dec 9, 2019 00:26 |
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HycoCam posted:For years, I've not worried too much about frame rates. Yeah, some gameplay might bog down--but I'm seeing how much that matters now! Seems like it has been a decade or more since I worried about shutting down everything that is running to optimize performance. Stellaris and Nox just kind of stay running. Yeah I can see how it could be easy to overlook if you're new to VR, but definitely something to be thinking about now. Games like Pistol Whip and Beat Saber and Battlezone that were designed for VR and/or are indie tend to have very simple graphics already, because its designed for VR and even the beefiest rig can't do state of the art graphics and render VR at the same time, but like I said before, when you're in VR everything is already so compelling because of the 3D depth, you don't need the same level of detail you want in flat-screen games. So those games should "just work" out of the box and not need much tweaking. In fact they mostly don't even have graphical options. But the thing is games like PCars which were designed for flatscreen DO actually have all those fancy graphical bells and whistles that you never want or need in VR. So yeah, you gotta go through and manually switch all that stuff off. I'm pretty sure that if you launch in VR mode it automatically sets the resolution and refresh rate, but I think you gotta manually change the other graphics settings. One thing that PCars does that is great and better than most VR-adapted games is that it saves your VR configuration separate from your flatscreen configuration. So if you do play it both ways, you can set it to OFF/LOW for everything in VR, and when you boot it up in flatscreen it'll automatically switch back to MED/HIGH settings or whatever you usually game at. Zaphod42 fucked around with this message at 00:34 on Dec 9, 2019 |
# ? Dec 9, 2019 00:31 |
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A Forza Horizon with VR support would be loving awesome. Random cruising around > Hotlapping.
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# ? Dec 9, 2019 00:34 |
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Combat Pretzel posted:A Forza Horizon with VR support would be loving awesome. Random cruising around > Hotlapping. Yeah, I really want an open world VR game. Something like Need for speed underground but in VR would be loving amazing. You can mod Euro Truck Sim to have custom cars but they're extremely janky. What I really really want somebody to do is making an open world driving sim that uses Google Maps data so you can race in real-world streets. Like how Microsoft Flight Simulator is now doing. A Cannonball Run game where you drive from California to New York trying to avoid police would be loving amazing. You could probably turn that into a 1-vs-100 battle royale game too...
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# ? Dec 9, 2019 00:35 |
Vox is neat, but doesn't very well capture the feel of the size of the bots. The ground feels very close to you, then though you're supposed to be 100ft tall or something. It needs more ground objects to really sell the size. The game is also PVP focused, meaning it's sparsely populated and its content is very barebones. Early access VR in a nutshell.
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# ? Dec 9, 2019 00:43 |
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Zaphod42 posted:What I really really want somebody to do is making an open world driving sim that uses Google Maps data so you can race in real-world streets. Like how Microsoft Flight Simulator is now doing. I think it'll be harder to generate proper ground level geometry. More so inner city areas than rural ones. However, yeah, road geometry derived from actual geographical data would be nice. TDU2 worked pretty nicely, because it was for the most part 1:1 Ibiza and also Hawaii (updated from TDU1). It felt markedly different from other open world racing games, including FH3 IMO. I'm not sure why that is, maybe because road planning felt more plausible, or whatever.
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# ? Dec 9, 2019 00:44 |
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Shine posted:Vox is neat, but doesn't very well capture the feel of the size of the bots. The ground feels very close to you, then though you're supposed to be 100ft tall or something. It needs more ground objects to really sell the size. Ahh, figures, but bummer. Maybe they'll work on single player content as it finishes early access? PVP-only is pretty tough for VR games. Combat Pretzel posted:Flightsim gets away with it because you're up in the sky at a distance. And I think most demos shown were areas where they had proper photogrammetry data to begin with. AI generated geometry from 2D data will probably look noticeably worse (at least up close). It doesn't have to be exact though. Google maps data is pretty drat accurate for roads because it has to be to give directions. That's all that matters from a gameplay standpoint. I don't mind if there's a funky looking building where my house should be, as long as I can actually drift a car around Home Street into Neighborhood Lane and its all the proper angles from real life.
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# ? Dec 9, 2019 00:47 |
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How's Elite: Dangerous? I would like to fly around in space but it looks like there's a lot of weird special editions, etc, and that's got me a little confused. Is this good VR stuff? Edit: vvv Thanks guys! Chinook fucked around with this message at 01:49 on Dec 9, 2019 |
# ? Dec 9, 2019 00:49 |
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Chinook posted:How's Elite: Dangerous? I would like to fly around in space but it looks like there's a lot of weird special editions, etc, and that's got me a little confused. Is this good VR stuff? Elite is a mixed bag. Its a pretty great space simulator, but not the best game. I think in flatscreen its kinda boring but in VR its pretty drat compelling. There's a good mix of things you can do: Space-trucking is pretty fun in VR, just warping around from system to system, docking with a space station or landing on a planet, delivering some goods, picking up new ones, and charting a new warp path to go deliver those goods. Very chill, you can throw on a podcast and just toot around, but also pretty fun because flying a spaceship in VR and just docking inside a massive spaceship is REALLY compelling. Combat is alright, I'd say its not quite XWING/TIE levels of fun but it works alright, and again, in VR its pretty drat compelling. "Exploration" is a kinda weird thing that appeals to some and not at all to most, where you try to fly out to the edges of charted space. I haven't done Mining yet but it seems like they've put some decent work into making it a deep game mode. Still, its space mining. So its space trucking but sometimes you blast some rocks. Again, fun in VR with a podcast playing, probably not the most fun in flatscreen hour after hour unless you really like farm sim kinda stuff. The best thing about Elite is its constantly updating itself with new content. You get to actually fly your ships in first person which makes it way better than EVE Online for me, but its overall... IDK, not the most fun game ever. But VR makes it pretty loving wild. Goons have a real big guild called Space Frogs you can join up with and fly around blasting dudes or whatever. TLDR: Pretty good VR stuff, will need to turn settings way down unless your rig is super beefy but that's okay. If you haven't already, try playing WarThunder in VR, as its entirely free to play. Not exactly the same as Elite by a longshot but also gives you some dogfighting in VR. If you like that you'll probably like Elite too. Although there's no space trucking in WarThunder (but then there is Euro Truck Sim lol) Elite Dangerous is the base game, and Horizons is the expansion that gives you access to like, landing on planets and driving around and stuff. You can get a good amount of content out of just Elite but if you're serious about playing Elite you'll probably want to get both of them. AFAIK that's all there is to worry about, the rest of the bundles just include microtransaction crap you don't really need. Zaphod42 fucked around with this message at 00:56 on Dec 9, 2019 |
# ? Dec 9, 2019 00:53 |
They did a major update to add a proper compstomp mode, so that's a step in the right direction. I appreciate that they're adding HOTAS support, but so far it only works with specific setups, so my obscure stick doesn't work . The VR hand controls are fine, but it'd be neat to sit in my cockpit and play giant robot fuckface game.
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# ? Dec 9, 2019 00:55 |
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Is any game making use of eye tracking? A quick search shows there's a Unity plugin for eye-tracking foveated rendering, but I'm not sure if it will actually make a difference in any game. The Neos VR game seems to make use of eye tracking but it might be the only one: https://www.youtube.com/watch?v=STZN6qTGRbQ
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# ? Dec 9, 2019 02:36 |
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ShadowHawk posted:Is any game making use of eye tracking? A quick search shows there's a Unity plugin for eye-tracking foveated rendering, but I'm not sure if it will actually make a difference in any game. Lol, no. Nothing except the Vive Pro Eye has the hardware for it right now.
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# ? Dec 9, 2019 02:38 |
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ShadowHawk posted:Is any game making use of eye tracking?
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# ? Dec 9, 2019 02:41 |
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Zaphod42 posted:A Cannonball Run game where you drive from California to New York trying to avoid police would be loving amazing. You could probably turn that into a 1-vs-100 battle royale game too... I've had that idea for a couple years now, a cannonball run battle royale racing game, with tons of different routes, shortcuts, and back roads, so its not the same every time and an incentive for it to not just be 100 people on one road until the race is over, next to each other. Really seems like it would be fun, and being a driving game it can easily accommodate VR and non VR for a larger player base.
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# ? Dec 9, 2019 03:54 |
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# ? Jun 1, 2024 04:33 |
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A crime scene investigation game in vr would be cool. Relatively small, contained environments for the player to poke and prod at for clues. Holy poo poo, just do "Ace Attorney: VR". Now with immersive objection-action!
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# ? Dec 9, 2019 05:40 |