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LLSix posted:Steam page doesn't list VR support? There used to be a VR mode and I think people have hacked it back in.
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# ? Apr 26, 2020 23:48 |
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# ? Jun 5, 2024 06:50 |
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Turin Turambar posted:Linus living the VR dream I wish someone could CG his ears and remove the loads of rings he puts in. They look gross.
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# ? Apr 27, 2020 00:29 |
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TadBradley posted:I just finished Time Stall on Quest. I assume you've played superhot already?
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# ? Apr 27, 2020 00:30 |
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LLSix posted:Steam page doesn't list VR support? Cojawfee posted:There used to be a VR mode and I think people have hacked it back in. MotherVR: https://github.com/Nibre/MotherVR/releases Apparently it still works and people are using in with Index and other hmd too
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# ? Apr 27, 2020 01:16 |
Based on their roadmap, you can’t aim with the controller? Which I assume means you aim with your head? If so, I’ll wait.
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# ? Apr 27, 2020 01:26 |
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Bad Munki posted:Based on their roadmap, you can’t aim with the controller? Which I assume means you aim with your head? If so, I’ll wait. I mean, its $2...
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# ? Apr 27, 2020 01:34 |
Sure, I’d just wait to play it. Personally, I mean. Not trying to convince someone to not mess with it. Actual I, not “if I were you” I. But I say this as someone who has wussed out on flat A:I multiple times anyhow.
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# ? Apr 27, 2020 01:43 |
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Bad Munki posted:Based on their roadmap, you can’t aim with the controller? Which I assume means you aim with your head? If so, I’ll wait. Yeah it's pretty boner killer for me too... it's look-to-turn and uses controllers as gamepad so I'm still waiting for a real Alien vr game and in the meantime already don't have enough time to play most of my library so
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# ? Apr 27, 2020 01:43 |
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Yeah you can nitpick it, until you get face to face with the alien and you remember why you’re playing it It’s a mod for a game, it won’t be perfect
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# ? Apr 27, 2020 01:43 |
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I had AI before I even had vr and couldn't get into it even then because of the control scheme despite my love for the franchise and the brilliance of the game itself but vr exacerbates that x10 so it remains safely in my Steamshame pile. What's that Japanese word for books you own but don't read and is there a version of it for games yet
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# ? Apr 27, 2020 02:06 |
As part of quarantine, I totally remodeled a room in my basement. For the foreseeable future, I’m gonna have a completely open space about 14’x20’, and I want to use that for my index, or as much of it as I can reach being tethered, anyhow. But to do that, I need to move my PC, and I refuse to move my actual workspace/desk. That’s fine, my PC has been in the crawl space under the stairs on the other side of the wall for ages, I just need to move it to the other side of that crawl space and have the index wiring harness poke through there, and the PC wires (USB & DisplayPort) through the space to where my desk is. I want the PC to sit closer to the VR side so I’m not sacrificing a bunch of length there, but that means my desk is just a liiiiiiittle too far to be within the 10’ reach of standard DisplayPort. That’s a lot of words to say: are active DisplayPort cables bullshit that I will regret? I don’t want to sacrifice latency or resolution or frame rate or whatever else. This would be to go from PC to monitor, NOT trying to extend the index wires.
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# ? Apr 27, 2020 02:18 |
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Active cables that actually work are insanely expensive (like $150 or some poo poo) from what I've seen so far but you can passively extend Index like 6ft is that makes a difference to your thinking. I use a CableMatters dp extension and also poke my wire through a wall to keep from wasting precious length but my space is much smaller
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# ? Apr 27, 2020 02:57 |
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njsykora posted:Supposedly the latest Quest update has drivers for a new version of the Touch controllers, which I'd assume would go with a new version of the Quest. It probably isn't going to be before the Christmas period though. New controllers don't necessarily mean new headset at the same time. If they're actually built to some measure of standardization this time, they might be compatible with the current Rift S and Quest. Turin Turambar posted:It all depends if they are going to do an improved version, a Quest S / 2.0, or they are going to do a proper Quest 2. If the former, expect it this year, if the latter, it could be Christmas 2021. I'd honestly expect to see a 90Hz model that just eliminates the Rift S' need to exist at the very least.
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# ? Apr 27, 2020 03:44 |
Thoatse posted:Active cables that actually work are insanely expensive (like $150 or some poo poo) from what I've seen so far but you can passively extend Index like 6ft is that makes a difference to your thinking. I use a CableMatters dp extension and also poke my wire through a wall to keep from wasting precious length but my space is much smaller I really don't need a LOT more, like roughly measuring I'm guessing 13' would suffice, not allowing for bends and such, so 15' would be plenty. I ran across this: https://www.amazon.com/Club3D-CAC-1069-DisplayPort-Cable-Certified/dp/B07HCZCVF8/ref=sr_1_1_sspa It claims to support more throughput than I need for my display at max refresh: 3440x1440@120hz, so ~14Gbit/s plus overhead so like 17Gbit/s total? The cable claims to be able to carry a full 7680x4320@60hz, which is 50Gbit/s, but that is assumedly counting on DP1.4. My monitor (and probably video card) are 1.2, but I think HBR3 was introduced with DP1.2, which means that protocol would be topping out at 26Gbit/s? So it may come down to the quality of the specific instance of that cable I end up with. :| I'd just try it for shits 'n giggles but it's like $50 for the cable. I guess if it doesn't work, I can send it back, although I'm not sure how to reliably determine if my monitor is running at full speed or being hampered by the link. Bad Munki fucked around with this message at 04:00 on Apr 27, 2020 |
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# ? Apr 27, 2020 03:56 |
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The cable I got for Link seems to have taken a huge poo poo, anyone got a recommendation for a reliable replacement?
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# ? Apr 27, 2020 06:41 |
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has anyone ever managed to orient their playspace so that up is no longer up? Not just for movies but for games? So, say, one could lie down on their bed and have their feet be 'down'? I feel like something like echo arena would be extremely trippy like that.
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# ? Apr 27, 2020 14:43 |
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Owlbear Camus posted:The cable I got for Link seems to have taken a huge poo poo, anyone got a recommendation for a reliable replacement? I have an Aukey one, but you know, I haven't used it for enough months to know if it's more or less reliable than others. Neddy Seagoon posted:I'd honestly expect to see a 90Hz model that just eliminates the Rift S' need to exist at the very least. Also, if they could get a RGB-stripe oled of the same resolution, they could have a new revision with nicer visuals without compromising the performance.
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# ? Apr 27, 2020 14:56 |
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I just went from a first gen Rift to an Index. I got pretty good at setting up the rift cameras for room scale but I have no idea of the dos and don'ts of lighthouse-based systems. For example, I had no idea they were wireless until I couldn't find cables in the box. I have a fairly large play area, free of obstructions but when I set up the lighthouses like made sense to me I got terrible tracking issues. Does anyone have a link to a really good roomscale setup guide for two lighthouses? What I really miss is the way the Rift software would show you an overhead view of your play area with the cones of perception for the cameras and where they did and didn't overlap. Is there some way to visualize lighthouse coverage similarly? Gangringo fucked around with this message at 15:21 on Apr 27, 2020 |
# ? Apr 27, 2020 15:19 |
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Gangringo posted:I just went from a first gen Rift to an Index. I got pretty good at setting up the rift cameras for room scale but I have no idea of the dos and don'ts of lighthouse-based systems. For example, I had no idea they were wireless until I couldn't find cables in the box. I have a fairly large play area, free of obstructions but when I set up the lighthouses like made sense to me I got terrible tracking issues. Does anyone have a link to a really good roomscale setup guide for two lighthouses? Ideally you want them on opposite corners of your playspace, facing eachother, elevated and angled downwards to cover as much of the playspace as possible. On a flat surface facing will work in a pinch, just so long as they have line-of-sight with the other Lighthouse. edit: Lighthouses can't visualize their playspace because they're "dumb" boxes that just spit out infra-red light, they can't see it themselves. Your controllers and HMD are what perceive the light they emit and calculate their own location within the playspace. Neddy Seagoon fucked around with this message at 15:33 on Apr 27, 2020 |
# ? Apr 27, 2020 15:28 |
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Boneworks multiplayer is a mod now https://youtu.be/uzWfgzYEeAQ Very early and rough, but there’s potential there
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# ? Apr 27, 2020 16:28 |
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RPS reviews the Rift S?? https://www.rockpapershotgun.com/2020/04/27/oculus-rift-s-review/ Better late than never, I guess.
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# ? Apr 27, 2020 16:32 |
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Gangringo posted:What I really miss is the way the Rift software would show you an overhead view of your play area with the cones of perception for the cameras and where they did and didn't overlap. Is there some way to visualize lighthouse coverage similarly? This was available in older versions of SteamVR as a feature called "Room Overview" in the developer settings, but it seems with the new UI update this is not available anymore unfortunately. Maybe it will come back at some point. Lighthouses cover a surprisingly wide angle, not quite but nearly 180° horizontally. Probably a bit less vertically, but not sure how much. Tracking issues are almost always caused by reflective surfaces in your play area, e.g. windows, picture frames, etc. Unless you have a camera with IR mode there's unfortunately not really a good way to "debug" this issue other than by trial and error, though. SirViver fucked around with this message at 16:52 on Apr 27, 2020 |
# ? Apr 27, 2020 16:48 |
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Any ideas why a Vive's tracking might freak out? My nephew has one and claims it's getting floaty occasionally, but it'd work with with just one base station instead of two. I tried it several times over a few weeks and couldn't reproduce. Until today. When it happens, it's like the frame of reference does a hoola-hoop, giving the impression of weaving around drunk. Any clue as to what that could be? A base station failing and desyncing? Any way to log/trace these events? --edit: In relation to below, I removed anything reflective and it still happens. Combat Pretzel fucked around with this message at 17:43 on Apr 27, 2020 |
# ? Apr 27, 2020 17:13 |
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SirViver posted:Tracking issues are almost always caused by reflective surfaces in your play area, e.g. windows, picture frames, etc. Unless you have a camera with IR mode there's unfortunately not really a good way to "debug" this issue other than by trial and error, though. This makes a lot of sense, we have a big mirror in the living room. I'll try draping a cloth over it.
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# ? Apr 27, 2020 17:39 |
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Do you have one base station or two? One is insufficient.
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# ? Apr 27, 2020 17:58 |
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Bad Munki posted:Based on their roadmap, you can’t aim with the controller? Which I assume means you aim with your head? If so, I’ll wait. Thoatse posted:Yeah it's pretty boner killer for me too... it's look-to-turn and uses controllers as gamepad so I'm still waiting for a real Alien vr game and in the meantime already don't have enough time to play most of my library so Also keep in mind that this hack isn't adding VR support from the ground up, it's tapping in to the work that was already done by the game's developers to support DK2 that never got officially released, and just patching that up to work with modern VR APIs plus some quality of life tweaks to make the experience work better. Not saying it's impossible, but adding fully tracked controller support and some kind of modern locomotion is a lot more involved than shimming some APIs and tweaking some settings. Also the author of the A:I mod never bothered to open source it like he said he would and is currently distracted with a VR mod for Halo so I'm not sure I'd expect any further progress. The last released update was in 2018, he teased further updates in October but nothing since then.
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# ? Apr 27, 2020 18:29 |
Just put in an order for knuckles to replace my Vive wands and I'm real excited to get them. Does Valve still give refunds for HL Alyx if you buy it and then later buy Index hardware? I bought it at release but decided to hold off on playing it until I had the knuckles.
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# ? Apr 27, 2020 19:07 |
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Budget Cuts 2 has a 45% off sale, in both Steam and Oculus store, and they released a new update, with performance improvements and some new options: New Mutators! Mutator: Smooth turning (replaces snap-turning when enabled) Mutator: Unarmed Supervisors Mutator: Fragile knives and arrows Mutator: Translocator launch force Mutator: Stealth Translocator (brings back stealth translocations from BC1)
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# ? Apr 27, 2020 20:54 |
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Turin Turambar posted:Budget Cuts 2 has a 45% off sale, in both Steam and Oculus store, and they released a new update, with performance improvements and some new options: If you already own Budget Cuts 1, the "Budget Cuts Complete Set" is only $14.84 which is another ~$2 off just buying the singular title "Budget Cuts 2"
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# ? Apr 27, 2020 21:44 |
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Combat Pretzel posted:Any ideas why a Vive's tracking might freak out? My nephew has one and claims it's getting floaty occasionally, but it'd work with with just one base station instead of two. I tried it several times over a few weeks and couldn't reproduce. Until today. When it happens, it's like the frame of reference does a hoola-hoop, giving the impression of weaving around drunk. Any clue as to what that could be? A base station failing and desyncing? Any way to log/trace these events? I had intermittent tracking issues and grey outs with my vive for year, before I worked out that it only happened when the washing machine was running. I assume something to do with being an old house with dodgy wiring, but I think it shows that lighthouses can be sensitive as gently caress. Shoefish fucked around with this message at 00:27 on Apr 28, 2020 |
# ? Apr 27, 2020 22:01 |
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Shoefish posted:I had intermittent tracking issues and grey outs with my vive for year, before I worked out that it only happened when the washing machine was running. I assume something to do with being an old house with dodgy wiring, but I think it shows that lighthouses can be sensitive as gently caress.
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# ? Apr 28, 2020 12:00 |
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I thought it might be vibrations, with what a rickety house with drywalls, but it also happened at least once while standing still and not waving and jumping around. I guess I'll look into electricals.
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# ? Apr 28, 2020 12:22 |
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So it looks like Dead & Buried 2 has gotten a Horde Mode? https://www.youtube.com/watch?v=HDcYwCrxMOA If so I might consider picking it up, the first one's horde maps were a lot of fun.
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# ? Apr 28, 2020 12:49 |
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Is anyone here interested in making a Beat Sabre map for a tune of mine? I have tried but I suck
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# ? Apr 28, 2020 13:38 |
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https://store.steampowered.com/app/590510/SoundSelf_A_Technodelic/
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# ? Apr 28, 2020 13:41 |
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ShadowHawk posted:It might also be the vibration from the washing machine? Was it anywhere near the wall the sensors were on? Nah, laundry is built out onto the back of the house, VR room is it the front as far away as it can be.
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# ? Apr 28, 2020 14:34 |
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Does anybody have opinions on powered USB hubs? All my problems with VR seem to stem from lack of power so I guess it's time to grab one, but I'm not sure what I'm looking for besides "USBs with an A/C plug".
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# ? Apr 28, 2020 14:55 |
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Pierson posted:Does anybody have opinions on powered USB hubs? All my problems with VR seem to stem from lack of power so I guess it's time to grab one, but I'm not sure what I'm looking for besides "USBs with an A/C plug". I'd get a branded one for peace of mind, there's a lot of shite out there, make sure it is USB3 and also be aware that a lot of powered hubs are made with a USB Type-C connector these days for laptop use mainly and you desktop may not have one. I have one of these - it is USB Type C but my motherboard supports it https://www.scan.co.uk/products/akasa-4-port-usb-c-hub-usb-c-male-to-4x-usb-a-female-powered-usb-30-hub-aluminium-plug-and-play It gets enough juice through the USB 3 port not to need a power supply Edit: Sorry I just remembered, on my old PC I went down the route of a card and was really happy, it ran a Rift and 3 sensors no problem, could be an option? https://www.scan.co.uk/products/4-por-startech-pci-express-usb-30-card-each-usb-port-can-provide-up-to-900ma-of-power peter gabriel fucked around with this message at 15:45 on Apr 28, 2020 |
# ? Apr 28, 2020 15:40 |
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SirViver posted:Unless you have a camera with IR mode there's unfortunately not really a good way to "debug" this issue other than by trial and error, though. Finally a use for those Modern Warfare 2 NVG's sitting in the closet!
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# ? Apr 28, 2020 15:53 |
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# ? Jun 5, 2024 06:50 |
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Pixel Ripped 1995 is the most fun I’ve had with the Quest in a while.
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# ? Apr 28, 2020 18:16 |