Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
forest spirit
Apr 6, 2009

Frigate Hetman Sahaidachny
First to Fight Scuttle, First to Fall Sink


I would assume 90's flight sticks would just have to be taken apart and cleaned, and any wonky dead-zone/control issues would be gone, unless some components just straight up break over time, or they're cheap and worn out

They would definitely be fun to restore in general, 90's and early 2000 PC accessories and oddities are just so damned quaint. Especially VR poo poo.

Which reminds me, has anyone ITT played VR with a butt-kicker vest? They're just rumble packs for your body. I had one as a child, but it went on the chair behind you or on the floor and I remember it being pretty overkill for like, Mario 64 and Yoshi's Island

Adbot
ADBOT LOVES YOU

dogstile
May 1, 2012

fucking clocks
how do they work?
We hosed about with a feedback vest at work. I ended up trying to get shot in the back because it was like a nice massage, honestly :v:

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

dogstile posted:

We hosed about with a feedback vest at work. I ended up trying to get shot in the back because it was like a nice massage, honestly :v:

SHOOT ME IN THE BACK!

IN THE BAAAAACK!

NOT SO COMPLEX!

WANT IT!

NEED IT!

NEED IT HAVE TO HAVE IT!

Not the KNEE, not the ARM, not the FACE - BAAAACK!

Baron von der Loon
Feb 12, 2009

Awesome!
https://www.youtube.com/watch?v=0k0SZ3ewLTY
So KatVR is going to release a VR treadmill for consumers. Have to admit that I've already made a pledge, albeit with the thought that I might still cancel it. My expectations are that it wouldn't be too ground-breaking, but this is something I'd really like to experiment with. And this seems fairly affordable. (and makes for good business expenses)

Anyone have any experience with their products?

Kazy
Oct 23, 2006

0x141 KERNEL PANIC

Baron von der Loon posted:

https://www.youtube.com/watch?v=0k0SZ3ewLTY
So KatVR is going to release a VR treadmill for consumers. Have to admit that I've already made a pledge, albeit with the thought that I might still cancel it. My expectations are that it wouldn't be too ground-breaking, but this is something I'd really like to experiment with. And this seems fairly affordable. (and makes for good business expenses)

Anyone have any experience with their products?

Wasn't there one exactly like this about 5 years ago? Omni-something I wanna say. Is this just a lower-cost version of that?

blunt
Jul 7, 2005

Kazy posted:

Wasn't there one exactly like this about 5 years ago? Omni-something I wanna say. Is this just a lower-cost version of that?

https://www.youtube.com/watch?v=KSXMqBUREnE


2009 - almost 11 years ago.

SCheeseman
Apr 23, 2003

They are dumb and bad. Sliding your feet around isn't walking and if it isn't immersive, what's the point?

Nate405
Oct 21, 2002


Is something like this basically what I'm looking for to play PCVR games on a Quest? I have a USB 3.2 Type-C port open on my PC and 2 meters seems long enough for it to comfortably reach my head regardless of which way I turn at my desk.

Gort
Aug 18, 2003

Good day what ho cup of tea
Feels like a big-rear end treadmill is unlikely to be supported by many games 'cause so few people will have one.

Nate405 posted:

Is something like this basically what I'm looking for to play PCVR games on a Quest? I have a USB 3.2 Type-C port open on my PC and 2 meters seems long enough for it to comfortably reach my head regardless of which way I turn at my desk.

Did you already try the Virtual Desktop software? Much better than faffing with cables as long as it works fine over your wireless network.

Kazy
Oct 23, 2006

0x141 KERNEL PANIC

Nate405 posted:

Is something like this basically what I'm looking for to play PCVR games on a Quest? I have a USB 3.2 Type-C port open on my PC and 2 meters seems long enough for it to comfortably reach my head regardless of which way I turn at my desk.

6 feet is a bit short if you ever want to do any standing games. This is the cable I bought, though I haven't actually tested it since I use Virtual Desktop's wireless link.

NRVNQSR
Mar 1, 2009

SCheeseman posted:

They are dumb and bad. Sliding your feet around isn't walking and if it isn't immersive, what's the point?

Arm-swinging isn't walking either, and some people swear by that.

Admittedly swinging your arms around doesn't cost $1000.

Nate405
Oct 21, 2002


Gort posted:

Did you already try the Virtual Desktop software? Much better than faffing with cables as long as it works fine over your wireless network.

Kazy posted:

6 feet is a bit short if you ever want to do any standing games. This is the cable I bought, though I haven't actually tested it since I use Virtual Desktop's wireless link.

I just bought the Quest and haven't tried anything yet. I assumed the wireless latency would be unacceptable for VR, but it sounds like it can work well. I'll try Virtual Desktop before ordering any cables. Thanks for the help!

Baron von der Loon
Feb 12, 2009

Awesome!

Gort posted:

Feels like a big-rear end treadmill is unlikely to be supported by many games 'cause so few people will have one.
From what I've read, the treadmill can also basically act like a big controller. So it can translate the movement to one of the sticks, which is how they're able to add support for games like Alyx and Skyrim VR.

SirViver
Oct 22, 2008

Baron von der Loon posted:

From what I've read, the treadmill can also basically act like a big controller. So it can translate the movement to one of the sticks, which is how they're able to add support for games like Alyx and Skyrim VR.
Yeah, but that mode will probably feel really terrible with it being basically impossible to translate your "real" movement to ingame movement 1:1. Also isn't the thing so slick that it feels like you're standing on ice? As in, constantly sliding about and requiring muscle tension to really "stand still"?

Personally I'd wait for some non-sponsored/bullshit reviews from people who know what they're talking about and don't have industry reputation to lose before even thinking about getting one of those.

Beve Stuscemi
Jun 6, 2001




That treadmill bowl thing is gonna suck. Feel free to quote me on this when it comes out.

Truga
May 4, 2014
Lipstick Apathy

NRVNQSR posted:

Arm-swinging isn't walking either, and some people swear by that.

Admittedly swinging your arms around doesn't cost $1000.

yeah, it's the price and size that's the issue, honestly. a goon has omni treadmill and he said it's the best poo poo when it works, but it's still bulky and expensive.

personally, i like feet tracking by natural locomotion. i flashed my old vive wands (i bought knuckles) with the thing in natural locomotion so they behave like vive trackers and after about an hour of getting used to it it's amazing imo.

Enos Cabell
Nov 3, 2004


I can't see those treadmills ever taking off, they're just too restrictive. Any game I can think of where running around on foot is useful, I will 100% want to be able to drop down to a knee at the least. This and the Omni both look like they limit you to hunching over at best.

Also doesn't look like it can accommodate a very long stride at all, if I'm gonna have to take short little steps might as well just jog in place instead.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

NRVNQSR posted:

Arm-swinging isn't walking either, and some people swear by that.

Admittedly swinging your arms around doesn't cost $1000.

Arm-swinging lets you replicate your natural walking/jogging/sprinting gait. Omni-treadmills require you to counter-intuitively work against your body's natural instinct to stand and walk on a stable surface.


Basically;

Jim Silly-Balls posted:

That treadmill bowl thing is gonna suck. Feel free to quote me on this when it comes out.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Only thing that'd really be good is full on suspension slightly above the ground with some kind of strap on the feet to trick you into thinking your standing on something.

Haptical Sales Slut
Mar 15, 2010

Age 18 to 49
I saw that Omni thing on display years ago at PAX. Why is yet another company trying to do the same failed product? Has there been advancements in slippery plastic bowls that demands additional research!?

Zero VGS
Aug 16, 2002
ASK ME ABOUT HOW HUMAN LIVES THAT MADE VIDEO GAME CONTROLLERS ARE WORTH MORE
Lipstick Apathy

Nuts and Gum posted:

I saw that Omni thing on display years ago at PAX. Why is yet another company trying to do the same failed product? Has there been advancements in slippery plastic bowls that demands additional research!?

Because these dudes are Chinese so they can cut out the middleman.

Lemming
Apr 21, 2008
https://www.oculus.com/blog/an-update-on-the-evolution-of-the-oculus-platform-/

quote:

We’ve heard that many developers and enthusiasts are looking for easier ways to distribute apps outside of the Oculus Store. We're excited to announce that in early 2021 we’ll offer a new way for developers to distribute Quest apps. This will enable developers to share their apps to anyone with a Quest, without having to be accepted into the Oculus Store, and without the need for sideloading. While we don’t have many details to share beyond that just yet, we wanted to give an early peek at our plans to make Quest accessible to a wider group of developers, even those who do not ship through our Store.

I can't say I saw this coming

Deathlove
Feb 20, 2003

Pillbug
What does that even look like? If it's not on the store, and you're not sideloading...???? Feels pretty binary?

Lemming
Apr 21, 2008

Deathlove posted:

What does that even look like? If it's not on the store, and you're not sideloading...???? Feels pretty binary?

I'm envisioning something like being able to click a link that downloads something to your quest, or a URL you can put in the phone app or something, not necessarily completely separate from the store/headset OS, but not needing to go through the process of getting accepted, uploaded onto the store, etc

Edit:

https://twitter.com/c_pruett/status/1275476635106422789?s=20

Lemming fucked around with this message at 18:22 on Jun 23, 2020

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Deathlove posted:

What does that even look like? If it's not on the store, and you're not sideloading...???? Feels pretty binary?

I'd guess it's functionally just another storefront with fewer restrictions to try and cultivate their own pocket Steam or itch.io within their walled garden, as it's all still covered by their regular Oculus TOS policies.

I'd also say this is their best effort to kill side-loading in the short-term. Convenience is the fastest route to getting users to buy/do something, and giving them a method that's easy and neatly encapsulated within the official ecosystem means there's gonna be fewer angry voices if/when side-loading goes away.

JHVH-1
Jun 28, 2002
I thought they already had a way to use a key code to add a game. Well it works for betas anyway. I had a couple installed before they were in the store but I had to get the code e-mailed or distributed through the dev website.

If they just streamline that process, like give you a page you go to while signed in without entering codes that will be pretty easy.

Lemming
Apr 21, 2008

Neddy Seagoon posted:

I'd guess it's functionally just another storefront with fewer restrictions to try and cultivate their own pocket Steam or itch.io within their walled garden, as it's all still covered by their regular Oculus TOS policies.

I'd also say this is their best effort to kill side-loading in the short-term. Convenience is the fastest route to getting users to buy/do something, and giving them a method that's easy and neatly encapsulated within the official ecosystem means there's gonna be fewer angry voices if/when side-loading goes away.

This seems way more complicated than just not allowing sideloading, which it kind of seems like they would have done by now if they had any real interest in it

They also specifically call this out as a way to make Sidequest more convenient; with stuff like direct links, being able to just point at something and download it without going through the adb sideload path doesn't seem to do anything but make it easier to install non-Oculus store approved stuff. I really can't envision how more options are somehow worse.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Lemming posted:

This seems way more complicated than just not allowing sideloading, which it kind of seems like they would have done by now if they had any real interest in it

They also specifically call this out as a way to make Sidequest more convenient; with stuff like direct links, being able to just point at something and download it without going through the adb sideload path doesn't seem to do anything but make it easier to install non-Oculus store approved stuff. I really can't envision how more options are somehow worse.

Because now it's on THEIR terms through THEIR system. And that's the point of it.

HoboTech
Feb 13, 2005

Reading this with the voice in your skull.
Alright, I just got the Quest and I so far I'm pretty impressed. It's not quite I'M REALLY IN THE GAME but when something starts to fly at your face it's pretty convincing. I have some questions though:

Are pixels and artifacting on objects at a distance a normal thing? Like sitting in the home environment the menu is perfectly clear, but that lamp across the "room" is a little fuzzy. I haven't got the best eyesight in general but it looks like it's more of the display than anything else. Also, for those who have tried the Index, is the graphical difference really that big?

marumaru
May 20, 2013



Lemming posted:

This seems way more complicated than just not allowing sideloading, which it kind of seems like they would have done by now if they had any real interest in it

it's almost if their business plan is based on the walled garden approach...

Lemming
Apr 21, 2008

Neddy Seagoon posted:

Because now it's on THEIR terms through THEIR system. And that's the point of it.

And they would do all this to kill sideloading later rather than just not allow it at the start because...?

HoboTech posted:

Alright, I just got the Quest and I so far I'm pretty impressed. It's not quite I'M REALLY IN THE GAME but when something starts to fly at your face it's pretty convincing. I have some questions though:

Are pixels and artifacting on objects at a distance a normal thing? Like sitting in the home environment the menu is perfectly clear, but that lamp across the "room" is a little fuzzy. I haven't got the best eyesight in general but it looks like it's more of the display than anything else. Also, for those who have tried the Index, is the graphical difference really that big?

Yeah, that's partially a limitation of the resolution (where you can see individual pixels if you try hard enough), and a limitation of processing power, where it can't do stuff like render at a higher resolution and downscale it or do better anti-aliasing due to it being filled with phone guts. Anything hooked up to a PC will be capable of more tricks to smooth those things out a bit, but there's still a limit on how much can be done.

NRVNQSR
Mar 1, 2009

Deathlove posted:

What does that even look like? If it's not on the store, and you're not sideloading...???? Feels pretty binary?

Sounds like it's not on the store in the sense that it won't be discoverable on it and you won't need to pass concept approval. But it won't be sideloading in the sense that it will still be hosted by Oculus, it will have to conform to their technical requirements and users won't need to enable developer mode to run it.

So Oculus will be able to shut down anyone who uses it for piracy or Beat Saber modding or mild pornography, but the user experience should be smoother, with the illusion of safety that comes from downloading things from a well-known store. No word yet on what this means for paid or freemium apps distributed this way but I suspect Oculus will still want to get their cut.

And yes, obviously their goal here is to have fewer people using developer mode and sideloading things. That's not necessarily a bad thing for us as consumers, though; if they can achieve that goal through "soft power" moves like this then they're less likely to feel the need to make "hard power" moves like actively restricting access to sideloading.

HoboTech
Feb 13, 2005

Reading this with the voice in your skull.

Lemming posted:

Yeah, that's partially a limitation of the resolution (where you can see individual pixels if you try hard enough), and a limitation of processing power, where it can't do stuff like render at a higher resolution and downscale it or do better anti-aliasing due to it being filled with phone guts. Anything hooked up to a PC will be capable of more tricks to smooth those things out a bit, but there's still a limit on how much can be done.

Comforting to know it isn't just my lovely eyes then (it's also my lovely eyes). I've got the cable for the Link setup coming tomorrow so I'll likely be trying No Man's Sky this week. My PC is pretty good so I'm glad to know that will help.

I've got an Index on order that might arrive sometime before the heat death of the universe, so that will be nice to try too.

jubjub64
Feb 17, 2011

Lemming posted:

And they would do all this to kill sideloading later rather than just not allow it at the start because...?

Because they can control how they kill it - slowly and with good PR. That's my devil's advocate take on it anyway.

Lemming
Apr 21, 2008

jubjub64 posted:

Because they can control how they kill it - slowly and with good PR. That's my devil's advocate take on it anyway.

I still do not see why, if that was their ultimate goal, they wouldn't have just calibrated everyones' expectations by not allowing it in the first place. Everyone would've been like "man this sucks, oh well" because they wouldn't have had access to it originally. A similar thing happened with Revive; if they had had a hardware check at the start to make sure only Oculus hardware could run the Oculus store, they wouldn't have had the severe negative reaction when they temporarily added a check

It makes much more sense to me, given that they didn't stop sideloading right at the start, that they see how much interest there is in non-curated stuff, but still don't want to open the floodgates on the store and fill it with garbage, this seems like a step towards making it easier to do that stuff without stepping on any other toes

NRVNQSR
Mar 1, 2009
To me the more interesting thing in today's Oculus announcement is that they're shuttering the Go line completely. I feel like that opens up a gap in the market, because it means there are no standalone consumer VR options between lovely phone enclosure and $400. But maybe modern lovely phone enclosures are good enough to serve the 3DoF market?

rage-saq
Mar 21, 2001

Thats so ninja...
Re: Katwalk C

There will never be a good omni before Full Dive or (Full Dive lite where you can control your movement with your mind) comes out and renders them completely pointless. They don't add immersion and they actively make a lot of VR actions difficult or impossible.

I say this as someone who frequently likes to use a VR controller with no joystick where this would be an actually good solution for me handling locomotion, it's just not going to happen.

Lemming
Apr 21, 2008

NRVNQSR posted:

To me the more interesting thing in today's Oculus announcement is that they're shuttering the Go line completely. I feel like that opens up a gap in the market, because it means there are no standalone consumer VR options between lovely phone enclosure and $400. But maybe modern lovely phone enclosures are good enough to serve the 3DoF market?

I bet there's a Quest SKU down the line that relies only on the hand tracking, it's only really good for menus and stuff but it's not like the 3DoF controller was particularly capable there anyway. The controllers have to be a decent chunk of the cost, I bet without them the cost goes down a pretty good amount

Great Beer
Jul 5, 2004

Are they even that expensive? Theyre only powered by a single AA battery, I figured they were just passive rings of sensors with the headset doing all the heavy lifting of tracking their position.

Adbot
ADBOT LOVES YOU

marumaru
May 20, 2013



Great Beer posted:

Are they even that expensive? Theyre only powered by a single AA battery, I figured they were just passive rings of sensors with the headset doing all the heavy lifting of tracking their position.

they still have a bunch of sensors and the hardware to process and transmit it

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply