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Opinionated
May 29, 2002



explosivo posted:

Apparently that Underdogs game is pretty good going from the reviews, anyone here give it a try?

I finally played it last night on PC and it's really fun. I wish I could up the graphics a bit more cause I was playing it maxed out and the shadows were pretty junky, it wasn't pushing my 4090 or CPU very hard, may see if I can mess with ini settings files :cool:

I liked the stylized graphics generally though. It's a cool roguelite, and as someone else said already in this thread you need a good bit of space for swinging your arms about in this game. It's definitely one of the more unique VR gameplay experiences I've had recently!

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Homeless Friend
Jul 16, 2007

MeatRocket8 posted:

Apple needs to do a software update so you can record 3D VR video without having to wear it.

Mount it to a stand. Make amateur porn with your partner and post it on pornhub.

Recording my apple™ amateur porn video and my FaceTime persona is automatically spliced in on the bottom right in apparent anguish

Roadie
Jun 30, 2013

Neddy Seagoon posted:

How long before someone makes a protective silicon skin for it, do you reckon?

Lol, I think it's a petty effort to skirt EU regulations because VR headsets probably aren't covered under the law they passed requiring USB-C for tablets, cameras, and phones.

The battery pack charges via USB-C, so I think the pack->headset connector is more like a weird side effect of them coming up with a power cable meant to take 2+ years of constant tugging and twisting and then really not wanting to redesign it again once they had it working.

repiv
Aug 13, 2009

oof, i wasn't expecting the hand tracking to be good enough for gaming but just look at how far the ingame object lags behind the players hands

https://www.youtube.com/watch?v=nos7u4VqmRo

repiv
Aug 13, 2009

i hope facebook still puts beat saber on it just for the comedy factor of it being unplayable with the headsets sole input method though

FuzzySlippers
Feb 6, 2009

The passthrough quality on the Q3 is pretty good, but I wish it was better utilized in software. Like I want additional ways to access the data like maybe have a passthrough window you could set that would always be showing through to the camera like a little hole in your headset. Maybe it's something they could make easier for game devs to support. Like in Walkabout golf if my cats make a weird noise and I go tap to passthrough to check it pauses multiplayer and can be a little buggy so I just lift the headset instead. I wish I could more like hold up an item in the game to look through that would show the passthrough contained to a rendertexture. I dunno how easy that data is to access for devs. The last time I played around with VR dev passthrough was barely a thing.

When you create your guardian borders it also seems to map some 3D space data I wish would be used in your guardian borders. Rather than just a big barrier it would be cool if you could start to see the edge of your couch as you get near it. It also seems to track when my cats wander through the space during setup as a point cloud and that could also be passed through to guardian so you would know if something enters your vr space (it would also make it a hell of a lot less disorienting if someone walks up to you when you've got headphones + vr on).

I want more middle ground options between goofy AR games where monsters hide behind your couch and VR poo poo that totally isolates you into VR space.

ScreenDoorThrillr
Jun 23, 2023

FuzzySlippers posted:

The passthrough quality on the Q3 is pretty good, but I wish it was better utilized in software. Like I want additional ways to access the data like maybe have a passthrough window you could set that would always be showing through to the camera like a little hole in your headset. Maybe it's something they could make easier for game devs to support. Like in Walkabout golf if my cats make a weird noise and I go tap to passthrough to check it pauses multiplayer and can be a little buggy so I just lift the headset instead. I wish I could more like hold up an item in the game to look through that would show the passthrough contained to a rendertexture. I dunno how easy that data is to access for devs. The last time I played around with VR dev passthrough was barely a thing.

When you create your guardian borders it also seems to map some 3D space data I wish would be used in your guardian borders. Rather than just a big barrier it would be cool if you could start to see the edge of your couch as you get near it. It also seems to track when my cats wander through the space during setup as a point cloud and that could also be passed through to guardian so you would know if something enters your vr space (it would also make it a hell of a lot less disorienting if someone walks up to you when you've got headphones + vr on).

I want more middle ground options between goofy AR games where monsters hide behind your couch and VR poo poo that totally isolates you into VR space.

Meta doesn't give access to the camera feeds or detailed room geometry for privacy reasons

Bad Munki
Nov 4, 2008

We're all mad here.


FuzzySlippers posted:

I wish I could more like hold up an item in the game to look through that would show the passthrough contained to a rendertexture..

A crystal ball that is actually just passthrough. Add a little warping for the refraction effect. Put a tiny bit of reflection on the surface from whatever app you’re in.

Lemming
Apr 21, 2008
I don't know how but Apple is managing to make VR even lamer than it was before. God dammit

Black August
Sep 28, 2003

Lemming posted:

I don't know how but Apple is managing to make VR even lamer than it was before. God dammit

by catering to rich business boys instead of doing what Meta is also continuously failing to do- make headsets really fun game consoles and entertainment viewers FIRST with with business applications being secondary and gradually adopted, instead of constantly forced wholesale in the most sterile and godless ways imaginable (Horizon and whatever the hell Apple thinks it’s doing)

FuzzySlippers
Feb 6, 2009

ScreenDoorThrillr posted:

Meta doesn't give access to the camera feeds or detailed room geometry for privacy reasons

If you can make AR games you must get some access to that data. I could see limitations on how it is accessed, but straight rendering to a texture seems unlikely to be totally impossible in some way

Lemming
Apr 21, 2008

Black August posted:

by catering to rich business boys instead of doing what Meta is also continuously failing to do- make headsets really fun game consoles and entertainment viewers FIRST with with business applications being secondary and gradually adopted, instead of constantly forced wholesale in the most sterile and godless ways imaginable (Horizon and whatever the hell Apple thinks it’s doing)

We literally have magic technology that people have been dreaming about for decades and people are using it to do iPad in their living room I want to scream

Roadie
Jun 30, 2013

Lemming posted:

We literally have magic technology that people have been dreaming about for decades and people are using it to do iPad in their living room I want to scream

What do you want them to do with it instead, then?

Black August
Sep 28, 2003

Lemming posted:

We literally have magic technology that people have been dreaming about for decades and people are using it to do iPad in their living room I want to scream

Yeah. Essentially every freakshow like Zuck who grew up with the 90s dream of VR have since murdered the child they were and now instead think: “I did VR! Now how can I make it financially benefit me and my information black trade as optimally as possible?”

where the gently caress is my Final Fantasy 1 or Zelda 1 equivalent on the Quest, where are my gigantic number of RE4VR-alikes funded by Meta where old games find amazing new life for another sale and spin-up of its content, Quest 3 is great and there’s the UEVR injector now, why the gently caress am I not seeing tidal waves of VR choices that builds up a great ecosystem of players

Lemming
Apr 21, 2008

Roadie posted:

What do you want them to do with it instead, then?

More cool poo poo! There's literally billions of dollars being thrown around, and almost a decade of mainstream VR software available to learn from, both good and bad. There's already tons of information about what people are connecting with, what kinds of interactions work, what don't, what people are willing to use, etc

Ultimately, the value of VR is actually being able to deliver on the promise that video games have made that they allow you a glimpse into another world. VR is a step beyond that glimpse; you can *actually put* people in those worlds. If it's possible to create a place people want to exist in, then this is the way you can make them, and the hardware is legitimately already good enough to deliver on those experiences.

I have a lot of ideas (some of which I hope to get to sooner rather than later) for things to make that I'm really excited for, and there's a smattering of things out there that live up to the hardware, but really it feels like the bigger players think the problem at this point is hardware, when it's really not. It doesn't matter how much expense is thrown at the problem when the real thing to solve is software that lacks heart and imagination

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
Borrowed from the Elon Musk thread, but wish is granted and the absolute nadir of stupidity is achieved already.

Someone with Vision Pro in a Cybertruck on autodrive.

Black August
Sep 28, 2003

Haha wow I think I would be screaming nonstop the entire time in a full-seize panic attack

The Eyes Have It
Feb 10, 2008

Third Eye Sees All
...snookums

FuzzySlippers posted:

Like in Walkabout golf if my cats make a weird noise and I go tap to passthrough to check it pauses multiplayer and can be a little buggy so I just lift the headset instead. I wish I could more like hold up an item in the game to look through that would show the passthrough contained to a rendertexture.

I liked in Windows Mixed Reality how you could hit a "flashlight" shortcut button & point a controller like a flashlight, seeing into IRL with the "beam". Always liked that feature and missed it when no one else did it.

Rectus
Apr 27, 2008

FuzzySlippers posted:

If you can make AR games you must get some access to that data. I could see limitations on how it is accessed, but straight rendering to a texture seems unlikely to be totally impossible in some way

Nope, the application just masks out what parts of the view are transparent, and the runtime internally replaces those parts with the camera output. The application gets access to practically nothing.

smoobles
Sep 4, 2014

Neddy Seagoon posted:

Borrowed from the Elon Musk thread, but wish is granted and the absolute nadir of stupidity is achieved already.

Someone with Vision Pro in a Cybertruck on autodrive.

I don't like this stage of capitalism, but I fear the next stage even more

Al!
Apr 2, 2010

:coolspot::coolspot::coolspot::coolspot::coolspot:
no one wants to PIT anymore

Koramei
Nov 11, 2011

I have three regrets
The first is to be born in Joseon.

Rectus posted:

Nope, the application just masks out what parts of the view are transparent, and the runtime internally replaces those parts with the camera output. The application gets access to practically nothing.

There's some kinda pre-canned ways they give you of doing AR by interfacing with their stuff rather than letting you handle it yourself; the big one is a generic object recognition system where they let you use user-provided maps of e.g. chairs, desks, TVs and room dimensions and such based on a fairly limited library of items. There's also broader surface recognition and such. But no direct way of accessing camera data for more elaborate object recognition or whatever.

It is strikingly limited; much more so than Apple's AR tools ironically. It's like meta foresaw taking on yet more flack for privacy stuff and preempted it by making it super limited instead.


It's only been a few months tho, I know a lot of devs seem to be hoping they'll loosen up the restrictions over time.

Stanko-Prussian
May 22, 2006

CLEAN YOUR ROOM!, 'they' said.
DO YOUR HOMEWORK!, 'they' said.
WHY ARE YOU IN LOVE WITH A CARTOON PONY, 'they' said.
FOR GODSAKE! STOP SHOWING US YOUR BLACKHOLE'!! 'they' said.

When I lit the match....STOP SCREAMING, 'I' said
I just tried underdogs for the first time, and boy are my arms tired! Seriously, they're like spaghetti right now. drat thing tricking me into exercise, A+

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

Stanko-Prussian posted:

I just tried underdogs for the first time, and boy are my arms tired! Seriously, they're like spaghetti right now. drat thing tricking me into exercise, A+

The trailer seemed like Borderlands level cringe voice acting, how's the gameplay?

Lemming
Apr 21, 2008

Zero VGS posted:

The trailer seemed like Borderlands level cringe voice acting, how's the gameplay?

I think it works because it does actually take itself seriously, it's very cool and extremely stylized.

Gameplay is also a lot of funny, a lot of the regular roguelike trappings of like doing stuff during the day (not my favorite UI interactions, but at least they make it look super good, and do a great job of having the comic sections have some really cool 3D immersive effects). The gameplay is solid, although overall tuned pretty easy (I beat it my first run through, I think most people will be able to do it on one of their first few runs)

Feels really good to move with your arms and smash stuff

Stanko-Prussian
May 22, 2006

CLEAN YOUR ROOM!, 'they' said.
DO YOUR HOMEWORK!, 'they' said.
WHY ARE YOU IN LOVE WITH A CARTOON PONY, 'they' said.
FOR GODSAKE! STOP SHOWING US YOUR BLACKHOLE'!! 'they' said.

When I lit the match....STOP SCREAMING, 'I' said

Lemming posted:

I think it works because it does actually take itself seriously, it's very cool and extremely stylized.

Gameplay is also a lot of funny, a lot of the regular roguelike trappings of like doing stuff during the day (not my favorite UI interactions, but at least they make it look super good, and do a great job of having the comic sections have some really cool 3D immersive effects). The gameplay is solid, although overall tuned pretty easy (I beat it my first run through, I think most people will be able to do it on one of their first few runs)

Feels really good to move with your arms and smash stuff

Yeah this, honestly i don't mind the VA stuff, it's far from borderlands and the roadman style chat works well with the soundtrack and overall vibe ("grime" in many senses of the word). Moving feels great and because there's always a visible cockpit around you you can do away with snap turn. Punches don't have the "oh you moved slightly too fast this will do 0 damage" thing anywhere near as bad as VR games usually do either.

Rectus
Apr 27, 2008

Koramei posted:

It's only been a few months tho, I know a lot of devs seem to be hoping they'll loosen up the restrictions over time.

Yeah, although it's been years since Meta released the Quest 1 without camera access, and all the other mobile headset manufactures seem to have taken the same stance as Meta, no camera access due to "privacy". Meanwhile HTCs and Valves PC headsets have had (still pretty lovely) camera access since forever.

TIP
Mar 21, 2006

Your move, creep.



just read this "vision pro super review for nerds" and there's a lot of details I haven't seen mentioned elsewhere

for example it seems that everything is a blurry mess with any head movement:
edit: looking at more comments it seems that it happens even without moving your head if there's fast movement in the content, people are referring to it as pixel smearing

quote:

Absolute biggest problem with this headset, if it didn't have this I'd buy it. Tremendous motion blur/persistence issues on ANY content. The motion blur looks exactly the same pretty much in the passthrough as it does in VR. It's an OLED issue and I don't think will be correctable in software, the headset is not incredibly bright, it isn't dim, but i wouldn't want to make it dimmer to fight the persistence. To me this is what disqualifies the headset from its primary use case: watching a high quality screen. When i look at high quality screens i do not keep my head perfectly still, I look around. And the whole purpose of an MR headset with super high quality passthrough is to be able to look around at your desk and do other things, but you just can't in this headset. The only good use case I can think of for this headset is planes, since you're forced to sit perfectly still. When you are perfectly still the quality is pretty astonishing, definitely better than anything I've tried...in the areas that are in focus at least... Also Apple has instituted a weird feature where anytime you move, all rendered objects become translucent. The faster you move, the more translucent they are. I originally thought this was a safety feature, but it even happens in full passthrough experiences. I suspect it is Apple both covering up their motion problem, and discouraging you from moving so you notice it less often.


I would be shocked that no one mentioned this but we just went through this with the PSVR2, where it got tons of glowing reviews where no one mentioned the terrible quality reprojection that's on for most experiences

other highlights from this review include: much worse lenses than Quest 3, notably lower FOV than Quest 3, eye tracking has issues, and foveated rendering is very noticeable

TIP fucked around with this message at 00:40 on Feb 5, 2024

Lemming
Apr 21, 2008
If the lenses are worse than Quest 3 the door is shut for using it as a monitor, that's the only reason that it's not really viable as a monitor replacement, you have to keep turning your head way too much in order to see the edges of the virtual screens

Let alone those other potential issues

Mine gets delivered in 2 days and I'm gonna struggle to be objective because I absolutely hate everything I've seen so far, but I'm gonna do my best to approach it with an open mind

Saukkis
May 16, 2003

Unless I'm on the inside curve pointing straight at oncoming traffic the high beams stay on and I laugh at your puny protest flashes.
I am Most Important Man. Most Important Man in the World.
That problem sounds weird to me, isn't OLED supposed to be least subject to persistence problem.

pantsfree
Oct 22, 2012
Weird. Brad seemed to suggest it was the first headset he thought could potentially be a monitor replacement, in terms of pixel density/image quality. Also seemed to think the eye tracking was as good or better than any he had experienced.

repiv
Aug 13, 2009

Saukkis posted:

That problem sounds weird to me, isn't OLED supposed to be least subject to persistence problem.

PSVR2 has persistence issues with OLED too, there the problem is proportional to the brightness setting because they reduce/disable the black frame insertion to squeeze out more nits

Zero VGS
Aug 16, 2002
ASK ME ABOUT HOW HUMAN LIVES THAT MADE VIDEO GAME CONTROLLERS ARE WORTH MORE
Lipstick Apathy
Black smear is on every OLED I've used in my life, the LESS brightness the panel is set to, the more black or very near black will smear when being replaced with pixels that are brighter. Basically every pixel takes time to "ramp" up to full power over a curve.

If you have an OLED phone, open the Awful app, set it to "Amber POS" color theme, turn down the brightness and on that same settings page scroll up and down. Those thin horizontal 1-pixel yellow divider bars will be invisible while you scroll and will reappear when you stop scrolling. Basically the pixels can't brighten up fast enough to even be visible before you pass over them again.

I beat all of HL:Alyx with an OLED Pimax and it looked great but in the dark areas you just had to live with the smearing. FALD backlights like the one on my PC monitor have visible lag of their own when reacting to large brightness changes (like moving a white mouse cursor against a black background).

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Zero VGS posted:

The trailer seemed like Borderlands level cringe voice acting, how's the gameplay?

it is literally nothing like borderlands, they talk like normal people

okay maybe you don't consider british people normal

KillHour
Oct 28, 2007


Lemming posted:

Mine gets delivered in 2 days and I'm gonna struggle to be objective because I absolutely hate everything I've seen so far, but I'm gonna do my best to approach it with an open mind

Are you a tech YouTuber or something? Why are you spending $3500 on something you expect to hate?

TIP
Mar 21, 2006

Your move, creep.



KillHour posted:

Are you a tech YouTuber or something? Why are you spending $3500 on something you expect to hate?

he made gorilla tag

njsykora
Jan 23, 2012

Robots confuse squirrels.


Yeah Lemming's an actual VR developer so I assume bought it for work.

Lemming
Apr 21, 2008

KillHour posted:

Are you a tech YouTuber or something? Why are you spending $3500 on something you expect to hate?

Lemming posted:

Unfortunately. It's for work, but I still feel like a chump

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Oh dear god, now I'm picturing someone flailing around behind the wheel of a car playing Gorilla Tag... :ohdear:.

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KillHour
Oct 28, 2007


Well, godspeed. I'm morbidly curious what the dev experience will be like.

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