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I think this was answered previously but you can't just get a Reverb and buy the Index controllers to use with it, can you? I've got a Rift and the SDE and low resolution just kills it for me. Looks like Rift-S is only a minor upgrade in that regard and Index is another minor upgrade from there visually.
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# ¿ May 12, 2019 04:33 |
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# ¿ May 5, 2024 19:41 |
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rage-saq posted:Yes. I’ve been using my knuckles and Vive trackers daily on my rift for a few weeks, it’s actually a pretty solid setup but you might as well just buy an index kit because it will be $100 less expensive and is better than the reverb anyways. Looked at the linked content here showed in lens pictures of the reverb and it looked noticably higher resolution and almost no SDE, or none, compared to others. https://twitter.com/mixedrealityTV Also it has inside out tracking, which I'd prefer, though if I mixed it with index controllers I'd have to have the external sensors anyway. 2160x2160 per eye is a big jump in resolution.
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# ¿ May 12, 2019 05:39 |
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Doctor w-rw-rw- posted:Yeah, doing the math, it's a bigger difference than you'd think just looking at the resolution, because the resolution doesn't account for the number of subpixels. HP Reverb (RGB LCD): Pixels: 4320x2160 (9,331,200 pixels) Subpixels: (27,993,600) Through the lens shot of a cockpit in Reverb:
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# ¿ May 12, 2019 14:47 |
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Enos Cabell posted:Any chance there is this same shot on the other headsets? That's at the level where it starts to appeal to me as a dedicated sim headset. Don't know if that exact comparison is in there but this review has some side-by-side comparison shots of the Reverb vs. others: https://www.youtube.com/watch?v=MyeARsSCk2M For example: Combat Pretzel posted:Yeah. Watch the review I linked, the reviewer discusses the optics. Plus this thing only costs $100 more than the Index HMD alone anyway so if you got this + the rest of the Index setup you can still upgrade to the Index HMD2 or whatever if/when that comes out. Or not, if you're happy with the Index get the Index.
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# ¿ May 12, 2019 19:30 |
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rage-saq posted:There are people who have used both the index and Reverb and say that between the green crush and poorer optics the Index is the superior HMD. Then you also have the tracking, mechanical IPD, higher refresh rate and wider fov and not having to deal with WMR. Are there through the lens shots of Index comparing it to others (Rift/Vive at least)? SDE really annoys the poo poo out of me and if I can see it without trying (like the with the Rift) then it's not something I'll use.
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# ¿ May 12, 2019 19:49 |
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Combat Pretzel posted:The Odyssey+ is Pentile, right? If so, the increase in subpixels in the Index should make up for the higher FOV, so I guess it will do OK? Yeah, the Odyssey+ is AMOLED pentile display at 1440x1600 each eye. Also, found this handy chart on Reddit: The "Total Pixels" column is per eye. From here: https://www.reddit.com/r/vive_vr/comments/bma93k/hp_reverb_cockpit_through_the_lens_im_sold/ e2: Think those numbers for the Rift are off because he's using tested FOV for the RIFT and assumes no pixels were cut off by the FOV being below stated FOV while using stated FOV for the rest, so it makes the Rift's PPD & SPD numbers look higher than they should be. RandomBlue fucked around with this message at 20:08 on May 12, 2019 |
# ¿ May 12, 2019 20:03 |
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Tom Guycot posted:Isn't that backwards? If he's using larger FOV numbers for the rift-s than what it would end up being tested at, the PPD/SPD would be even higher since they'd be over a smaller area. They wouldn't just be pixels cut off more than any other headset. That's basically what I was saying, my point was he's mixing stated FOV with tested FOV for some and so those comparison numbers may not be accurate if other HMD's stated FOV numbers aren't accurate. Hadlock posted:Wow, an I reading that correctly? The HP Reverb has 50% more subpixels per degree than the next closest competitor? That's probably borderline sharp enough to use a text editor with at normal font sizes. If the Reverb's manufacturer stated FOV is accurate, yes. See the comparison pictures I posted on the last page, the text is much more legible on the Reverb image. I plan on buying the Reverb through Amazon and if the other visual issues end up being an issue for me I'll return it and eat the restocking fee if there is one.
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# ¿ May 12, 2019 20:48 |
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rage-saq posted:Straight image quality of panel How exactly are you making this claim?
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# ¿ May 12, 2019 22:53 |
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mashed_penguin posted:Ars had a hands on with the reverb https://arstechnica.com/gaming/2019/05/a-tale-of-two-inside-out-vr-headsets-the-400-oculus-rift-s-600-hp-reverb/ I'd rather have the center of my view be crisp and a slight blurry periphery than deal with SDE and a lower res overall. I'd have more confidence in the Index if there were through the lens comparison shots. Anyway, I ordered the reverb for now, I'll post my opinion once it's arrived and I've had a chance to play with it. Not sure when that will be though.
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# ¿ May 12, 2019 23:40 |
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Hover posted:Hey, uh, I hear Stacksquatch, the game I've been working solo on for a few years, has some good early reviews <_< It's single player but it's something very different from another shooter and isn't nearly popular enough to be like Beat Sabre! https://store.steampowered.com/app/937090
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# ¿ May 14, 2019 05:23 |
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Hamelekim posted:Interesting screen comparison video for those interested in rift-s vs rift and vive. Looks like he's got the camera focused better in the Vive than in the Rift-S and Rift, though some of that is probably the optics. Vive looks like it's got the least blurry video, though Rift-S has less SDE but SDE is still fairly noticeable to me in that video, especially just around the center of the screen.
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# ¿ May 14, 2019 22:17 |
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Bremen posted:On the other hand, blurriness has the known side effect of reducing SDE. So really, it mostly just shows that it's really hard to capture the clarity of a headset without demoing it yourself. Agreed. It's an extremely frustrating situation for consumers given how difficult it can be to find someplace to demo them and even then you need quite a while to ensure you've got it configured properly and get a feel for it.
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# ¿ May 14, 2019 22:58 |
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Zero VGS posted:You can't even see the people who are cringing at you so they basically don't exist. You're like a virtual ostrich. Ostriches are huge assholes so this checks out.
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# ¿ May 16, 2019 17:05 |
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sethsez posted:The Vive Focus Plus has worse tracking and is double the price. Loved my Zodiac.
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# ¿ May 16, 2019 19:44 |
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Tom Guycot posted:First really detailed review I've seen of the HP Reverb: From this review, this is why I want the Reverb (with Valve's controllers):
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# ¿ May 17, 2019 18:27 |
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Jim Silly-Balls posted:Can we stop posting through the lens reviews? As anyone who owns an OG rift can attest, it doesnt actually look like that. I own an OG Rift and that's close the quality of visuals I get out of it which is why I don't use it.
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# ¿ May 17, 2019 21:35 |
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Honestly the robot in the trailer was probably the most amazing VR experience I've had to date. The Rift (and all the lower res HMDs) shines in enclosed environments because they don't have the resolution to properly support wide open spaces in my experience.
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# ¿ May 20, 2019 04:31 |
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AndrewP posted:On one hand I want to take the Quest outside to a big space and move naturally. If you can't see them, they can't see you.
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# ¿ May 21, 2019 16:14 |
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Jim Silly-Balls posted:Has anyone plugged a quest into a pc to see what happens? My god man, are you INSANE?!?
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# ¿ May 22, 2019 02:04 |
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8one6 posted:I got a solid 3 hours from the quest before I got the low battery alert, so the estimated play time is pretty much on target. *buys cordless VR headset and immediately attaches a cable and a 50lb battery backpack*
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# ¿ May 22, 2019 17:08 |
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SCheeseman posted:I've already paid for Minecraft like 5 times! LOL, true.
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# ¿ May 22, 2019 20:51 |
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Tom Guycot posted:I'm a good girl so I payed money for GearVR minecraft then used a program to copy the installer so I could side load it onto my go. Could you list the steps you took for this so I don't have to reinvent the wheel? Broad steps like where you bought it, how you got the installer and what program you used. Decided to get a Quest and cancel my Reverb order and see how I like it.
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# ¿ May 22, 2019 20:52 |
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Tom Guycot posted:[snip awesome info] Thanks, I'll give a shot.
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# ¿ May 22, 2019 21:16 |
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Unlucky7 posted:I checked in with the place I got my glasses for my IPD and apparently it is 59. I max out the adjustment on the Quest, which isn't a surprise because I have a huge head and wear a size 8.5 helmet. Haven't measured my IPD yet. SDE was immediately noticeable for me but it's better than the Rift of course.
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# ¿ May 22, 2019 21:36 |
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Didn't see it in the OP but wha are you guys using to clean your lenses?
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# ¿ May 22, 2019 23:02 |
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punished milkman posted:PSA: if you try to install the oculus software on a drive other than C:\ with the Win+R trick, and then cancel the installation half way through, it will totally gently caress any subsequent attempts at installing into that other drive. The software apparently hides a bunch of junk across your system as it's doing the installation that will mess up any follow up attempts at installing. do not make my mistake Well now you know you son of a bitch.
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# ¿ May 23, 2019 04:01 |
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Wife has stolen Quest, send help.
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# ¿ May 24, 2019 03:37 |
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DisposableHero posted:Yep. Its good for the hobby. Thank you for your service. My wife hasn't gotten into it yet but that's just because our kid is one and at least one adult's gotta stay in the real world. I think it's my opening to get a Reverb and a Quest and have the best of both worlds.
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# ¿ May 24, 2019 04:21 |
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Enos Cabell posted:Hate to say it, but my big dumb head is slightly too big for the Quest I think. Can't get the top strap adjusted far enough out for it to get down around the back of my head all the way. It's a pretty big difference going back and forth from Quest to Rift, hoping we get some third party strap options before long. Your head must be gargantuan then because it fits my huge head and my hat size is 8.5 (4XL). You sure you have all the straps fully pulled out? The top one can get stuck while trying to loosen it and they should all be loose until you get the back strap positioned correctly.
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# ¿ May 24, 2019 17:07 |
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NRVNQSR posted:With the Rift I've always found the proximity sensor was too sensitive to false positives from the strap for this to work - obviously the headset doesn't have batteries in that case but it runs down the controllers really fast. The Quest's strap design might be better for that, but personally I would turn it off overnight anyway. The head strap o the Quest doesn't droop down, it's designed so that the back part of the strap/cradle lifts it up, probably to prevent the problem you're talking about. I've had no problems just leaving my on and letting it sleep.
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# ¿ May 24, 2019 19:24 |
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Harminoff posted:Tpcast is looking pretty good! Looked like noticeable lag between his movements and what was shown on screen, though that might've just been a bad job of splicing those videos together. Would really like this or something similar to work really well because I have a lot of PCVR games I bought for the Rift.
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# ¿ May 24, 2019 20:41 |
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s.i.r.e. posted:Someone made a comment in the video about Oculus should have just acquired TPcast, and they're right. Would the old TPcast for the Rift work with the Rift S? No, I just checked.
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# ¿ May 24, 2019 20:51 |
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Hadlock posted:Is TPCast Air software only, like commercial grade alvr, or is it supposed to be a full hardware software solution with a transmitter (and possibly reliever?) There's nothing attached to his Quest so that should mean it's a software only solution, which would be awesome.
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# ¿ May 24, 2019 21:02 |
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Ciaphas posted:So uh, is the Rift S supposed to not stop being on and listening when I close the rift application? I have to go into Services and stop OVRService to get things back to normal. Rift was like that too back when I used it.
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# ¿ May 25, 2019 21:27 |
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admiraldennis posted:Anyone playing Dance Central? I'm the Producer & Development Lead for the title; I'd be interested in your thoughts. (Always speaking personally here, never for Harmonix, etc, etc.) I haven't tried out Dance Central yet, but how big is the difference in SDE between the Rift S and the Quest? To me the Quest still has very noticeable SDE.
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# ¿ May 25, 2019 23:21 |
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Those flat buttons are easy to miss, there's one on each side and the left side is usually the game menu and the right is the Oculus button that will ask if you want to quit or resume. In same games you can press and hold the Oculus button for a second or two to recenter. Does that work in all games?
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# ¿ May 25, 2019 23:58 |
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Stick100 posted:Thanks for the info I was getting ready to try Riftcat this weekend but maybe I'll try ALVR instead. FYI I ran into an issue when installing ALVR where SteamVR was only partially working and rebooting fixed it. If Steam Home takes a long time to launch and/or you can't launch any games then you probably need to reboot before using it.
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# ¿ May 26, 2019 22:01 |
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Zero VGS posted:I was gonna ask... you felt like Riftcat was more than 60ms? Seemed like way less to me, maybe 20-30 tops. AVLS displays all the latency values? I'll try it when I get back to my proper PC rig on Tuesday. ALVR requires you have a video card that supports nvenc, basically an nVidia GTX 10 series or newer. Riftcat might require that as well. You have to have fast hardware video encoding for these kind of tools to work well.
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# ¿ May 26, 2019 22:22 |
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FYI, don't try to charge your Quest while using ALVR/Riftcat/etc... as the USB 3.0 connector causes wifi interference even at 5ghz. Was seeing major issues until I remembered USB3 conenctions can cause that and unplugging the charger fixed it instantly.
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# ¿ May 26, 2019 22:49 |
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# ¿ May 5, 2024 19:41 |
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I've only run into a couple of glitches: 1) The Oculus app telling me it couldn't connect to the HMD while showing it was connected to the HMD and I had to reboot the Quest to fix it (killing the app and restarting it didn't work) 2) Vader going to black screens in the middle of playing but the menu could still be brought up and restarting from a checkpoint fixed it but of course you lose your progress Also had minor issues with tracking but it's expected stuff other people have mentioned like pulling back the slingshot in Angry birds and getting one had too close to the face.
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# ¿ May 26, 2019 23:51 |