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Nalin
Sep 29, 2007

Hair Elf

The Big Bad Worf posted:

No current adjustable IPD solution will correct for the slight bias towards my right eye, but I have to wonder; would a different headset allow for a more comfortable fit with similar, or perhaps greater clarity than I can currently get in the rift S? What is it like to look through the Index? Does their dual element lens design allow you to more freely look away from the center of the lenses while still retaining reasonable clarity? I don't expect it to be 100% going from edge to edge, but if it's improved substantially, I'd like to know.

I've heard that the Index has good visual clarity. At least better than the original Vive. Not as good as the Oculus lenses, but good enough that you only start to lose focus at the very edges. Incidentally, the Index is also the only answer to your question. The Oculus Quest has mechanical IPD, but it is not as comfortable as the Rift S. The only headset that has the comfort you want with the mechanical IPD you need is the Index. Sorry buddy.

EDIT: Somebody will probably reply and say how dare I not consider WMR headsets. This is my preemptive gently caress you.

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Nalin
Sep 29, 2007

Hair Elf

Chin Strap posted:

I'm having some games crash on me with Quest. Not sideloaded ones either. Is this a common problem?

No, I don't think so. Try restarting your headset. Did you sideload non-VR apps? Many of them can install services that make your Quest run worse.

Nalin
Sep 29, 2007

Hair Elf

Zero VGS posted:

There is very little for games in VR with persistent multiplayer worlds. The "Orbus Reborn" game seems to take after Everquest and Final Fantasy 11, but reviews say it is pretty janky especially with gesture-based attacks/casting.

The other one that I know of is A Township Tale.
https://townshiptale.com/

You have to sign up via their Discord. I know a bunch of people who say it is currently one of the better RPGs, but it isn't really a typical MMO-style game like Orbus.

Plus you are forced to have a Tumblr nose. I will never forgive it for that.

Nalin
Sep 29, 2007

Hair Elf

Zero VGS posted:

I literally told the research team at my house that today. They took a picture of my DAS plus Powerbank mod and I had them write down "move battery cells to rear strap overmolding". It'll probably fall on deaf ears but hey I tried.

I hope you told them that having a fixed IPD and having lovely audio on the Rift S made it a worthless device and that they should be ashamed of themselves that they even bothered to sell it.

Nalin
Sep 29, 2007

Hair Elf
On the other hand, Asgard's Wrath is probably one of the longest built for VR games made so far. It is a 20-40 hour RPG game with some really great visuals with lots of quests, side quests, and hidden quests.

I think the parts people don't quite enjoy is that it isn't a fully physics based combat game like Blade and Sorcery. Like, for certain enemies you have to parry certain attacks to stun them to open up damage windows. Plus, there are gimmicky boss fights like where the boss stands at a distance and throws things at you and you have to shoot them down with a bow and arrow until he throws a blue thing. When you shoot that one, it reflects back and damages the boss. You know, standard video game boss battle logic.

There are some people don't want standard video game stuff in their VR games while some people don't mind at all. It will mainly depend on you.

Nalin
Sep 29, 2007

Hair Elf
He didn't have to explain the clips to me. I understood right away that he used an ability to stun the robots. :shrug:

Nalin
Sep 29, 2007

Hair Elf

Neddy Seagoon posted:

So Stormland apparently doesn't work with ReVive but a fix is coming. (RoadToVR article)

The fix was already checked into the Revive Github. It was fixed on the Stormlands launch day. You can find compiled versions of it around the Internet; I've been playing for days now.

This video shows how to install the patch. The patch link is in the description:

https://www.youtube.com/watch?v=5rOnyApZbaU

Nalin
Sep 29, 2007

Hair Elf
Oculus Link is pretty great. Much better than ALVR / Virtual Desktop in quality. However, I can't get audio to play on my headset. It just doesn't work no matter what I do. I submitted a ticket, but literally nobody else I know has tried Link so I can't bounce ideas off them either. Welp.

Nalin
Sep 29, 2007

Hair Elf

jubjub64 posted:

I have done all that already but there is nowhere that says "update right the gently caress now dammit" and I'm frustrated.

I think that feature was added this version. You either have to factory reset your Quest, or leave it connected to your Wifi and charger for a few hours.

Nalin
Sep 29, 2007

Hair Elf

That Italian Guy posted:

How's the Quest display/audio/comfort compared to the Oculus Rift(the old one, not the S)? If the Link is legit I may consider upgrading to it if there is a visual improvement.

Display is higher resolution and sharper, but only 72 Hz instead of 90 Hz. Audio sucks rear end. Comfort is worse, too, as the strap design isn't as good and it is more front-heavy.

Audio and comfort can be solved a bit with a Vive Deluxe Audio Strap + some 3d printed parts, but it will still be heavier. Plus the Vive DAS is becoming hard to find. Plus it's an extra $110 for the DAS + 3d printed parts.

Nalin
Sep 29, 2007

Hair Elf
In other news, I resolved my Quest Link audio issues! I *believe* the culprit was the NVIDIA High Definition Audio driver.

I turned off my speaker exclusive mode, disabled my Yeti microphone "output" device (wtf Yeti), and uninstalled the NVIDIA High Definition Audio driver. Sound then started to come through the headset.

I turned exclusive mode back on and enabled my Yeti microphone "output" device and sound is still working, so it is possible it was NVIDIA's fault.

Nalin
Sep 29, 2007

Hair Elf

NRVNQSR posted:

So if you want the kind of freedom and cable lengths you can get with other PC headsets then it seems like the crazy expensive official cable may be a necessity.

Not at all. Many people, myself included, are using this 16 foot active extender with no issues:
https://www.amazon.com/gp/product/B0179MXKU8/

I've stuck a 3 foot USB 3 cable on the end of it for a total of 19 feet of cord. Tomorrow, I'll get a 10 foot cable that I'll also try to stick on the end of it. If that works, I'll have 26 feet of cable. I think somebody on reddit got it up over 30 feet.

Nalin
Sep 29, 2007

Hair Elf

sigher posted:

So with the Link Beta out, what's the best/longest cable people are using to test it out with?

People are sticking cables in the end of the 16 floor cable matters active extender. People are getting like, over 30 feet that way.

Nalin
Sep 29, 2007

Hair Elf

Tip posted:

Quest link might be getting a whole lot better in a few months.

https://mobile.twitter.com/ID_AA_Carmack/status/1198350474526760961?s=20

It currently uses 150 Mbps, but 3.1 can do 5 Gbps. It was due to the limitations of the video decoder, but I guess Carmack found a possible solution.

Carmack had talked about possibly bypassing the video encoder and directly injecting scanlines into the headset. He said it would even have a lower motion to photon latency than the Rift S if he did that. The only problem was that they would either need Qualcomm to cooperate or find some way to reverse engineer access to the hardware bits they need.

Nalin
Sep 29, 2007

Hair Elf

Jack Trades posted:

How does Asgar's Wrath's combat compare to Until You Fall?

Until You Fall is a very stylized combat. You have to block when they tell you and in the correct pose. It's kind of like a sword rhythm game, but without music.

Asgard's Wrath is, so far, more like a standard melee combat game. Kinda. It is a little game like rather than something like Blade and Sorcery. Later enemies have shields that make it so you can't really kill them. You have to parry + counterattack to break the shield.

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

Nalin
Sep 29, 2007

Hair Elf

pootiebigwang posted:

Am I missing something when it comes to playing a game with the link? Everything is up to date and I have a USB 3.1 to USB-C cable. I have Pistol Whip downloaded. When I launch it on my PC is it just supposed to show up in my headset? Quest is on 11.0 with no updates available. Currently it runs and I am just staring at the standard home menu and nothing is loading or running.

Make sure your Oculus software on your PC is on version 1.43. If it is on the beta channel, it won't work.

You should be able to go into Devices > Add Headset. The Quest is one of the options. Follow the directions there. When you put on your Quest, you should see an option to enable Link.

Nalin
Sep 29, 2007

Hair Elf

AndrewP posted:

Mic doesn't seem to work with the Link. Kind of a bummer for Pokerstars.

It will eventually work. People who tried the Oculus V12 beta said it has all the mechanics for the microphone, but it requires an update on the Quest side to work. That's why you have to use the non-beta 1.43 version.

EDIT: And Oculus' own documentation about how the Link stuff works also includes mention of microphone data.

Nalin
Sep 29, 2007

Hair Elf

That Italian Guy posted:

EDIT: this is weird, there is an Anker cable for sale on Amazon.co.uk, but it's not the correct model according to this breakdown on the recommended Anker model:

Seems to be the Powerline+, which is somehow supposed to have a lower data transfer rate than the regular Powerline model? Also it's 90cm long :v:


EDIT2: some rando on Reddit is saying this cable worked fine for him, and since it looks like he was running a series of different tests, I think it should be alright. https://www.amazon.co.uk/gp/product/B07D7NNJ61/ref=ox_sc_act_title_2?smid=A3P5ROKL5A1OLE&psc=1

That Powerline+ is 480 Mbps, which is USB 2.0 speeds. Oculus will not let you use a USB 2.0 cable. It HAS to be USB 3.0 or better. That second link is a USB 3.1 cable, which will work.

Veotax posted:

I'm looking at the Rift S, but is there any reason to look at the Quest if I have no plans to ever use it as a portable?

Also, am I right in thinking that the cable for the S is longer than the CV1? Because that thing was way too short for my old setup

There are reasons to consider the Quest over the Rift S for PCVR uses. First, the Rift S requires a free DisplayPort connector. That could very well be an issue depending on what GPU you have and what monitors you are using. There is no DisplayPort to HDMI converter either, so you absolutely have to have that free DisplayPort slot.

Second, the Rift S has a fixed IPD of 63.5 mm while the Quest has a mechanical IPD slider. Having a mismatched IPD can commonly cause eye strain and headaches, but that is dependent on how far off your IPD is as well as how sensitive you are to that mismatch. There are people with 70 mm IPD who can use the Rift S just fine while there are people with 65 mm IPD who cannot. Yay biology.

Lastly, the Rift S requires a connection directly into your GPU. The Quest Link does not; it can be used with laptops with "switchable" graphics (assuming your laptop GPU is powerful enough). This is because the Quest Link uses your GPU hardware video encoder to essentially stream your game to the Quest headset. Instead of streaming to Twitch, it streams to the Quest. Of course, this means the image will be lower quality than the Rift S. But it is still better quality than the CV1.

Nalin
Sep 29, 2007

Hair Elf

Gort posted:

Anyone had experience upgrading their Quest from firmware 8 to 11? Apparently you just turn software updates on in the app and then... wait? But it looked like that setting was on already. Anyone know how long it usually takes?

You have to have it plugged in, charging, and connected to Wifi. After that, it can take up to 4 hours. If it is absolutely not upgrading at all, you might have to back up your save files with SideQuest and do a factory reset.

EDIT: Maybe do a restart also just in case? Put on the headset, hold the power button down, then select Restart.

Nalin
Sep 29, 2007

Hair Elf
Plus, you can probably get a bump in visual quality with improvements in NVIDIA's hardware video encoders. I really want to see a Quest Link comparison between a Pascal 1000 series card and a Turing 2000 series card. The Turing supposedly has a better video encoder on it.

Nalin
Sep 29, 2007

Hair Elf
The Quest is factually the better PCVR headset from Oculus because it has an IPD slider.

Nalin
Sep 29, 2007

Hair Elf

BabyRyoga posted:

What are the must play VR games? Besides Beat Saber

Asgard's Wrath for a traditional style game.
Lone Echo for a unique zero-G story game.
Echo VR for zero-G sports!
In Death for a rogue-like archery game.
I Expect You To Die for a James Bond twist on a room escape game.
Contractors VR or Pavlov for multiplayer guns.
House of the Dying Sun for arcade space shooting.

There are lots of other good games too, but kinda harder to recommend. I've enjoyed Stormland, Windlands 2, Knockout League, Obduction, The Mage's Tail, and Chronos. Plus, there is also Skyrim VR for all your weird video game porn.

Nalin fucked around with this message at 06:39 on Dec 1, 2019

Nalin
Sep 29, 2007

Hair Elf

Lemming posted:

Chronos is great and the setting of the intro area is still one of my favorites in all of VR, period. If you happened to like Remnant, it's a direct sequel to Chronos as an added bonus.

Oh my gosh I did not know this. I loved Chronos. I gotta get Remnant too so I can continue the story.

Nalin
Sep 29, 2007

Hair Elf

JHVH-1 posted:

I would suggest you try it out as it is for a week or two first. There is somewhat of a breaking in period, and part of it is getting the straps adjusted properly. Not everyone has the same shape/size head that you need to go out and put anything extra on it.

I just took a 10,000 mAh battery pack and strapped it on with velcro ties. Works great!

https://www.amazon.com/dp/B07DDF8CNK/

https://www.amazon.com/VELCRO-Brand-Reusable-Fastening-Organizing/dp/B001E1Y5O6/

If you get something bigger, you'll probably have to get longer velcro ties. But those two should work fine.

Nalin
Sep 29, 2007

Hair Elf

PantsBandit posted:

Ohhh yeah I hadn't really looked at that one yet. If it has parity with the other headsets that sounds like the option for me for sure.

Thanks for the help! I might actually just go on Amazon tonight and buy one of these things :P

You can't really just say one is better than the other when both are a series of tradeoffs against each other. It is best to learn about each headset fully and decide which one has the tradeoffs you are more comfortable with.

Rift S:
o Sacrifices contrast for a sharper image (has more subpixels for sharper text).
o Requires a free DisplayPort / Mini DisplayPort connector on your GPU.
o PC VR only.
+ Has 5 cameras for improved tracking volume with less deadzones.
- Lenses have a fixed 63.5 mm IPD. How this affects you depends on biology. It will either not bother you at all, or it may give you excessive eye strain or headaches.
- Halo strap makes it more difficult to use custom audio drivers.
+ Halo strap seen as more comfortable by some.

Quest:
o Has superior contrast levels but less subpixels resulting in less sharp text.
+ Has a mobile SoC allowing untethered, standalone gameplay. Some games even have cross-buy between the mobile and PC stores.
- Only has 4 cameras for tracking resulting in more deadzones than the Rift S. Usually not an issue, though.
+ Can be used as a PC VR headset using a USB 3.0 cable at the expense of worse image quality compared to Rift S. Currently only officially works with NVIDIA GTX 1060 GPUs and above. AMD support spotty. USB 3.0 cables generally aren't as long as the Rift S cable leading to reliance on active extension cables, which may prevent the ability of the headset to keep its battery charged while playing.
+ Mechanical IPD slider allows 58-72mm range, resulting in a sharper picture and less eye related issues.
- Front heavy which results in people modifying their setup to add counterweights and whatnot.

Nalin
Sep 29, 2007

Hair Elf

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

Nalin
Sep 29, 2007

Hair Elf

Those are the ones I got. From the same seller too.

Nalin
Sep 29, 2007

Hair Elf

Isometric Bacon posted:

So this probably has been asked 100 times, but interested in the goon modern opinion since it's been out for awhile now...

Do you think it's worth getting the 128gb quest over the 64gb? I don't see myself sideloading much movies and media, since I'd probably just stream netflix on the thing - but I can imagine playing a fair few games on it.

64 seems quite low by modern standards.

Most Quest games probably average around 2 GB in size I would say. Actually, maybe even less, like around 1.5 GB. You really don't need the version with the extra storage unless you are the kind of person who gets really upset that you can't quite stick over 50 games on your device without uninstalling your old ones.

Nalin
Sep 29, 2007

Hair Elf

PantsBandit posted:

Thanks. The stuff I found made it sound kind of janky overall but it was from several months ago so I thought maybe those initial bumps had been handled. Guess I may be shelling out for the facebook cord.

Virtual Desktop streaming is generally okay. I played Stormlands with it just fine for the most part. There are some design decisions that prevent it from being as good as it could be.

ALVR is trash software. But I guess it can sometimes work.

You don't need to pay $80 for the Facebook cable. You can buy a USB 3.0 cable and an active USB 3.0 extender and it works. My Quest is connected to my PC through 26 feet of cable currently and it works great. The huge downside is that the cables are thick and heavy, which some people just hate.

The Facebook cable is going to be very slim and not weigh much at all, which will be good since the Quest is front heavy already. Even at $80 it will be cheapest cable of its type that you can buy anywhere.

Nalin
Sep 29, 2007

Hair Elf

Doctor w-rw-rw- posted:

I think you’re talking about junction points, which are an NTFS feature. Windows file system drivers are a little bit nasty in that technically there is no system wide file tree; the path after the drive letter is generally forwarded to the filesystem and as such a cross-drive hard link is somewhat finicky in general, especially where permissions are concerned. Most games probably won’t have an issue with this but You never know.

Junctions are hard links. Windows has had the ability to create soft, symbolic links for a while now. Hard links need to be within the same volume, but symbolic links can point anywhere, just like in Linux. Before Oculus supported multiple game directories, I used a symbolic link to move my games to my D drive.

Nalin
Sep 29, 2007

Hair Elf

Jim Silly-Balls posted:

I’m honestly surprised there isn’t a way for the Rift to represent the touch controllers as a single Xbone controller considering it has all the right buttons and the early ones even shipped with actual Xbone controllers

A little late on my reply, but Oculus already has something like this. The problem is that you CAN'T get full gamepad emulation, so the game itself has to enable the feature.

https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-gamepad-emulation-touch/?locale=en_US

It is quite apparent why when you scroll down the page. You either give up the dpad + view button, or you give up one of the two joysticks.

Nalin
Sep 29, 2007

Hair Elf

Disappointing Pie posted:

If I have the original Rift with 3 sensors and a very beefy PC is there much point buying a Quest? The wireless is obviously the big draw...

Not entirely. However, with the cable for the CV1 not being in production anymore, the Quest is the only reasonable path forward with manual IPD that is available to you outside of the $1000+ Valve Index. You mainly have to decide if untethered mobile VR is worth it to you to upgrade to a better screen (while downgrading literally everything else).

Nalin
Sep 29, 2007

Hair Elf

That Italian Guy posted:

For the first time though I have experienced video compression while using Quest+Link, during the first part of the tutorial/game - everything is pitch black and foggy at the same time, and the banding was very noticeable. Interesting enough, I've stopped noticing it after a while, so either I got used to it, or it's not nearly as noticeable in less dark/foggy situations.

That is a symptom of using NVENC (the NVIDIA hardware video encoder). It isn't very good at handling dark scenes. It would be really awesome if Oculus eventually made it so you could use software encoding on powerful computers with lots of CPU cores, but I doubt that would ever happen. You just gotta hope that future NVIDIA cards improve on that.

Nalin
Sep 29, 2007

Hair Elf

w00tmonger posted:

Have a link to that cable by chance? I'm aiming for a long rear end cable

https://www.amazon.com/CableCreation-Extension-Extender-Booster-Compatible/dp/B0179MXKU8

I was able to create a 26 foot long cable that worked using this. How well it works for you will depend on the cable you stick on the end of it and probably with how good your USB ports are. I stuck mine into a USB 3.1 port and it worked fine.

Nalin
Sep 29, 2007

Hair Elf

SCheeseman posted:

I keep the OP pretty updated, most of the information there is still relevant. The main thing to check out for is your IPD, is it narrower than 59mm or wider than 67mm? Then you should probably get a Quest regardless of anything I say below as the Rift S doesn't allow for physical IPD adjustment.

One additional thing to note here is that the Rift S has a fixed IPD of 63.5mm. The further you get away from that, the blurrier the image will get. Some people will actually find the Quest sharper because their IPD is far enough away from that fixed point.

Also, it might give you headaches and I will never not poo poo on the Rift S because of this.

Nalin
Sep 29, 2007

Hair Elf

TremorX posted:

Is the software adjustment that bad? Mine is 61 so I figured it would be OK. I'm starting to lean towards the Quest, though, since I know my kids are gonna want to play BeatSaber and Superhot when I'm not racing with it. That said, what is up with stock right now? Are people really that hyped for Alyx that they're snatching up HMDs?

Software adjustment doesn't do poo poo, really. It just tries to fix the scale of the objects you perceive. The physical lenses are still not positioned properly against your eyes. You are, in essence, wearing somebody else's glasses. No matter which image you look at and how you adjust it, you aren't going to fix the physical mismatch with the lenses.

EDIT: Also, coronavirus is messing with production capabilities of pretty much everything right now.

Nalin
Sep 29, 2007

Hair Elf

slidebite posted:

As someone who hasn't been following VR for a while (and does own a Rift) can someone point me to the skinny on the Index (decent unbiased review?) and if it's worth :10bux:?

Unquestionably the best VR headset. What you get for that extra $600 is not what you could consider "a good deal". But some people can afford luxury and that is what it is.

Nalin
Sep 29, 2007

Hair Elf
For some reason all of my brother's friends all want to play "I Expect You To Die" more than any other VR game on my Quest. Like, they don't care about Beat Saber or anything like that.

Nalin
Sep 29, 2007

Hair Elf
If you still have your Oculus, just install ReVive and run it through SteamVR. Nothing is stopping you from trying it.

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Nalin
Sep 29, 2007

Hair Elf

cargohills posted:

Hello! Have been looking into getting into PC VR, as there's no way in hell that I'm allowing a new Half-Life game to pass me by without me getting to play it. Few questions:
  • How are the Oculus Rift S and/or Oculus Quest for glasses? I already have a Playstation VR which my glasses fit into fine, is the Oculus similar or significantly worse?

The Rift S has the same halo-style strap that the PSVR uses. The Oculus Quest is the baseball hat style, but it does have an included spacer to make it more accommodating for glasses (but is still worse off than the halo-style strap of the Rift S). It is also wider than the original CV1 which makes it easier to fit glasses inside. The Rift S has a fixed 63.5 mm IPD while the Quest has an adjustable IPD.

cargohills posted:

  • The system requirements on the Oculus website for the Rift S says that the minimum CPU requirement is an Intel i5-4590 or better - does an Intel i3-8100 meet that requirement?

https://www.cpubenchmark.net/compare/Intel-i5-4590-vs-Intel-i3-8100/2234vs3103

It looks comparable. It isn't really an ideal CPU at all, but it at least meets the minimum requirements. However, keep in mind that you are going through an API translation layer when going from Oculus SDK to SteamVR, so you lose performance. I don't think we can guess how well it will work for you.

cargohills posted:

  • How well does the inside-out tracking work with the Oculus? I would imagine it is at least better than the PSVR tracking, but is it a pain to set up or does it just go?

It just works and is miles better than PSVR tracking. When you first put on your headset, you get a low quality grayscale view of the world. You point your hand at the ground and draw your boundaries. It then remembers your play space so the next time you put your headset on, it just works and starts up.

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