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

Taintrunner posted:

Going to strongly disagree with the OP. If you're focused on racing and flying sims while dabbling in other stuff, buy a Rift S. Splurge for an Index if you really want to. The Quest library is pretty limited and all of those games are available on Rift S anyways.

There's some debate on just how good the tethering of the Quest is going to be while Carmack and Oculus are both recommending the Rift S still as the best experience of PC driven VR.

This is nuts to me that we're in a new thread and people are still buying and recommending Rift S over Quest. Yeah I'm butthurt about Oculus sending scary-grams about developer mode, but still Quest has far more utility than S at this point. Wireless tethering is *already* at acceptable latency, I can say firsthand.

Go look at comments on the Quest Link announcements and it's just pages and pages of Rift S users bemoaning their purchase decision.

Anyway like I mentioned in the last thread, buy a Quest from Walmart and it has free next-day shipping an a 90-day return window (confirmed the one I got delivered today is returnable through Jan 14th). No harm in trying it out, and see how this tethering and hand tracking shakes out next month. Worst comes to worst it's a free 3-month rental.

Zero VGS fucked around with this message at 23:43 on Oct 11, 2019

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

EbolaIvory posted:

I think its hilarious that people are already recommending the quest over the rift s before link is even available.

Its cute really.



I get it. Its a 2 in one device now. But come on. Recommending it as the choice for PC first? Ehhhhhhh

I sincerely recommend it over the Rift S for PC with only the wireless tethering now, if your IPD isn't within a few millimeters of the ideal and/or you have any friends who would want to share and might be in the same situation. Palmer Luckey was 100% right to go out of his way and write an essay warning people. I'm 59 IPD and my boyfriend is 67 lol, we call it hunter and prey.

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

NRVNQSR posted:

I was under the impression you could use the cable that comes with the Quest, and the $79 one is only if you want longer reach? For me the Quest's bundled 3m cable covers my whole tiny playspace, but yes, the shorter cable length would be another potential mark against it compared to the S.

Yes, they said the included Quest cable can work, or any Amazon cable you buy that isn't garbage.

The $79 version is so expensive because it is fiber optic. The end of each plug converts the data signal to light which it sends over a polymer-plastic fiber optic cable. It has two smaller power wires alongside the optical within the insulation, with positive/negative electricity to power the headset. This allows the cable to be longer while being impervious to interference (power wires don't care about interference/shielding, only copper data wires).

Monoprice sells 100-foot HDMI and USB cables with the same technology. I use them at home and they've put up with me stepping on them (I ran them under the living room rug) for over a year now.

Zero VGS
Aug 16, 2002
ASK ME ABOUT HOW HUMAN LIVES THAT MADE VIDEO GAME CONTROLLERS ARE WORTH MORE
Lipstick Apathy
Last time I was messing with a Quest, I really liked putting a battery on the back to counterbalance it. This time I ordered a Vive Deluxe Strap to try with it, hopefully that can reduce side play? I have the unfortunate situation of narrow IPD and a strong nose, so if there's any side-to-side at all, the lens moldings whack into the bridge of my nose since there's only a few millimeters of space between.

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

Gort posted:

Yeah, finding some way to tape or strap a bunch of coins to the back of the Quest headstrap goes a long way towards balancing it better and taking the weight off your face and moving it to the top of your head where it's much more comfortable.

Right, though I mean, $18 gets you a powerbank and velcro for more than 3x the battery time, while still solving the counterweight issue:

$15 after coupon https://www.amazon.com/INIU-High-Speed-Flashlight-Powerbank-Compatible/dp/B07CZDXDG8

$3.22 https://www.amazon.com/VELCRO-Brand-Reusable-Fastening-Organizing/dp/B0006BB9MG/

None of that deals with side-play though so I'll let people know if the Deluxe Strap helps that specifically.

Zero VGS
Aug 16, 2002
ASK ME ABOUT HOW HUMAN LIVES THAT MADE VIDEO GAME CONTROLLERS ARE WORTH MORE
Lipstick Apathy
I haven't checked up on it for a while, are there any available PC -> Quest stream apps besides Virtual Desktop (sideloaded), ALVR, and VRidge?

Seems like ALVR hasn't had updates since May 31, and VRidge much longer than that.

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

SCheeseman posted:

There's an experimental fork of ALVR here: https://github.com/JackD83/ALVR/releases/tag/ev7

Ah thanks, this one seems to work well enough.

I wonder if there's a VR app that will count frames so I can try to do a photo of lens and monitor at the same time, to compare latency with the different apps in their current state.

Zero VGS
Aug 16, 2002
ASK ME ABOUT HOW HUMAN LIVES THAT MADE VIDEO GAME CONTROLLERS ARE WORTH MORE
Lipstick Apathy
Did anyone notice this from two weeks ago? Pimax was demoing an 8k Plus prototype to reviewers. It's just the 8k (1440 PC signal upscaled to 4K panels) but this time it is RGB Stripe instead of pentile; though-lens shots are featured here:

https://www.youtube.com/watch?v=-Ma44DonpbI

I gotta respect how plucky Pimax is. Yeah they have some issues with the thin-plastic build quality and edge distortion, but that high of a sub-pixel resolution at that high of an FOV does sound spectacular.

It blows my mind that they *still* aren't producing a headset that can deliver a native 4k x 2 @ 90hz signal to the panels. RTX Displaylink USB-C can handle it on a single cable so I'm not sure what the holdup is.

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

SCheeseman posted:

The holdup is that they have no idea what they're doing.

Well yeah I was being rhetorical, I still admire their gumption though, even through bumbling incompetence they still make more compelling headsets than most of the WMR offerings from major manufacturers. It feels like HTC has no idea what they're doing anymore too (I still don't get wtf the Cosmos was about lol) so the playing field is leveling out.

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

Owlbear Camus posted:

It's still amazing to me they shipped a $700 device that doesn't work in dim conditions.

In fairness the $400/500 Quest had that issue at first as well. But you have to get really dim before it gives up, and they patched in a "no tracking" mode recently to use it in bed etc.

I noticed the Quest added a "night mode" red filter like F.lux so it doesn't mess with your eyes before bed, that was a really thoughtful one related to dark use.

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

Lemming posted:

Not exactly the same thing, the Quest/S always worked in relatively low light, but you still needed a decent amount of light because it still needs to see features of the room in order to see. The Cosmos wouldn't work at night. Like, even with all the lights on full. If the sun was down it was too dim.

lol Jesus I didn't realize it was that bad. There was even a press release with the CEO saying "reception of the Cosmos was extremely positive" and all the comments are like "I want what he's smoking".

Though I'm afraid to bash it too much because no matter how bad a headset is, there's always someone ITT who bought it at full retail price.

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

Chin Strap posted:

Am I going to regret going 64GB instead of 128 for the Quest? Most of the bigger things I'd want to install will probably just be over link, I think mainly it will just be a buttload of beat saber I play most when truly mobile.

64gb was enough to hold every single launch title there was at once (several dozen I think). Anyway it holds way more games than you could possibly juggle. Only way 128gb might make sense if if you also want a catalog of movies/porn to have offline (like if you take a lot of international flights or are deployed in the military).

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

Leal posted:

Can I put on my rollerblades and pretend I'm playing Jet Set Radio in VR?

Speaking of rollerblading, I saw this game is coming out Nov 7th:

https://www.youtube.com/watch?v=Bae9EykifVk

They're going for the John Wick crowd very hard (as obvious by the demo guy in a suit) and I like the on-rails locomotion with the Time Crisis bullet ducking. Doing a beat-reactive Rez-style soundtrack was a great idea too.

Zero VGS
Aug 16, 2002
ASK ME ABOUT HOW HUMAN LIVES THAT MADE VIDEO GAME CONTROLLERS ARE WORTH MORE
Lipstick Apathy
That's odd, I just got an invitation to a Boston-area Oculus User Research home study in my email:

quote:

Hello,

The Oculus User Research Team wants to learn more about how people use VR and how we can make it a better experience. We are looking for people 18 years or older to participate in a 90-minute research study on either Wednesday October 23rd or Thursday October 24th. The study will be held in the comfort of your own home.

To thank you for your feedback, you will receive a $150 gift card if you are selected and participate in the study.

Big spenders! Out of curiosity I signed up. The survey form doesn't seem to give any hints as to new features, it seemed like it was a more general survey on what headsets I own, how often I use them and in what rooms, how many family members use it etc. Maybe the $150 study is just a smokescreen to get people to fill out the online survey for free. Guess we'll find out.

Oh and it said 3-4 Oculus staff will be visiting my home. If you need me to lock them in the dungeon of delight and ransom them for new feature implementations, let me know.

Professor Latency posted:

Probably a long shot, but is there anything like Polybius? The sense of the speed mostly, but art style too. The closest thing I've seen is Thumper, which I love but doesn't scratch the same itch.

Nothing is really "like" Jeff Minter's stuff except other Jeff Minter stuff. He did also make the game "Minotaur Rescue VR" which is Steam VR compatible, or you could use Virtual Desktop and stream the 2D game "Space Giraffe" which would give you most of the audiovisual overload effect that his experiences demand.

edit: He also said he wanted to add VR support to Tempest 4000 but that was a year ago so don't hold your breath: https://venturebeat.com/2018/07/26/jeff-minter-interview-tempest-4000-vr-curry-bulls/

Zero VGS fucked around with this message at 23:35 on Oct 15, 2019

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

Mr Luxury Yacht posted:

So is there a way to negate VR sickness in blade and sorcery?

H3VR gives me no issues, Pavlov is fine, but for some reason B&S gives me a hell of a lot of eye strain and a bit of nausea. First game to really do it to me :saddowns:

Unity engine games almost always mess with me the worst, and B&S is a Unity game. That might have something to do with it, the scale in those games always seems "off".

Zero VGS
Aug 16, 2002
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Lipstick Apathy

spacetoaster posted:

And is there any reason why I should hold off on buying the quest right this second?

I mentioned a few pages back, buy it from Walmart.com and you'll have next-day delivery to most addresses, and a 90-day return window, far longer than any other retailer who stocks it. If there's a Black Friday sale you'll be able to have them match it since the return window is also the price match window.

Zero VGS
Aug 16, 2002
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stinky ox posted:

Yeah Polybius is way better in VR. It was made for VR first and making it work outside of VR was a nice bonus, but to fully get the best out of it VR is absolutely the only way to play.

I've heard of people making it work on Vive and we're absolutely cool with people doing that but we want to support it directly so as to minimise faff :).

Because *of course* he's a goon, lol

Special request from a longtime fan: I know you've done some Robotron-style games before. If you ever have the time, I'd love to see your take on a VR twin-stick shooter from a "table-top view" like they do in games like Landfall:

https://www.youtube.com/watch?v=37pU2vgvtMI&t=87s

That way you could have hordes numbering in the thousands and you could peer in for a closer view or sit back to see how you'd need to run and gun on a larger scale.

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

Got my Quest DAS adapter kit (https://smile.amazon.com/gp/product/B07VCF2214/ref=ppx_yo_dt_b_asin_title_o02_s00) + Vive DAS and it installed pretty easily. The package came with a link/QR Code for the install video. Quality seems good as well. Probably just the exact same thing you can get if you 3D print them yourself or use a third party to do that but if you're lazy and would rather spend $26 to get the kit made and shipped to you then it's a good way to go.

Audio is better but taking the Quest off with the DAS is a bit more of a PITA than the original strap but I'm sure I'll get used to it.

I just finished my mod a few minutes ago too, I used the velcro method instead; pleased with the results:



It is a little cheaper at $18 Amazon Prime, and then you have tons of leftover velcro you can use for other stuff. I used some velcro to stick my powerbank to the back of the headset. The counterweight from the powerbank makes way more of a difference (whether it is on the rubber Quest strap like I used to have it, or on the DAS) than the DAS itself makes, honestly.

Here's the video guide for the Velcro method:

https://www.youtube.com/watch?v=yBJNk6EEyTw

Oculus should have made a rigid back like the DAS has, and molded some batteries into the back instead of having them in the front of the headset.

The Oculus Home Survey people called me back so I'm increasingly likely to get a chance to tell them in person, heh

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

spacetoaster posted:

Has any company talked about two player VR stuff?

With the Quest could you have a buddy (also wearing a Quest) in the room with you also in the game?

I'm thinking of a shooting game like timecop or something might be good.

Quests do have the ability to send player position and Guardian maps to one-another, and before Dead and Buried 2 came out they did some private demo stuff that involved shared-space multiplayer.

I'm just gonna assume the evil Facebook Lawyers are forbidding devs from doing it. They did remove the "disable Guardian" feature from the Quest in 9.0 which I'm still livid about.

https://www.youtube.com/watch?v=QJXpHp_iQF4

and here's two programmers and an artist getting it working during a game jam in 2018:

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

Zero VGS fucked around with this message at 18:18 on Oct 17, 2019

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

Lemming posted:

I'm pretty certain they haven't removed it, but they did kick headsets out of dev mode, so you'll need to reenable it.

edit: you're right it's back, they moved it around

Why are there still no colocation games/demos in downloadable form yet then? You'll cowards

Zero VGS fucked around with this message at 18:52 on Oct 17, 2019

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

I've been looking at getting another Vive Deluxe Audio Strap as mine is currently shared between my Vive and Quest, it's getting pretty dry out there though. HTC has probably stopped manufacturing them and the Quest's popularity is likely causing the existing supply to disappear. If you want to make a frankenquest I suggest you get on it now.

There's still tons of stock of DAS, both new and used. HTC is probably thrilled to sell those at what is like a 10000% markup, even to Quest havers, lol

Chin Strap posted:

Oof VR sea legs really are a thing. Going to have to build this up slowly.

Powdered Ginger pills from Amazon or the local store make a tremendous difference, they have been shown in many double-blind studies to regulate stomach acid production. Same reason many Uber drivers offer ginger candy, though that effect isn't quite as strong, it is tasty.

Zero VGS fucked around with this message at 16:47 on Oct 18, 2019

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

SCheeseman posted:

Most suppliers no longer have stock here in Australia and there's been a few firesales going on in the US. There'd still be quite a few sitting in warehouses but the DAS is an addon for the Vive, which is no longer manufactured. They're not going to keep making them for Oculus customers. Might as well snap them up as retailers try their hardest to get rid of them anyway.

Ah didn't realize you were in Australia, that might change things. I think as long as a not-negligible amount of people are buying the DAS they will keep making it because the margin is so high; I haven't seen any firesales. It's niche but they're being used on other headsets like Pimax and probably more as we go.

Zero VGS
Aug 16, 2002
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spacetoaster posted:

Alright! Thanks.

Now, if they'd just add support for multiple headsets so we could all watch movies together. And pair up to play a doubles game of beatsaber and break every lamp in the house.

You can all download the free BigScreen app in Quest and make a private room together to join. That way you can stream anything from your PC desktop and everyone could watch in a virtual movie theater.

Zero VGS
Aug 16, 2002
ASK ME ABOUT HOW HUMAN LIVES THAT MADE VIDEO GAME CONTROLLERS ARE WORTH MORE
Lipstick Apathy
Just got done with my super-secret Oculus User Research home appointment and got a $150 Visa card for my efforts.

Actually there were no NDAs or any paperwork at all, so...

They came to test the drawing of Guardian Boundaries using a beta of the new hand-tracking system (as opposed to Touch controllers). My notes:

1) They did all this with a Rift S wired up to a laptop (so they could toggle between different hand-tracking methods). The hand-tracking camera was a dual-camera thing attached to the front of the headset. It wasn't a leap motion, it just seemed like two wide-angle optical cameras; it didn't use the built-in Rift S cameras. I've never used a Rift S before. I noticed how "off" the IPD is for someone with 58 IPD like myself. Glad I went with a Quest. I actually had to take a break 10 minutes in because the natural lag in guardian passthrough camera view was making me queasy. Obviously I don't spend much time there. I forgot how obnoxious stepping over a cable and untwisting it was!

2) The hand-tracking latency was about exactly the same as the pass-through cameras themselves have. In other words, if you go into guardian and move your hand around on camera, there's some lag. Even when I'm in Oculus Home the cursor seems to have that much delay to move the cursor around with hand-tracking. I wouldn't read in to this since it was separate camera hardware and not the Rift S built-in cameras doing it, but still I'd think when the Quest gets hand support it'll have a passthrough-mode worth of lag. Should be fine for casual stuff.

3) This is of course not necessarily representative of the final product, but I was having trouble drawing boundaries accurately/quickly due to some issues. First was the recognition had a very difficult time picking up on my "pinch" unless I tilt my hand upward a bit each time (you make a thumb-and-index OK-sign style pinch to select things or draw the boundary). It was maybe 25% accurate. They said this was entirely due to the prototype hardware/software. I'll give them the benefit of the doubt on that, since when I had an engine-rendered outline of my hand it was tracking my fingers near perfectly. So it was more that the gesture-recognition was screwy as opposed to the actual finger-tracking. The other problem is that if I move my head (as opposed to rotating in place) when either stepping forward or back, or just leaning, my cursor would glide in the opposite direction of my lean, as some form of compensation. It was over-correcting way too much so I would try to keep my head stationary like I was balancing something on it, if I wanted to draw accurate lines. I detailed this for them so they could hopefully address it before launch.

4) I drew boundaries for maybe a half-hour total, as they flipped through various tracking methods, not telling me the differences. At the end they walked me through each one last time and explained the technical differences to get my opinion, I'll omit those details so as not to compromise future studies. All-in-all I told them there's no way I would ever use hand-tracking to draw guardian boundaries when the Touch controllers are laser-accurate and included with every headset. Even if they fine-tune the hand-tracking to be extremely accurate, I don't think it will ever be as intuitive as "point controller, pull trigger". Even the least savvy person, like someone who has never played a game before, kids or elderly, would have a better first time experience doing Guardian with a Touch controller than with hand tracking. I advised that they probably shouldn't prompt people to use hand-tracking by default. Maybe as a fallback option if the headset sees no controllers powered on.

5) They asked me for a lot of background detail about my Quest and how I bought it, so I made sure to explain that it was actually my second Quest that I got within a holiday return window to see how the Oculus Link and to a much lesser extent Hand-Tracking both turn out. I also explained that I returned my original Quest because I was very apprehensive about the way they has Virtual Desktop streaming pulled from the official store, and how the Version 9 Developer Mode Nastygram made me feel regarding the giving and takingeth away of features. 3 of the 4 people were Oculus employees so hopefully that gets passed along.

Overall a pretty nice experience, and cool having a van of nerds roll up to me house with prototypes. I'll be sure to sign up for the next one if I see it again.

Zero VGS
Aug 16, 2002
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Neddy Seagoon posted:


That beta testing's still pretty cool to do though. Just out of curiosity, were the cameras just over the regular Rift S ones, or did they stick them up top to replicate the Quest's quartet of sensors?

They stuck them straight in the middle of the front, with a very low-profile mount so that they didn't show up in the view of the 5 built-in cameras. They were two cameras that seemed like they were between 180-210 degree view, they were spaced about an inch and a half apart and stuck out an inch.

Zero VGS
Aug 16, 2002
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spacetoaster posted:

Does anyone have a recommendation for the Quest face pad?

I can already tell we're going to need to replace it at some point. Also, it's just not very comfortable.

Someone else in thread some pages back said they regretted a VR cover, because while the Quest face pad doesn't have much give, it prevents the headset from sliding around on your face and losing focus. Maybe a counterweight solves for some or most of that?

Zero VGS
Aug 16, 2002
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Shine posted:

TotF does not and will not have multiplayer. It's a single dev's first game, and multiplayer was outside his scope.

Would VR boxing even work in multiplayer? Seems like one of those things where people would prioritize all speed and no muscle so it's like a wiimote waggle turbo slapfight, and a real opponent would not telegraph as much. I guess if you used a collision system like Blade and Sorcery to give feedback on blocking then maybe it could be decent.

El Grillo posted:

NWN would be amazing. Well the multiplayer persistent world servers especially. I would love to be able to play DnD like that in VR, with a DM able to spawn things and use all of the awesome tools they had in the NWN DM client.

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.

edit: Here's reviews... jeez I can't believe one guy has 400 hours of in-game time: https://store.steampowered.com/app/746930/OrbusVR_Reborn/

Zero VGS fucked around with this message at 21:01 on Oct 24, 2019

Zero VGS
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BMan posted:

Creed apparently has it, but I've never played

lol I found a video and it's as slappy as I imagined (starts around 12mins):

The internet toughguy youtube comments are equally priceless.

https://www.youtube.com/watch?v=SYIYxGtorxo&t=729s

Zero VGS
Aug 16, 2002
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sigher posted:

I wonder why they didn't put the battery for the Quest on the back of the headstrap by default, giving it better balance and removing a ton of weight from the front. That way you could of had swappable batteries and poo poo right out of the box.

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.

You could definitely mod it yourself if you're brave enough though. Open up the Quest, (teardown: https://medium.com/badvr/oculus-quest-headset-disassembly-2f404b004a3c ) then remove the battery and run two wires out and along the strap to the back, then velcro a couple 18650 spring holders to the back in parallel and you got a ghetto solution: https://www.ebay.com/itm/232003409215

Nalin posted:

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

I want to ask what that is but I'm afraid I'll be cancelled.

Zero VGS fucked around with this message at 21:32 on Oct 24, 2019

Zero VGS
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Nalin posted:

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.

I told them how I'd never been in a Rift S before, and I forced a break because the IPD was making me nauseous, then took the time to educate them about my 58 IPD, my boyfriend's 74 IPD, and I took one of my ginger pills in front of them. I think they got the picture.

Zero VGS
Aug 16, 2002
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ShadowHawk posted:

Valve has a way better RMA process than HTC

One of my Index controllers had a rare defect - the thumbstick couldn't move in a particular direction.

I filed a ticket on steam months after purchase with a 2-sentence explanation, and within a day I received an RMA and return shipping label. All they wanted me to do was bubble-wrap the controller on its way back in whatever box. They can figure out what serial number etc you have all automatically.


HTC, by contrast, has a process designed to make you give up. A lot of Vive wands had a defect where the right trackpad wouldn't click (all 4 of the wand I've owned had this issue). If a year hasn't elapsed, they'll make you look up individual serial numbers on the devices. They'll eventually approve an RMA.

Then they require you to pay for shipping (about 20 bucks per defective controller). Then they make you ship them individually.

Yeah I don't know if Valve should get kudos for a thoroughly average "ship it back to us first" RMA experience as much as HTC needs to be shot out of a cannon.

Zero VGS
Aug 16, 2002
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zer0spunk posted:

I would down to learn more about car repair this way, but I'm assuming it's not a very realistic sim?

You can create a ponzi scheme where you have to keep stealing parts out of a customer cars to repair others, feels realistic to me.

Zero VGS
Aug 16, 2002
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Lipstick Apathy
Took me quite a while to find a frame-incrementing latency test on YouTube but I tracked one down:

https://www.youtube.com/watch?v=-oFcrxVFzvo

Now I can directly compare ALVR to the new-and-improved Virtual Desktop and see how they both fare. I'd just have to use my cell phone camera to get a picture of one of the VR lenses and the monitor in the background so I can see how many frames worth of spread there is.

I'd be interested to see what other people get on their own setups. Wifi routers have quite a bit of variance.

Zero VGS
Aug 16, 2002
ASK ME ABOUT HOW HUMAN LIVES THAT MADE VIDEO GAME CONTROLLERS ARE WORTH MORE
Lipstick Apathy
So this was 6 hours ago:



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

As is the usual with Kickstarter the 8KX was delayed by many years, but apparently these claim to ship in December so we'll see. It's a lot to chew through in the video but it's cool to see the headset will have a single DP 1.4 cable, and they still seem to be doing an eye tracking module.

Zero VGS
Aug 16, 2002
ASK ME ABOUT HOW HUMAN LIVES THAT MADE VIDEO GAME CONTROLLERS ARE WORTH MORE
Lipstick Apathy
Kinda whack that you can't play Steam VR games, I have a few like Stand Out that I don't also have in the Rift store. I wonder if anyone will make a workaround. Maybe a sideloaded build of Virtual Desktop or ALVR could leverage the Oculus Link instead of Wifi?

Zero VGS
Aug 16, 2002
ASK ME ABOUT HOW HUMAN LIVES THAT MADE VIDEO GAME CONTROLLERS ARE WORTH MORE
Lipstick Apathy
Oh my bad, I got confused by the weasely language they're using. To say it will do "everything a Rift does", except that Rift store devs can opt-out, is definitely weird.

edit: Not to spread more FUD, but the fact that the Quest is communicating game data (or else how would it know if a game is opted out) means they might do the same bullshit like ban your Oculus account over PC Beat Saber modding like they can on the Quest locally.

Zero VGS fucked around with this message at 23:59 on Nov 1, 2019

Zero VGS
Aug 16, 2002
ASK ME ABOUT HOW HUMAN LIVES THAT MADE VIDEO GAME CONTROLLERS ARE WORTH MORE
Lipstick Apathy
I finally got around to playing the free alpha Oculus Quest port of for Tea for God:

https://void-room.itch.io/tea-for-god

The redirected walking stuff is like magic. I have a pretty small living room and never ran out of space. Probably one of the cooler things to show off to people on the Quest too since you don't have to worry about them running into poo poo.

Zero VGS
Aug 16, 2002
ASK ME ABOUT HOW HUMAN LIVES THAT MADE VIDEO GAME CONTROLLERS ARE WORTH MORE
Lipstick Apathy
Stormland is supposed to have a release date of November 14th right? Who's hyped for that? I think it's the highest budget VR exclusive thus far?

There's 20 mins of gameplay without commentary and all my non-VR friends were really impressed:

https://www.youtube.com/watch?v=28lM5Hxf78U

Zero VGS
Aug 16, 2002
ASK ME ABOUT HOW HUMAN LIVES THAT MADE VIDEO GAME CONTROLLERS ARE WORTH MORE
Lipstick Apathy
OK, I finally took some time and did a Quest Wifi Streaming Latency comparison with ALVR Experimental v7 against the latest Virtual Desktop 1.7.0 (with the new Sliced / Forveated Encoding)

Monitor is an Alienware AW3418DW running at 120hz Gsync on, driven by an RTX 2080

On Virtual Desktop I used the sideloaded app and streamed the desktop.

On ALVR I launched Steam VR and used the "Desktop" feature on this. It may have a large difference vs running an actual VR game, but I don't know of a way to count frames in VR.

Comparison video used was:

https://www.youtube.com/watch?v=FzYIrNpGB80

Results:

code:
HEVC Virtual Desktop:

26.16 monitor
26.11 oculus
-0.05

23.98 monitor
23.93 oculus
-0.05

22.86 monitor
22.83 oculus
-0.03

264 virtual desktop:

24.76 monitor
24.71 oculus
-0.05

27.48 monitor
27.45 oculus
-0.03

18.76 monitor
18.71 oculus
-0.05

alvr 15mbit hevc:

16.06 monitor
15.93 oculus
-0.13

13.86 monitor
13.73 oculus
-0.13

9.78 monitor
9.66 oculus
-0.12

alvr 15mbit 264:

16.58 monitor
16.45 oculus
-0.13

15.41 monitor
15.25 oculus
-0.16

13.18 monitor
12.98 oculus
-0.20
I was very surprised to see that in both cases, frames from the PC desktop were displayed sooner on the Quest than they were displayed on my monitor. Most reviews state that the Alienware has between 3.75 and 5.3 milliseconds of input lag so I don't understand how the Oculus can beat it to rendering. Anyway, seems like ALVR is still faster. Virtual Desktop seems to be much higher quality, however. Even VR games with high bitrate visuals (like the extreme particle displays in Tetris Effect) didn't slow Virtual Desktop down or cause any compression artifacts like they sometimes do on ALVR. I had a hard GPU crash on the PC while playing 30 minutes in on Virtual Desktop, I'll see if that reoccurs.

If anyone has a high-speed camera, and/or can write a simple desktop VR app to count up in frames, we could get an even more accurate comparison.

Zero VGS fucked around with this message at 04:54 on Nov 5, 2019

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Zero VGS
Aug 16, 2002
ASK ME ABOUT HOW HUMAN LIVES THAT MADE VIDEO GAME CONTROLLERS ARE WORTH MORE
Lipstick Apathy
I got another one of those Oculus Consumer Surveys. This one was entirely web-based and meant to gauge interest on new features they are considering.

It had one line about "we will show you confidential information", though there was no legalese or NDAs or anything.

So I'll respect their confidentiality... eeeeexcept for this one picture I'm still gonna post because the artist is brilliant and I've been laughing my rear end off at it, and it is very apropos all the violence talk:

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