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Zero VGS posted:Here's the first news article I could find on the StarVR announcement today: Even if it's sold to consumers, it's going to be so expensive there won't be software that takes advantage for a looooong time. The number being bandied about is like $2k-$10k
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# ? Aug 14, 2018 20:48 |
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# ? Apr 19, 2024 04:38 |
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FreelanceSocialist posted:Speaking of H3VR, I only just now realized that you can use surfaces and objects to do one-handed reloads/round chambering and stuff. Defended a T&H point with dual-wielded handguns by lining up magazines ahead of time on the top of a barrier, reloading by pressing the pistol magwells down onto the magazines and racking the slides against eachother or the barrier itself. gently caress! I realized that you could put a mag in the chamber this way, but didn't even think to try racking the slide against other things.
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# ? Aug 14, 2018 20:49 |
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Also: hitting grenades like golf balls using the stock of your rifle.
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# ? Aug 14, 2018 21:40 |
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Lemming posted:Even if it's sold to consumers, it's going to be so expensive there won't be software that takes advantage for a looooong time. The number being bandied about is like $2k-$10k https://www.starvr.com/products/ Holy poo poo are the specs boner-inducing: - Steam VR 2.0 lighthouse tracking - two 90hz Amoled panels (resolution not disclosed, but they say 16 million subpixels... I actually like that method as it is agnostic to pentile/stripe. Someone do some math and tell me if it's supposed to be 1440p pentile?) - Tobii eye tracking with foveated rendering and automatic software IPD adjustment - uses two USB-C cables for everything - 210-degree horizontal FOV, 130-degree vertical - 450 grams (20 grams less than Oculus CV1, wow), nice looking headstrap (no integrated headphones though) I'd shell out $2000 right now to have that. Beats the gently caress out of a Vive Pro for sure. Edit: Also, in reply to your software assertion, they claim on the site that they provide SDK tools to make it easy to adapt any game to the ultra-wide FOV, eye tracking, and even mention per-eye SLI, though all of that is easier said than done. They don't mention adapting a game to foveated rendering. I'm not sure if that's something that the Unreal Engine / Steam VR could do on it's own eventually, or if it has to be built into a game's rendering engine, I'd assume the latter. Zero VGS fucked around with this message at 23:55 on Aug 14, 2018 |
# ? Aug 14, 2018 23:51 |
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Zero VGS posted:Edit: Also, in reply to your software assertion, they claim on the site that they provide SDK tools to make it easy to adapt any game to the ultra-wide FOV, eye tracking, and even mention per-eye SLI, though all of that is easier said than done. They don't mention adapting a game to foveated rendering. I'm not sure if that's something that the Unreal Engine / Steam VR could do on it's own eventually, or if it has to be built into a game's rendering engine, I'd assume the latter. Ultra-wide FOV should be doable just in SteamVR unless a game is very badly programmed. Per-eye SLI and eye-tracked foveated rendering would in theory be done by Unity/Unreal/whatever engine but as far as I know none of the big ones support either yet.
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# ? Aug 15, 2018 00:10 |
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I'm down on PCVR at the moment because while all of that stuff is great (FOV and eye tracking are the main things I'm looking for improvements in), to be honest, I haven't played anything that I thought "this would be fun if only the hardware was better!" There just isn't enough fun stuff to do in VR at the moment. I want software, and none of this new hardware is going to drive adoption because it's got the same problems of cost and inconvenience, which means that it's not going to cause anything better to be developed.
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# ? Aug 15, 2018 00:45 |
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What are the best coop games in VR? Arizona sunshine was a bit repetitive but pretty good (when it worked)
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# ? Aug 15, 2018 01:03 |
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Frank Dillinger posted:What are the best coop games in VR? Arizona sunshine was a bit repetitive but pretty good (when it worked) Rec Room and Onward I can vouch for, some people like From Other Suns for online coop or Keep Talking And Nobody Explodes for local coop. The Star Trek game might get some more players with the Next Generation DLC. Edit: I like Bigscreen in as much as it feels like coop, as you can cheer people on or razz them as they play Dark Souls. Theoretically you and someone else could both load up the same multiplayer 2D game together and it would be like lanning. Zero VGS fucked around with this message at 02:12 on Aug 15, 2018 |
# ? Aug 15, 2018 02:08 |
Frank Dillinger posted:What are the best coop games in VR? Arizona sunshine was a bit repetitive but pretty good (when it worked) Check out Carly and the Reaperman. One player is on the monitor playing a 3D platformer, and the VR player is a giant ghost helping them. It's a blast!
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# ? Aug 15, 2018 02:46 |
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Keep Talking And Nobody Explodes is always a hit. Played it at several get togethers and with non-gamers. VR makes it better, but the non-VR versions are fun too.
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# ? Aug 15, 2018 04:01 |
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Shine posted:Check out Carly and the Reaperman. One player is on the monitor playing a 3D platformer, and the VR player is a giant ghost helping them. It's a blast! Been playing this with the fiance. While the price is a tiny bit steep at £18 for something that feels a little unpolished I can't say it hasn't been a lot of fun, especially on the running levels where you've both got to act quickly to survive. Lots of back and forth shouting in the hectic moments with some actually very clever puzzles where you need to fill each other in as one player doesn't have all the information that the other does. I recommend it!
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# ? Aug 15, 2018 04:22 |
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Taintrunner posted:basically, Tallahassee Reloads are great, if you manage to get the magazine dead-on https://www.youtube.com/watch?v=RNFOTlwaEHk If the Indoor Range still gives you twin Desert Eagles, they're perfect for this
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# ? Aug 15, 2018 05:27 |
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I got totally sucked in to Skyrim vr today to the point that I called in sick to play it all day. Having never played an elder scrolls game before I’m pretty blown away at how good it is in VR. Terrifying loving spiders though.
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# ? Aug 15, 2018 05:45 |
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Zero VGS posted:https://www.starvr.com/products/ I tried it today at Siggraph and it is super impressive. But they are very much saying they are only targeting the industrial and installation market at the moment. Still its a look at the direction things are going and its pretty drat cool. mashed fucked around with this message at 05:49 on Aug 15, 2018 |
# ? Aug 15, 2018 05:47 |
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GutBomb posted:I got totally sucked in to Skyrim vr today to the point that I called in sick to play it all day. Having never played an elder scrolls game before I’m pretty blown away at how good it is in VR. I have four vacation days over the next two weeks devoted to this exact purpose. A no-spider mod will be one of the first things I install, though. They were bearable on the flat screen, but I don’t need that kind of stress in my life in VR.
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# ? Aug 15, 2018 05:58 |
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mashed_penguin posted:I tried it today at Siggraph and it is super impressive. But they are very much saying they are only targeting the industrial and installation market at the moment. Still its a look at the direction things are going and its pretty drat cool. drat them to hell. Their teaser said "we have something for you", so naturally I assumed they meant me. If you can steal it from them, I'll pay you $2000 for it.
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# ? Aug 15, 2018 06:56 |
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Lemming posted:I'm down on PCVR at the moment because while all of that stuff is great (FOV and eye tracking are the main things I'm looking for improvements in), to be honest, I haven't played anything that I thought "this would be fun if only the hardware was better!" There just isn't enough fun stuff to do in VR at the moment. I want software, and none of this new hardware is going to drive adoption because it's got the same problems of cost and inconvenience, which means that it's not going to cause anything better to be developed. Lot of games start to look a bit naff in highres hmds too. Talos principle for e.g. is fine on the rift, looks quite realistic but although its displayed much more nicely on the Odysseys screen the textures start to show cracks (with a 1080 at least) Surprise Giraffe fucked around with this message at 18:56 on Aug 15, 2018 |
# ? Aug 15, 2018 07:25 |
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mashed_penguin posted:I tried it today at Siggraph and it is super impressive. But they are very much saying they are only targeting the industrial and installation market at the moment. Still its a look at the direction things are going and its pretty drat cool.
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# ? Aug 15, 2018 09:02 |
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El Grillo posted:What's the form factor & weight like? Is it super wide like the Pimax? Its wider than the vive and rift but not by that much. Certainly not as much as the Pimax. Weight wise it didn't feel much heavier than the rift. It would have been great to be able to have a rift there to compare. The strap is more like the vive pro or the psvr with an adjustment on the back. It was comfortable overall. The demo I was doing though was a car visualization thing not a game so I wasn't moving around in any sort of action way. There are some game demos apparently in different places around Siggraph so I'm going to try and get to do one of those either today or tomorrow.
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# ? Aug 15, 2018 15:35 |
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SkyrimVR question. Bhodi posted a big ol’ list of ini tweaks a long time ago. I’m using bilago’s tweaker, and there are a handful of settings that don’t exist. I search for, say, “ghtm” and do not see the entry for “fCharacterHeightMaximumOffset”. How do I get those ini entries viewable in the tweaking program?
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# ? Aug 15, 2018 16:48 |
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NRVNQSR posted:Per-eye SLI and eye-tracked foveated rendering would in theory be done by Unity/Unreal/whatever engine but as far as I know none of the big ones support either yet. Per-eye SLI is not in mainline Unreal Engine but it is in nVidia's VRWorks fork: https://developer.nvidia.com/nvidia-vrworks-and-ue4 It's also in the VRWorks plugin for Unity: https://assetstore.unity.com/packages/tools/particles-effects/nvidia-vrworks-83505
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# ? Aug 15, 2018 18:37 |
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10-minute trip report from Skyrim VR: Even with snap turning on. Is there something I can do to make this game playable, or should I just write it off as an unfortunate experiment?
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# ? Aug 16, 2018 16:34 |
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Grundulum posted:10-minute trip report from Skyrim VR: Even with snap turning on. Is there something I can do to make this game playable, or should I just write it off as an unfortunate experiment? It’s playable out of the box?
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# ? Aug 16, 2018 16:36 |
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EbolaIvory posted:It’s playable out of the box? As if there's any version of Skyrim you can say that about.
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# ? Aug 16, 2018 16:43 |
Grundulum posted:10-minute trip report from Skyrim VR: Even with snap turning on. Is there something I can do to make this game playable, or should I just write it off as an unfortunate experiment? can you be more specific to your issue?
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# ? Aug 16, 2018 17:53 |
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I heard the default movement speed is very fast so maybe try adjusting that down a bit, there's an ini option somewhere.
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# ? Aug 16, 2018 18:04 |
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My experience with games like Pavlov or Skyrim and Fallout as a new headset owner is that getting used to the movement takes time, but that free-movement is a way better way to play those games than teleporting if you can manage it (though I still use snap turning). I'd try to play with the comfort settings and gradually ease into it. I definitely wouldn't try to power through the disorientation, but play a bit, take a break when you notice you're starting to get unsettled by the movement, and see if you start developing VR legs. I certainly feel like moving in VR is getting less uncomfortable every session I play, and I've been gradually dialing back the comfort settings as I go. Skyrim in particular is really bad at the start. The lovely introduction scene with the cart ride and forced movement surrounding the execution scene before the dragon shows up is even worse in VR and it messed my equilibrium up pretty bad when I played through it. Once past that, I found it much more bearable, but those first few minutes is probably the worst introduction to the game in terms of VR comfort and getting used to how the game actually plays.
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# ? Aug 16, 2018 18:28 |
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NRVNQSR posted:As if there's any version of Skyrim you can say that about. I meeeaann it’s ok really. The intro scripting and bugs like that still exist but the game plays fine otherwise. 🤷♀️
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# ? Aug 16, 2018 18:34 |
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Echo Combat beta is live right now until Sunday morning, there's new gear and balance changes you should play https://medium.com/echo-games-blog/suit-up-for-echo-combats-gear-patch-and-open-beta-3-️-94f3076f8d57
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# ? Aug 16, 2018 18:46 |
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Going to sound weird and I don't know why it worked, but for me the cure for VR sickness (and the bizarre VR "hangover" feeling afterwards) was playing games barefoot (or in socks). Something to do with equilibrium/internal ear/whatever other bizarre magical poo poo the human body/brain do.
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# ? Aug 16, 2018 18:47 |
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FreelanceSocialist posted:Going to sound weird and I don't know why it worked, but for me the cure for VR sickness (and the bizarre VR "hangover" feeling afterwards) was playing games barefoot (or in socks). Something to do with equilibrium/internal ear/whatever other bizarre magical poo poo the human body/brain do. This and antihistamines are two of the things I see recommended most often.
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# ? Aug 16, 2018 18:56 |
I know I'm like a year late, but I grabbed Space Pirate Trainer off the Humble Store VR sale, and it hella feels like I'm at the arcade with my dad in 1989. The melee weapon feels a bit wonky, but maybe there's a trick to it. Lobbing a grenade into the middle of 5 enemies and popping them at once feels cool.
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# ? Aug 16, 2018 19:06 |
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I've mentioned before, but ginger pills make a huge difference: https://www.amazon.com/Puritans-Pride-Ginger-mg-200-Capsules/dp/B004R68LH2/ Proven in studies too, and anecdotally they work extremely well for me, the same games that make me sick, won't with ginger, then go back to making me sick if I forget to take them for the next session. https://www.nytimes.com/2007/08/21/health/21real.html It's fitting the study was done on 80 sailors prone to seasickness, I happen to be one of them. Lived on a ship for 3 years and never truly got my sea legs.
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# ? Aug 16, 2018 19:18 |
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Zero VGS posted:It's fitting the study was done on 80 sailors prone to seasickness, I happen to be one of them. Lived on a ship for 3 years and never truly got my sea legs. As someone who had the opposite problem (spent a month at sea and didn't get queasy once, but was land-sick for days when I got back), anyone have any difficulty re-orienting to the real world after a long VR session? Don't have a HMD (yet), and the longest session I've had was playing around with my friend's setup for a few hours. If so, any tips for getting your brain back to normal?
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# ? Aug 16, 2018 19:33 |
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MMania posted:As someone who had the opposite problem (spent a month at sea and didn't get queasy once, but was land-sick for days when I got back), anyone have any difficulty re-orienting to the real world after a long VR session? Don't have a HMD (yet), and the longest session I've had was playing around with my friend's setup for a few hours. If so, any tips for getting your brain back to normal? Your brain might do weird things for a while, but it'll sort itself out in time. After playing a lot of the Unspoken, when I saw my hands in my peripheral vision in real life, they looked... wrong for a few weeks. I'd look right at them and everything seemed fine, but it was like the were the wrong hands when I saw them in the corner of my eye. Weird stuff. Went away after a while.
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# ? Aug 16, 2018 19:37 |
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MMania posted:anyone have any difficulty re-orienting to the real world after a long VR session? Yes. Exactly like land-sickness except for the fact that your re-orientation isn't fighting the sensation of periodic motion (waves). It's tough to describe, but it's very close to what a very mild hangover is like, for me. Your spatial awareness and coordination feel ever so slightly off and you feel kind of "out of it" for a bit. It honestly isn't that bad and even if I was still experiencing it (the barefoot thing fixed it), I'd keep coming back to VR stuff.
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# ? Aug 16, 2018 19:39 |
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MMania posted:As someone who had the opposite problem (spent a month at sea and didn't get queasy once, but was land-sick for days when I got back), anyone have any difficulty re-orienting to the real world after a long VR session? Don't have a HMD (yet), and the longest session I've had was playing around with my friend's setup for a few hours. If so, any tips for getting your brain back to normal? It just normalizes after a while. The first few nights of using my HMD, I would be a bit disoriented after it, and would see things in a quasi-3d effect for a split second sometimes. A month or so in now and I dont get anything from VR, I feel fine afterward
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# ? Aug 16, 2018 19:45 |
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My $99 Lenovo Explorer from B&H arrived earlier this week and I've had a few days to play with it. For something that is primarily going to be used for sitting/simpit it's not bad. Good: Display: The higher resolution is great. When compared to my Vive (which currently has the GearVR Lens mod): The image is clearer, larger sweet spot, and less screendoor effect (it's still there though). I feel like I could do a virtual desktop without much issue with the Explorer. Price: This is Monoculous rift territory Not having to mess with Lighthouses or having my TV's IR sensor jammed is nice. Bad: No motion controllers means you're using either KB/M or a Gamepad/HOTAS/etc. My experience with the KB/M was terrible. Apparently WMR has issues with High-DPI mice resulting in jitters. When I tried turning my Mouse DPI down, it still jittered. Note that you can use the Vive controllers with WMR in SteamVR with some minor tweaking. Comfort: While it's lighter than my Vive w/DAS, the Vive is much more comfortable. The Explorer only has a headstrap that gets cranked down compared to the various straps of the Vive DAS that help spread out the weight. Also to keep the Explorer from losing the sweet spot, I've had to wear it rather tightly which is uncomfortable. tl;dr: Is it worth $99? I think so. For something that is going to be mostly used seated with a gamepad or HOTAS it's great. The fact I can use my Vive controllers with it too is a plus.
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# ? Aug 16, 2018 19:56 |
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Skyrim VR’s biggest joke is making you feel sick from the very start of the game. It is kind of funny actually since it isn’t even just moving you, it is jostling you around and bouncing you all over the place. Made me feel like poo poo but the rest of the game is fine. It actually did better for me than other free movement games like Minecraft and Orbus for some reason. I do still take breaks every hour or so if I’m playing for a long time. For those of you experienced with free movement games, do you find that if you done play these types of games for a while that when you get back to them you feel sick again? I was really into Skyrim but then got Beat Saber and put down Skyrim, and now am binging Minster Hunter World so I’m not even using any VR. Im afraid when I get back to Skyrim that it might be uncomfortable but hopefully it is like riding a bike?
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# ? Aug 16, 2018 21:32 |
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# ? Apr 19, 2024 04:38 |
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rio posted:For those of you experienced with free movement games, do you find that if you done play these types of games for a while that when you get back to them you feel sick again? I was really into Skyrim but then got Beat Saber and put down Skyrim, and now am binging Minster Hunter World so I’m not even using any VR. Im afraid when I get back to Skyrim that it might be uncomfortable but hopefully it is like riding a bike? I play Beat Saber basically full time and only that. So yeah, When I go into a free move game it takes a few to get "used" to moving around with a joystick instead of my feet. Typically only takes a few min. I don't get sick though.
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# ? Aug 16, 2018 21:52 |