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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
Tried doing the Oculus Link... PC says it sees Oculus Quest fine but the Quest needs an update. Quest says it can't see the PC at all and that it is all the way up to date (version 12). Fully restarted the Quest and the PC app and no difference. What the heck?

edit: using this USB-C cable, same results whether plugged into the native USB-C on my motherboard or the VirtualLink USB-C on my RTX 2080: https://www.amazon.com/gp/product/B01GGKYVSY

edit 2: Just did a full factory reset on the Quest and then a full software update, still doing the same thing, the PC is saying "software version 188362318 (update required)" when the Quest is on 188362039 and says "no updates available no matter how many times I reboot it or reconnect it to Wifi.

Zero VGS fucked around with this message at 09:57 on Feb 3, 2020

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Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
Saints and Sinners is pretty good so far. My only complaints so far is the grabbing's a little touchy with where it actually wants your hand to be on something with things like holding a walker's head and it seems like getting the item stats window to appear is really finnicky.

Stick100
Mar 18, 2003

Zero VGS posted:

Tried doing the Oculus Link... PC says it sees Oculus Quest fine but the Quest needs an update. Quest says it can't see the PC at all and that it is all the way up to date (version 12). Fully restarted the Quest and the PC app and no difference. What the heck?

edit: using this USB-C cable, same results whether plugged into the native USB-C on my motherboard or the VirtualLink USB-C on my RTX 2080: https://www.amazon.com/gp/product/B01GGKYVSY

edit 2: Just did a full factory reset on the Quest and then a full software update, still doing the same thing, the PC is saying "software version 188362318 (update required)" when the Quest is on 188362039 and says "no updates available no matter how many times I reboot it or reconnect it to Wifi.

I don't have an answer but I'd suggest asking on the Oculus Reddit https://www.reddit.com/r/oculus/, the Oculus support staff answers questions if the community doesn't get a good answer.

Puddin
Apr 9, 2004
Leave it to Brak

Zero VGS posted:

Tried doing the Oculus Link... PC says it sees Oculus Quest fine but the Quest needs an update. Quest says it can't see the PC at all and that it is all the way up to date (version 12). Fully restarted the Quest and the PC app and no difference. What the heck?

edit: using this USB-C cable, same results whether plugged into the native USB-C on my motherboard or the VirtualLink USB-C on my RTX 2080: https://www.amazon.com/gp/product/B01GGKYVSY

edit 2: Just did a full factory reset on the Quest and then a full software update, still doing the same thing, the PC is saying "software version 188362318 (update required)" when the Quest is on 188362039 and says "no updates available no matter how many times I reboot it or reconnect it to Wifi.

In the Occulus software is the option to be in the beta client/PTC enabled?

If so this breaks compatibility with the quest as the versions don't match.

Leal
Oct 2, 2009

Neddy Seagoon posted:

Saints and Sinners is pretty good so far. My only complaints so far is the grabbing's a little touchy with where it actually wants your hand to be on something with things like holding a walker's head and it seems like getting the item stats window to appear is really finnicky.

I *think* its proximity to your face for stats window. It feels like when I shove it right up to my face its more likely to show me stats rather then turning it just right.

Belan
May 7, 2007
Moss is currently free on Oculus store, might be a glitch.

No longer free.

Belan fucked around with this message at 21:25 on Feb 3, 2020

TIP
Mar 21, 2006

Your move, creep.



Belan posted:

Moss is currently free on Oculus store, might be a glitch.

No longer free.

I got it while it was free, so thanks!

Disappointing Pie
Feb 7, 2006
Words cannot describe what a disaster the pie was.
Are fonts on the OG Rift really bad normally? I haven’t used mine in like 18 months and put it on last week and wow it’s worse than I remember. I fiddled with the IPD a bit but couldn’t get anything not fuzzy.

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

Puddin posted:

In the Occulus software is the option to be in the beta client/PTC enabled?

If so this breaks compatibility with the quest as the versions don't match.

Ah sunofabitch, thanks buddy that's what it was. I guess I misunderstood some reddit post that seemed to say that because Oculus Link is a beta, the Oculus PC app should be in beta as well. It's the opposite like you said, beta needs to be off on PC.

Fuckin' stupid that they don't give you any hint about it at all.

marumaru
May 20, 2013



Disappointing Pie posted:

Are fonts on the OG Rift really bad normally? I haven’t used mine in like 18 months and put it on last week and wow it’s worse than I remember. I fiddled with the IPD a bit but couldn’t get anything not fuzzy.

1st gen resolutions and panels have not aged well. 1.5gen devices are much, much better

Haptical Sales Slut
Mar 15, 2010

Age 18 to 49

Neddy Seagoon posted:

Saints and Sinners is pretty good so far. My only complaints so far is the grabbing's a little touchy with where it actually wants your hand to be on something with things like holding a walker's head and it seems like getting the item stats window to appear is really finnicky.

Yeah this drives me loving crazy. So does grabbing bullets and reloading the revolver when you're under any kind of time crunch. Gotta go nice and slow, which means you will die.

King Vidiot
Feb 17, 2007

You think you can take me at Satan's Hollow? Go 'head on!

Songbearer posted:

Excellent, that's very exciting. Can't wait to commute and sit in traffic in glorious 3D!

Me, I can't wait to huff gas and wake up in a fountain surrounded by dead bodies as Trevor :allears:

I wonder though if it's a proper "you'll get banned if you use this in Online" mod, or if it's just tweaks to a file that won't get flagged if you try to go online with it. Because there's a weird part of me that just wants to wander around the casino and play slots. And that same weird part of me wishes The Coin Game was VR supported.

e: Also bought a Rift S again, unfortunately VR is apparently really hot right now (tax season!) so I have to wait like two weeks before they're even in stock. At least on Amazon. But I've missed my sweaty face box.

King Vidiot fucked around with this message at 02:00 on Feb 4, 2020

SCheeseman
Apr 23, 2003

Nuts and Gum posted:

Yeah this drives me loving crazy. So does grabbing bullets and reloading the revolver when you're under any kind of time crunch. Gotta go nice and slow, which means you will die.

Put the gun's wheel in the ammo pouch area and load it from there, it's possible to fill it up from empty in about 2 or 3 seconds.

More annoying is you can't grab an ejecting magazine from the 9mm pistol to put the excess bullets into your pouch, it has to land on the floor first.

Puddin
Apr 9, 2004
Leave it to Brak

Zero VGS posted:

Ah sunofabitch, thanks buddy that's what it was. I guess I misunderstood some reddit post that seemed to say that because Oculus Link is a beta, the Oculus PC app should be in beta as well. It's the opposite like you said, beta needs to be off on PC.

Fuckin' stupid that they don't give you any hint about it at all.

No worries! Hope it works out for you.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

fliptophead posted:

Any recommendations for an on rails shooter like house of the dead or time crisis? Just straight up here is bad guys and cover to hide behind.

Arizona Sunshine is pretty house of the dead rail shooter

Crisis Vrigade is an attempt at time crisis VR but its really hard and kinda janky

Tip posted:

I've heard nothing but good things about Crisis VRigade, and it's only $10.
https://store.steampowered.com/app/939000/Crisis_VRigade/

Its not all good things, unfortunately. Playing the game well requires you to kinda play it in a specific, awkward way that isn't as fun as just doing things naturally. You often die from weird shots out of nowhere, its not very responsive or gives you much notice that you're about to get ventilated...

it works but its very "tech demo with unity basic assets", and the difficulty is tuned so you basically have to turn on all the assists (no reload motions, stuff like that) to stand a chance of surviving to unlock the levels. There's only 3 levels but to unlock them you have to get really high scores, which with so little content is frustrating. You're gonna play that same first level over and over and over until you memorize it.

fliptophead posted:

I just saw on Steam that there is a sequel to Crisis VRigade which looks like a huge upgrade to the first one.

I haven't played it yet but it does look much improved.

Zaphod42 fucked around with this message at 04:16 on Feb 4, 2020

Haptical Sales Slut
Mar 15, 2010

Age 18 to 49

SCheeseman posted:

Put the gun's wheel in the ammo pouch area and load it from there, it's possible to fill it up from empty in about 2 or 3 seconds.

More annoying is you can't grab an ejecting magazine from the 9mm pistol to put the excess bullets into your pouch, it has to land on the floor first.

Thanks, i'll give that a shot tonight.

I forgot about that magazine problem lol, no wonder I've stuck to with the revolver.

fliptophead
Oct 2, 2006

Zaphod42 posted:

Arizona Sunshine is pretty house of the dead rail shooter

Crisis Vrigade is an attempt at time crisis VR but its really hard and kinda janky


Its not all good things, unfortunately. Playing the game well requires you to kinda play it in a specific, awkward way that isn't as fun as just doing things naturally. You often die from weird shots out of nowhere, its not very responsive or gives you much notice that you're about to get ventilated...

it works but its very "tech demo with unity basic assets", and the difficulty is tuned so you basically have to turn on all the assists (no reload motions, stuff like that) to stand a chance of surviving to unlock the levels. There's only 3 levels but to unlock them you have to get really high scores, which with so little content is frustrating. You're gonna play that same first level over and over and over until you memorize it.


I haven't played it yet but it does look much improved.

Yeah Crisis VRigade did look a lot like a tech demo. I might hold out for the second one because it looks sweet as.

I though Arizona Sunshine was more of a FPS one but if it's on rails I'll check it out!

Turin Turambar
Jun 5, 2011



My usb cables for using Oculus Link arrived

I didn't buy the 'standard ones', the Anker usb + Cable creation extension cable that lots of people were using, as they weren't less available in my country. I bought a 2m Aukey usb cable and a 5 mts active extension from CSL. They also were cheap.

The Aukey cable would work on any usb port from my mobo, although the CSL cable is more picky and only wanted to work on the two USB 3.1 gen2 ports I have (I have a modern Asus mobo from 2019), not on the usb 3.1 gen1 ports.
Although the real problem was the sound. I had video but no sound. I tried changing usbs, testing it without the extension cable, but no dice. I did have an oculus virtual headphones or whatever audio device on my mixer audio, I had it on my computer since I installed the Oculus software on my desktop but on the Oculus app it wouldn't even show the audio selector that supposedly I should have.

In the end this 'hack' served for me as solution.
https://forums.oculusvr.com/community/discussion/82444/oculus-link-sound-fix-workaround

That fixed, the setup seems to work fine. I only tested stuff for 20 min like the Oculus Home thing, Moss, Echo Arena, but performance and latency seemed fine. I haven't tried stuff like Beat Saber on Expert.

Turin Turambar fucked around with this message at 12:58 on Feb 4, 2020

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
In case anyone is looking for EU available alternatives that are working 100% (at least for me on USB 3.1), this is what I got from Amazon UK for about 20£ total:
- AmazonBasics Double Braided Nylon USB Type-C to Type-A 3.1 Gen 1 Cable | 3 m, Dark Grey
- deleyCON 5m USB 3.0 Extension Cable Repeater Cable with Active Signal Booster 5 GBit/s USB A to USB A Port - Black
And I'll also add this:
- UGREEN USB C Cable 3A 90 Degree Type C Quick Charge Cable(0.5m)
that I use with the usual Anker 10k PD power bank - I previously bought a 30cm/1foot long cable but for some reason it was too short to reach both the powerbank at the back of my head and the usb-C port on the side of the headset.

Turin Turambar
Jun 5, 2011



Holy poo poo, Lone Echo's visuals look really good, in comparison with the always cartoony & basic graphics on the Quest. In special, great job on the woman.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

Turin Turambar posted:

Holy poo poo, Lone Echo's visuals look really good, in comparison with the always cartoony & basic graphics on the Quest. In special, great job on the woman.

Lone Echo is probably the best VR games I've ever played when it comes to immersion, and it having good graphics is certainly helpful. It's kinda weird that some of the best VR games - like Lone Echo or Robo Recall - are basically gen1 games.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

fliptophead posted:

Yeah Crisis VRigade did look a lot like a tech demo. I might hold out for the second one because it looks sweet as.

I though Arizona Sunshine was more of a FPS one but if it's on rails I'll check it out!

Its in between. Its kinda FPS but you can just teleport around, and the environments are mostly straight hallways. So its like a rail shooter but you pick when to move forwards, if that makes sense?

Pylons
Mar 16, 2009

Has anyone ever used WidmoVR? I ordered some plano adapters from them and they came today, looked up the instructions, watched the video, took one of the plastic rings on the Rift S lenses off, and the adapter won't fit. The other one snapped right in with that plastic ring still in place, so now I'm wondering if they changed something and that instruction video hosed me over.

caldrax
Jan 21, 2001

i learned it from watching you
I went to play Walking Dead today and I was suddenly really tall? I just noticed now that they turned on the crouch beta, but I seemed to be like a foot taller walking around, and crouching still lowered me but not as much? Anyone else having this? I was showing the game to my Dad for the first time and he noticed instantly that I seemed tall, too. Like I was towering over all the zombies. It's not completely game breaking but it felt weird.

Shine
Feb 26, 2007

No Muscles For The Majority
My big beef with Lone Echo/Arena is that I wish your hands would be "solid" all the time, not just when you hold grip. It feels weird to have to grab the wall, push away and time the release, but oops released a split-second too late and now I'm not going anywhere, versus just pushing off a wall. Solid hands with the same grip function would feel so much better and realistic.

Though to be fair, this didn't bother me until I played on the Index, as it has the stupid finger sensor gimmick instead of the Touch's distinct, precise grip button. The Index ruined Echo Arena for me, as throwing with it feels so awkward. The controllers shift too much, even when reasonably tight, to really work with the arm whipping you do in Echo. So ironically, the "you can let go!" Index gimmick makes me not want to let go, because the goddamn thing will shift obnoxiously.

Tempted one of these days to buy a Quest just to have Touch controllers in Echo.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

Shine posted:

My big beef with Lone Echo/Arena is that I wish your hands would be "solid" all the time, not just when you hold grip. It feels weird to have to grab the wall, push away and time the release, but oops released a split-second too late and now I'm not going anywhere, versus just pushing off a wall. Solid hands with the same grip function would feel so much better and realistic.

Strong agree. Pushing off from things feels kinda janky, but I'm sure it gets better with practice. Still, I got super frustrated in the time I've spent.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Zaphod42 posted:

Strong agree. Pushing off from things feels kinda janky, but I'm sure it gets better with practice. Still, I got super frustrated in the time I've spent.

I've found it works surprisingly more consistent playing with Index controllers, but yeah I fully agree with all that.

Lemming
Apr 21, 2008
You'd end up accidentally grabbing things a *lot* if it worked that way, between moving around other players or accidentally grabbing something while you're moving quickly, it makes certain you're only stopping if your hand grabs something, or if your head hits something, which happens much less often

Turin Turambar
Jun 5, 2011



I'm with Lemming, there are trade-offs in every design decision and while the current system can be a bit janky, you aren't thinking in all the different ways it would be janky if your arms would be always 'phisically active', constantly getting stuck in places and pushing you by accident in unintended occasions.

pun pundit
Nov 11, 2008

I feel the same way about the company bearing the same name.

A simple workaround could be to enable hand physicality by gripping empty air. That way you could push away from things without stopping if you hold grip a split second too long, and not get stuck on other things while moving.

Turin Turambar
Jun 5, 2011



I was thinking just yesterday that v12 was released more than a month and a half ago, and v13 should come soon. Well...

Quest v13 firmware:

quote:

Hand Tracking

When switching from Hand Tracking to using controllers, you can now more easily find your controllers by enabling Passthrough

We’ve added an option to enable automatic transitioning between hand tracking and controllers

We’ve added a new step to the Hand Tracking Tutorial that will allow you to practice scrolling with your hands

Remote rendering support for Unity has been added so developers can more easily build and test Hand Tracking apps through their PC

Improved Hand Tracking stability

Events

You can now start a party direct from a live event’s detail page to help you and your friends get into the event together more efficiently.

We’ve made improvements to the Oculus Event Invite feature.

Event hosts can now allow guests to invite their own friends.

Viewing a developer-created event will now allow you to view a list of all your friends who have indicated that they are interested in the event.

Viewing a user-created event will now allow you to view a list of all users who have indicated that they are interested in the event as well as all users who have been invited to the event, similar to Events pages on Facebook.

You can control whether or not you appear as part of the above invited or interested lists via the "Who can see your activity on Oculus" privacy setting.

Search

Updated app search appearance and behavior. Please note that we are testing this new look and feel with a limited group, so some users may continue to see the old version.

System Apps

A new app called Scoreboards will allow you to see how your achievement and leaderboard accomplishments compare to your friends’. Please note that this feature is rolling out slowly to all users, so you may not see it right away.

The storage manager has received a makeover! A new look and some updated descriptions will allow you to have a better understanding of your device’s storage use.

User profiles have been updated to show the apps that you own, your achievements, and your friends.

Bug Fixes

Fixed a bug with party invitations, making it no longer possible to invite a user to a party that they are already in.

Fixed a bug related to app downloads that caused the headset to stop responding

Made the process of launching an app after switching from hand tracking to controllers more efficient.

Fixed a bug that sometimes caused app purchase button text to be displayed oddly.

Fixed a bug that sometimes caused a "Tracking Lost" when waking the headset up from a sleep state.

Fixed a bug where avatar thumbnails would sometimes not update in all locations after a change was made.

(Oculus Go) Fixed a bug that sometimes caused the display to lock up when waking the headset up from sleep.

Additional bug fixes and stability improvements.

Oculus Link

You now have the ability to reset your guardian from within Dash while using Oculus Link.

A button to enable Oculus Link has been added to the Quest system menu bar.

Fixed an issue where audio was only audible when Dash was present.

Fixed an issue where Home would not load when enabling Oculus Link.

Fixed an issue where audio would only work for some users if it was set to 100%.

Fixed an issue so you can now replay a video you've recorded for abuse reporting purposes before submitting it, while running Oculus Link.

Performance and stability updates.

Link: https://forums.oculusvr.com/community/discussion/86022/quest-go-build-13-0-release-notes

Lemming
Apr 21, 2008

pun pundit posted:

A simple workaround could be to enable hand physicality by gripping empty air. That way you could push away from things without stopping if you hold grip a split second too long, and not get stuck on other things while moving.

I have a huge amount of bias for this considering how long I've been playing, but as it is it's really important to pre-grab, where you intentionally grab the air with the intention of grabbing the next thing you touch, especially when you're moving really fast. I don't think you could effectively reconcile that with hands pushing physically away without grabbing

I totally get where you're coming from, since the exact timing of letting go can result in weird throw off angles, but I think the way it is right now is probably the best balance between control and ease of use for Echo specifically

8-bit Miniboss
May 24, 2005

CORPO COPS CAME FOR MY :filez:

Turin Turambar posted:

I was thinking just yesterday that v12 was released more than a month and a half ago, and v13 should come soon. Well...

Quest v13 firmware:


Link: https://forums.oculusvr.com/community/discussion/86022/quest-go-build-13-0-release-notes

Seems like mic support in Link is still not re-enabled at first glance.

Turin Turambar
Jun 5, 2011



My initial testing of my Link setup was a bit weird.

In the initial 20-min testing (when I received the package at home) it worked fine, once I solved the audio issue. Later in the day I finished work so I wanted to start playing Lone Echo for real. Here the problems started, in the form of random disconnects and the already famous 3 white dots. Cue more testing: I tried playing several times. I put the Quest on sleep and woke it again. I rebooted it. I closed the Oculus software and started it again. I found the Oculus service and restarted that. Still nothing. Well I got it to work a pair of times more but also would fail again in a few minutes. At some point it didn't want to work at all.
Keeping the story short, I started to grow worried my cable setup wasn't adequate and would have to return them, but after dinner I rebooted the computer and I could play for 2 hours. So I think I validated my hardware setup with that, it was just the Link beta being a real Beta. I hope it improves with v13, but I think now we have to wait too for an update in the Oculus desktop app.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
This kind of intermitted issues could indicate a loose patching job on either the USB port on your PC, or between the Link cable and the extension lead. Depending on the specs, it could be a resource consumption or overheating issue (so that the link breaks down when your PC become overburdened). Of course it could also just be a Beta issue, especially with the wide array of hardware PCVR is running on.

Turin Turambar
Jun 5, 2011



That Italian Guy posted:

This kind of intermitted issues could indicate a loose patching job on either the USB port on your PC, or between the Link cable and the extension lead. Depending on the specs, it could be a resource consumption or overheating issue (so that the link breaks down when your PC become overburdened). Of course it could also just be a Beta issue, especially with the wide array of hardware PCVR is running on.

I think it's the latter option, I didn't touch the cable or contacts nor changed the usb slot when it finally worked well. I was playing Asgard's Wrath with all bells & whistles and no stutter so I don't think my pc is being overburdened. If it would have failed again my next test was going to be to remove the extension cable to remove a factor from the equation, but at least yesterday night, it wasn't needed.
In any case I will play/test more on the following days...

edit: although I was left thinking why restarting Windows fixed it but restarting the Oculus service was not enough.

Turin Turambar fucked around with this message at 13:15 on Feb 5, 2020

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Turin Turambar posted:

edit: although I was left thinking why restarting Windows fixed it but restarting the Oculus service was not enough.

For what it's worth, when I first set up my Vive SteamVR kept throwing an error when I tried to start it until I rebooted my PC. Ran fine after that.

forest spirit
Apr 6, 2009

Frigate Hetman Sahaidachny
First to Fight Scuttle, First to Fall Sink


Does anyone here use the vive tracking pucks? I'm wondering if I can get away with one for blade and sorcery 🤔

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
Anyone got a suggestion for fixing a Vive Wand that's decided it doesn't want to track anymore? Worked fine earlier today, but just tried using it and it doesn't want to be seen. If I try to pair it again, it won't enter pair mode like it's not picking up the top menu button being pressed. It'll go to a blue untethered state, but from there the only way to pair is via USB cable.


Best guess I can make with some quick Googling is a ribbon cable's worked loose inside it, but I really don't want to have to perform surgery on the drat thing if I can avoid it. :ohdear:



Penpal posted:

Does anyone here use the vive tracking pucks? I'm wondering if I can get away with one for blade and sorcery 🤔

Pretty sure you'll need three, because it needs to know where your hip is relative to each foot for the leg IK.

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Turin Turambar
Jun 5, 2011



I was going to ask about Blade & Sorcery!

So, I heard it's good, it's 'the' melee game for VR, same way H3VR is the game for guns. I know H3VR has the whole take and hold mode that seems interesting enough, really using the fact the game has so many weapons, and meat fortress.
And Blade & Sorcery? Is just random combats in an arena or is there some kind of attempt of structure, or meta progression?

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