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Wheezle posted:So from my own experience as well as trawling Reddit, it seems like the Quest 2 v28 update has started rolling out properly... without Air Link. Yep. It started Monday. I tried to warn that it won't necessarily come with v28. It's a separate experimental feature. For example, I got one of the experimental features (oculus move superposition in games) three weeks later than other people. So the same could happen here. Turin Turambar fucked around with this message at 08:55 on Apr 22, 2021 |
# ? Apr 22, 2021 08:33 |
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# ? Apr 26, 2024 21:13 |
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Yeah they're not going to turn on the feature until the firmware rollout is complete, that's how new features always work.
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# ? Apr 22, 2021 08:37 |
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Nice, I think I'm going to snag one for my parents.
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# ? Apr 22, 2021 13:41 |
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EbolaIvory posted:You basically have to nuke the entire game folder, redownload it, run the game first, THEN close it, THEN mod it again, THEN run it again THEN close it again THEN move your songs back. Thanks again for all the help! Just tried again after work - removing the songs I'd added yesterday from the custom songs folder, then launching the game, closing it and re-adding them worked. Absolutely no idea why that fixed it or why it even broke in the first place but I guess?
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# ? Apr 22, 2021 17:40 |
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Holy poo poo After some combination of the AMD USB updates, WMR and SteamVR updates, and a recentish update to Competizone itself, I can now play ACC at 75% steamVR scaling on a G2 (3800x / 3080) and it doesn't do any crazy bullshit when I launch, races start up, I don't seem to be hitting reprojection, etc! The list of problems I still have with this headset is basically nonexistant. Yeah, the controller tracking isn't wonderful, but having gotten used to it I don't actually find it any harder to use than the Rift S was. The display is fuckin amazing. Enos Cabell posted:Nice, I think I'm going to snag one for my parents. Noice, I just sent this to my mom with a note that if she buys it I will partially cover it as a birthday present, and also buy her a drawing app and Eleven VR. With Tilt Brush going away is there a better app like that or should I just get her Tilt Brush because it's great?
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# ? Apr 22, 2021 17:41 |
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Get OpenBrush. TiltBrush was abandoned by Google, but to their credit they open sourced it. There's also a multiplayer variant.
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# ? Apr 22, 2021 17:56 |
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What's Verizon's return policy on those? If I can get ALVR to work acceptably with a fake account and no purchases ( i.e no money or info to Facebook beyond the initial $270 that they're likely losing money on) I'd probably keep it.
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# ? Apr 22, 2021 18:08 |
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I mean if you’re feeling really froggy: https://github.com/basti564/Oculess
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# ? Apr 22, 2021 18:12 |
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Warbird posted:I mean if you’re feeling really froggy: https://github.com/basti564/Oculess It seems It doesn't work with the new firmware.
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# ? Apr 22, 2021 18:13 |
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SCheeseman posted:Get OpenBrush. TiltBrush was abandoned by Google, but to their credit they open sourced it. There's also a multiplayer variant. Is there a version of this on steam? I'm not seeing anything.
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# ? Apr 22, 2021 18:59 |
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Dietrich posted:Is there a version of this on steam? I'm not seeing anything. There is a Windows version https://openbrush.itch.io/openbrush
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# ? Apr 22, 2021 20:04 |
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Looks like AirLink is definitely present but not enabled in v28. You can enable it yourself if you want to jump through some hoops. 1) Be on v28 on both the desktop app and Quest firmware 2) Extract this zip to Program Files\Oculus\Support\oculus-client\resources 2.5) If you don't want to copy over sketchy stuff from GDrive, the guy who posted it explains how to edit it yourself 3) Confirm AirLink shows up in Oculus desktop and enable it 4) Connect your Quest via USB and approve the connection (can skip this if you've done this before), disconnect USB 5) Get your Quest and PC IP addresses, pop open PowerShell in a folder that has a copy of adb and run the following: ./adb connect QUEST_IP_ADDRESS (Get-NetTCPConnection -OwningProcess (Get-Process -Name OVRServer_x64).Id -State Listen).LocalPort (use the number this spits out for the port in the next command) ./adb shell am start -a android.intent.action.VIEW -d "xrstreamingclient://PC_IP_ADDRESS:PORT_FROM_PREV_STEP" com.oculus.xrstreamingclient Edit: Stuttering seems to be related to having custom bitrates/resolutions set in ODT - setting it to 0/auto fixed it for me One particularly interesting thing is that somebody got this working on a Quest 1 and it didn’t seem to perform any worse than what others are reporting on the Q2. Leathal fucked around with this message at 22:39 on Apr 22, 2021 |
# ? Apr 22, 2021 20:55 |
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smenj posted:Thanks again for all the help! Just tried again after work - removing the songs I'd added yesterday from the custom songs folder, then launching the game, closing it and re-adding them worked. Absolutely no idea why that fixed it or why it even broke in the first place but I guess? Thats beat saber for you. The engine definitely isn't a fan of some of the things mods do it thats for sure.
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# ? Apr 22, 2021 22:16 |
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Just got my Quest 2 - is it possible to circumvent the FB account requirement by creating an Oculus dev account, or is the FB account 100% required now?
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# ? Apr 23, 2021 00:32 |
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overeager overeater posted:Just got my Quest 2 - is it possible to circumvent the FB account requirement by creating an Oculus dev account, or is the FB account 100% required now? 100% required. If you already had an Oculus account it's grandfathered into previous headsets but on the Quest 2 and for new accounts it's Facebook only.
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# ? Apr 23, 2021 00:33 |
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Saints and Sinners is so good that I just want to echo the recommendations from earlier. My only issue is that the watch is hard to read because of the sheer amount of information it tries to display, but if you hear beeps and bells, just get the gently caress out.
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# ? Apr 23, 2021 00:46 |
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overeager overeater posted:Just got my Quest 2 - is it possible to circumvent the FB account requirement by creating an Oculus dev account, or is the FB account 100% required now? Technically it's still possible, sort of. You can create an "unmerged Oculus developer account", then use the developer website to create "test user accounts" which can log into the Quest 2. Those test user accounts will have backing FB accounts automatically created for them. I don't think they can buy things? You might also need to have a bank account associated with the developer account? I'm not convinced it's worth the effort, since they can probably still do most of the tracking they would do with a regular FB account, but if you really want to try it go ahead. They say this path will remain open until Jan 2023.
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# ? Apr 23, 2021 01:28 |
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NRVNQSR posted:Technically it's still possible, sort of. You can create an "unmerged Oculus developer account", then use the developer website to create "test user accounts" which can log into the Quest 2. Those test user accounts will have backing FB accounts automatically created for them. I don't think they can buy things? You might also need to have a bank account associated with the developer account? Test dev accounts cannot buy things, yes. They also cannot add friends to their friends list via normal methods and the friends they can add are, I believe, limited to other test dev accounts. Other than that, they can do everything else.
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# ? Apr 23, 2021 01:35 |
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EbolaIvory posted:Thats beat saber for you. Booted it up for the first time in years, that FB money sure changed it dramatically, looked like a completely different game but most importantly I lost all my custom songs.
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# ? Apr 23, 2021 03:05 |
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HerpicleOmnicron5 posted:Saints and Sinners is so good that I just want to echo the recommendations from earlier. My only issue is that the watch is hard to read because of the sheer amount of information it tries to display, but if you hear beeps and bells, just get the gently caress out. The best moments in that game are when you're trying to just get back to the drat boat with a ton of salvage and there's like three or four dozen zombies just ambling around, around every single corner. And then you're down to like 4 bullets and a screwdriver, trying your best not to be seen.
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# ? Apr 23, 2021 03:23 |
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Official AirLink next week per Oculus support. Also if you did the thing above to add the AirLink option for the desktop app: give static IPs to your Quest and your PC and then sideload this apk (https://docs.google.com/uc?export=download&id=1oKBpycy59pnPO-dxfJKXPwFZFyJo10XJ) for ez one click launching.
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# ? Apr 23, 2021 04:09 |
oh man i hope that vive air actually comes to existence. frick the monopoly on standalone sets
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# ? Apr 23, 2021 04:10 |
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sea of losers posted:oh man i hope that vive air actually comes to existence. frick the monopoly on standalone sets To be fair, HTC's issue with standalone tracking was just keeping a lock on the controllers wasn't it? The spatial referencing for the headset worked fine?
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# ? Apr 23, 2021 04:14 |
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sea of losers posted:oh man i hope that vive air actually comes to existence. frick the monopoly on standalone sets Me too, a good competitor might force Oculus to drop the FB thing too.
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# ? Apr 23, 2021 04:47 |
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Senator Drinksalot posted:Me too, a good competitor might force Oculus to drop the FB thing too. Oculus is just a friendly brand label for "Facebook VR" at this point, they've spent the past few years quietly replacing Oculus' leadership with their own people.
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# ? Apr 23, 2021 04:55 |
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Yeah the division is literally Facebook Reality Labs, that account requirement isn’t going anywhere.
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# ? Apr 23, 2021 05:08 |
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Ah, I guess I'll never consider an Oculus product then
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# ? Apr 23, 2021 05:26 |
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Neddy Seagoon posted:To be fair, HTC's issue with standalone tracking was just keeping a lock on the controllers wasn't it? The spatial referencing for the headset worked fine? Yeah I mean even going back to the vive focus, the headtracking was fine by all accounts, and even the cosmos while I remember reading about issues with the controller tracking is was more "you won't be playing beat saber on expert and bows might get finicky up close", where it would still be fine for the most part if they had that on a stand alone set. I think the worse point with the controllers was they took like 4AA batteries and only lasted like.. what 6 hours or something? That was nuts. HTC is still my bet though for the first person to come out with a quest competitor thats actually available and not "oh hey we showed this off at CES and you can buy one for $1,000 and order it from China, but its really meant for B2B" type thing.
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# ? Apr 23, 2021 05:33 |
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Isn't Valve working on an inside out wireless Index? Thought i read somewhere that they filed a patent for one recently.
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# ? Apr 23, 2021 05:43 |
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Senator Drinksalot posted:Isn't Valve working on an inside out wireless Index? Thought i read somewhere that they filed a patent for one recently. I don’t think Valve is doing anything with their own hardware now.
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# ? Apr 23, 2021 05:47 |
i figure oculus -> fb is permanent, which i can deal with to a degree, but i dont want the machine to only work online, deny mods or 3rd party stuff, and be saturated with telemetry. it seems like thats where the oculus is headed in longterm so id love to see some maker just have a functional yet fairly open android headset. i also just love standalone poo poo like the teenage engineering op1 or the novation circuit so its up my alley
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# ? Apr 23, 2021 05:50 |
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Senator Drinksalot posted:Isn't Valve working on an inside out wireless Index? Thought i read somewhere that they filed a patent for one recently. I've heard the rumors that they'll be putting out a wireless module for it, but not that it would be turned into a standalone.
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# ? Apr 23, 2021 05:52 |
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njsykora posted:I don’t think Valve is doing anything with their own hardware now. https://www.pcgamer.com/valve-index-wireless-eye-tracking-patent/ Not much but it does look like they're still playing around with ideas.
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# ? Apr 23, 2021 05:53 |
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Senator Drinksalot posted:Isn't Valve working on an inside out wireless Index? Thought i read somewhere that they filed a patent for one recently. I know they've talked for a long time about wireless modules and stuff, and I could see a new headset with built in wireless streaming, but I don't know if we'll see valve do anything that isn't tied to a PC like a purely stand alone product. Considering their structure I don't know if they'd have enough people dedicated to maintaining a stand alone android OS or something.
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# ? Apr 23, 2021 06:02 |
otoh they did spend time during the past 10 years branching their own games into linux/mac ports and making "steam boxes" a thing... id rather input my steam info for a game than my fb
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# ? Apr 23, 2021 06:08 |
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Tom Guycot posted:Yeah I mean even going back to the vive focus, the headtracking was fine by all accounts, and even the cosmos while I remember reading about issues with the controller tracking is was more "you won't be playing beat saber on expert and bows might get finicky up close", where it would still be fine for the most part if they had that on a stand alone set. I think the worse point with the controllers was they took like 4AA batteries and only lasted like.. what 6 hours or something? That was nuts. I think we'll see devices from Samsung, Sony, and maybe Nintendo as an outlier (they've dipped their toes in VR a little, and love doing weird experimental stuff with games after all) eventually but that'll probably be like 2-3 years out just due to R&D and the like. HTC's a good frontrunner for getting their foot in the door next in the standalone market and they can produce solid hardware for the most part, their problem is they seem intent on finding a way to just jam their foot on a rake right at the end since they struck off on their own away from Valve; The 3.0 Tracker that's newer, smaller, but arbitrarily more expensive? *BAM* Tundra Tracker that's got the same hardware, is cheaper than it (and priced equally with the 2.0's), has built-in mounts for conventional straps, and only needs a single shared dongle. Now granted it's not out yet and the 3.0's are, but on a straight comparison it still doesn't look great. The Face Tracker? *BAM* Built for the one headset they've been trying to push customers away from by retiring it (and the eyetracking version can't be bought as a standalone HMD, so no upgrading from your Cosmos ) The Vive Cosmos... well, where would you like to start?
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# ? Apr 23, 2021 06:08 |
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Is HTC still pushing their awful controllers? I hate these wands and can't wait to upgrade to the index.
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# ? Apr 23, 2021 06:56 |
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Senator Drinksalot posted:Is HTC still pushing their awful controllers? I hate these wands and can't wait to upgrade to the index. Yuuuup. They're not even standardizing to the blue 2.0 Wands, they've been bundling the original Wands and 1.0 Base Stations with the Cosmos Elite . They don't have anything else in-house aside from their crappy Cosmos controllers, so until they make their own Lighthouse-tracked controllers they're stuck with them.
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# ? Apr 23, 2021 07:03 |
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so I've been thinking of buying those $10 zenni lenses for my Rift S. I 3d printed a *thing* for the lenses themselves. would that go over the Rift S' current lenses? I can't Imagine I need to pop them out, right????
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# ? Apr 23, 2021 07:13 |
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# ? Apr 26, 2024 21:13 |
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Yeah, it goes over. You'll probably have to try changing the size a little before you get a good fit. Also, this is crucial, mark on the lenses where the bridge of the glasses is before you take them out of the frame. I hosed that up and had to order another pair. Also the anti glare coating is worth it.
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# ? Apr 23, 2021 07:19 |