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Boxman
Sep 27, 2004

Big fan of :frog:


That Prime deal is no longer displaying a price at all. They're still carrying the bundle itself, and it's not like Amazon can run out of gift cards. Hope it comes back so I can jump on it. :ohdear:

Edit: I literally just see a dollar sign, haha.

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Boxman
Sep 27, 2004

Big fan of :frog:


Sorry to post again in quick succession, but the deal came back and I jumped on it.

The HMD won't ship for 3-5 days and the Touch for 7-10, but an effective $300 is pretty reasonable, as far as expensive toys go.

I look forward to punching my walls with all of you. :toot:

Boxman
Sep 27, 2004

Big fan of :frog:


Does the headset itself sharing a controller with a sensor produce any wonky effects?

Obviously I could just wait a week and find out myself with trial and error but now I'm curious.

Boxman
Sep 27, 2004

Big fan of :frog:


How is Bridge Crew, anyway? I heard lots of hype about it then it came out and I guess got some good reviews, but can you find pick up games with cool people? $60 would be a lot to pay for a dead multiplayer game.

Boxman
Sep 27, 2004

Big fan of :frog:


Maybe just normal camera mounts with 3M strips? that's what I'm doing and although the camera has only been up for a couple days it's holding steady. I figure if something tugged on the cable hard enough to yank the 3M strip off itd be hard enough to have done damage to the connection if it were screwed into the wall anyway.

Boxman
Sep 27, 2004

Big fan of :frog:


PerrineClostermann posted:

Yay for murder basements.

Oh hm. I was imagining insulation packed between wood studs.

Yeah the frestanding light mounts are probably your best option other than sticking things on the ceiling. And I have no idea if the sensors appreciate being turned upside down

Boxman
Sep 27, 2004

Big fan of :frog:


Stick100 posted:

They do fine upside down. A number of people that have both Vive and Oculus have used the tripod mount on the bottom of the Lighthouses to screw in their Oculus Cameras for a 360 setup. I did it for a while myself.

EX. https://imgur.com/E2wiljJ.jpg

VR porn is way weirder than I expected :v:

Boxman
Sep 27, 2004

Big fan of :frog:


I'm having two problems but I'm not even sure if the second is the Rift's fault or my computer's.

The real nasty thing first - at some point between yesterday and today, my tracking became glitchy as poo poo. Not drift or anything like that - it's like the system thinks i'm constantly twitching, and it'll sometimes display a frame or two from a completely random perspective (if someone can link me to an appropriate program I'd be more than happy to make a video). It makes doing anything pretty impossible. How likely is it I got a bum sensor/how easy is the RMA process? I plug my sensor in and it reports USB 3.0, then at some point it turns into USB 2.0. Also, I just put my headset on and while I was looking around Home it lost connectivity with my sensor entirely. It's worth noting that I have the HMD plugged into the same USB bracket as the sensor, and I've tried a number of different USB ports, so I don't think there's anything wonky going on there.

Second problem is that my audio keeps cutting out. It happens randomly. I feel like this might be a Windows problem, because disabling it then re-enabling it in the Windows audio device manager brings the sound back for a while. That being said, the audio on my speakers and headset never cuts out, so I'd like to figure out what the conflict is with my Rift that's causing it.

EDIT: Also, audio mirroring isn't working. I just don't get sound out of my speakers sometimes.

USB and audio drivers for my mother board have been updated to the newest versions. I'm on an Asus Z170-AR, running Windows 10.

Boxman fucked around with this message at 22:47 on Jul 26, 2017

Boxman
Sep 27, 2004

Big fan of :frog:


PerrineClostermann posted:

Sounds like some sort of USB issue. You don't happen to have an add-in card you can use to help remove the motherboard's built-in controllers from the equation, do you?

Unfortunately not. I have two extra USB 3.0 headers on my motherboard besides the ones on the back. One set of headers runs to the front of my case, the other I have a bracket to give me two extra ports in the back. I've tried all 3 "sets" and nothing helps.

Oh, also, there aren't any large mirrors in the room that might be screwing with the tracking. What glass there is, I had when I initially set up the rift two days ago and things were fine.

Boxman
Sep 27, 2004

Big fan of :frog:


Sorry to spam the thread. I got better tracking quality when I hook my sensor up to a USB 3.1 port, and I even have an explanation for this - it's the only one that's under my ASMedia host controller. The other USB ports are all in my board's intel controller. This is good-ish news, but I was planning on using one of those other ports when my Touch came in.

That being said, eventually my sensor gave a "disconnected" then bounced into USB 2.0 so I don't know.

Nothing more disheartening than not being sure what's wrong with your very expensive new gadget. :/

Boxman
Sep 27, 2004

Big fan of :frog:


Tom Guycot posted:

What about something like this or this mounted in either of these spots (or both with 3 sensors) plus one opposite off camera from the picture?:






EDIT:




Have you tried plugging your headset into a 2.0 port? I know they say 3.0 but I've seen several people online do fine with 2.0 or actually have that fix their issue. Also it might be worth jut doing a shuffle of ports, trying them in different spots, or unplugging 1 sensor and seeing how it does as a test.

Double Edit:

That makes a lot of sense having them on different USB controllers, but I think I misunderstood, it looks like you only have the headset and one sensor at the moment? I would still just try different combinations of ports. Headset in 2.0, sensor in 2.0, headset in the 3.1, sensor in a 3.0/2.0, etc. Also if you only have 1 sensor at the moment, where is it sitting and how far away? If you have it mounted high and far away and its the only one, its going to start having some wobble at like, 9' away most likely. The second (and 3rd) eliminate this, but with one 1 it doesn't have another point of reference when you get too far away.

Triple Edit:

Oh, also in addition to making sure your USB drivers are up to date, you should make sure you don't have any power down, or sleep or suspend setting enabled for them under power management.

Mmmmonster Edit:

If you have the Tray tool installed, it has options right in there to make sure that stuff is disabled and you're on high performance settings for USB.

Thank you so much for all this advice. I'll work through it, change one thing at a time, see what works.

You're correct that I only have one sensor. It's wall mounted, about 6 feet up, and about 6 feet away from my play space. It's good to know that the wobble is expected behavior, which just leaves the massive perspective shifts...of course, that might be another thing that a second sensor fixes. My Touch still says "to be shipped" on Amazon, but the day is coming quick where I'm going to bother them to ask where the shipment is.

Boxman
Sep 27, 2004

Big fan of :frog:


My Touch shipment from Amazon just got delayed from "arrives today" to "we need more time to give you an estimate." :negative:

To help myself feel better about this extremely first world problem I went ahead and bought Thumper and woah nelly that's quite the experience, haha.

Boxman
Sep 27, 2004

Big fan of :frog:


Oculus support just says don't put it in direct sunlight and keep it away from obvious hazards (sharp objects, pets, your radiator).

Boxman
Sep 27, 2004

Big fan of :frog:


Goodness gracious I'm having some problems with tracking. I'm holding the headset still in this video.

https://www.youtube.com/watch?v=YaSbf2toZcU

Sorry for the quality, I'm not sure how to capture a direct feed from home. Covering the sensor and holding my phone up to a lens is the best I could do on zero notice.

What's frustrating is that this comes and goes. I just got my Touch today and enjoyed the poo poo out of Robo Recall before everything went to pot.

Boxman
Sep 27, 2004

Big fan of :frog:


Cojawfee posted:

Does it say your sensors are ok in the devices page? Maybe try swapping some USBs around.

Oh god no. One sensor reports skipped frames, another reports dropped frames. I've tried every USB configuration short of plugging something into USB 2.0, which seems like it'd be counter productive with only two sensors.

Tom Guycot posted:

Wow, thats nuts. I don't even know if i think that has anything to do with sensors, it almost seems like the IMU's are hosed or something. I'd contact support because that really doesn't seem like a tracking issue per se.

Hey, you're right about that too! The Rift reports dropped IMUs.

Anyway, I did more googling and a couple people reported that this motherboard - the Asus Z170-a (I have its cousin board, the Z170-AR) - might actually have some weird incompatibility issues. Based on that random rear end post, I stopped overclocking my RAM, which seems to have done the trick...for now. This isn't the first time I was having these issues (check my post history), so I'm not at all sure this is actually a solve, but we'll see what's what.

I'm also very curious to see what Oculus support, who I've been in touch with, thinks of that video.

Boxman
Sep 27, 2004

Big fan of :frog:


GutBomb posted:

I have the Asus Z170-A with no issues. Were you just using the XMP profile to overclock your RAM or were you doing something more than that?

I was actually setting the RAM clock speed manually in advanced settings because I frankly didn't know what XMP was (this is the first machine I've built since my Pentium 3 based computer). My system had been stable with that for months but maybe that was a problem.

Incidentally, thanks for posting that you exist. I was sure that i was seeing negativity bias (people rarely post their system specs saying everything is ducky) but this tells me that every problem I'm having is hypothetically fixable, which is a great help to morale. Question for you: how many sensors do you have, and what ports are they plugged into? Any expansion cards? I feel like I'm having trouble balancing across USB ports but there's so much going on I'm not sure what issues are attributable to what.

Didn't have time to move the cameras away today but I'll give it a shot.

Edit: I should post some positivity. Robo Recall was so loving good y'all. All I want to do is go home and hope my system is stable enough to play it more.

Boxman fucked around with this message at 16:02 on Aug 1, 2017

Boxman
Sep 27, 2004

Big fan of :frog:



Yooo I have nothing more to add for now but I just wanted to say thanks for posting all that. I'm sure I'll refer to it or possibly bug you about it again later. You're a chum.

Boxman
Sep 27, 2004

Big fan of :frog:


I'm allowed to think the Robo Recall end theme is great, right?

It's juvenile and lowest common denominator but so is the rest of the game. :v:

Boxman
Sep 27, 2004

Big fan of :frog:


Your multiplier goes up faster when you do melee take downs. So, do that exclusively until you have a >10x (or 15x, I don't actually know where it caps out) multiplier, then do stylish takedowns for the rest of the level. Catch and toss back bullets, use the explosive guys and laser drones against them, toss dudes off roofs if you're in area 3. Don't get hit, obviously.

As you level up, the rate at which your multiplier goes up raises, so there's an iterative process.

Boxman
Sep 27, 2004

Big fan of :frog:


Reading these in the context of this thread, striking how similar endorsements for rez are to endorsements for VR in general.

"I know it doesn't look like much, but once you're in it it's really sort of indescribably good."

(I've bought rez twice before and I'll buy it for Oculus, but yeah if the music doesn't do anything for you I don't think you'll get much out of the game.)

Boxman
Sep 27, 2004

Big fan of :frog:


Rectus posted:

I'd like to see an RTS where you can walk around in the play area and change your size and perspective, Google Earth VR style. Especially if it's a PvP game, and you are in the same space as your opponent.

What's Peter Molyneux up to? Because this just sounds a lot like Black & White, which would actually be a pretty easy fit for VR controls.

Edit: if it were an actual good game that'd be cool tho

Boxman
Sep 27, 2004

Big fan of :frog:


Remote User posted:

Also, Robo Recall, holy poo poo. Made me feel unnerved as hell during the intro though.

The Batman VR Intro did this to me (which is very much the point, I suppose.)

Those two experiences told me that I will never, ever be able to play a horror game.

To continue Onward v. Pavlov chat, is one better if I don't have room scale? I only have room for maybe a step in every direction. They both say standing is fine but you never know.

Boxman
Sep 27, 2004

Big fan of :frog:


Zaphod42 posted:

Keep Talking and Nobody Explodes is mad fun but can be a bit much for some people to process (And some of the latter puzzles like the Morse code are loving hard)

Jesus christ, this.

The SO and I were having a blast until we came up across a bomb with a ton of morse code modules and gently caress that.

Does anyone have a trick to interpreting morse code other than (ughhhhh) practice?

Boxman
Sep 27, 2004

Big fan of :frog:


I picked up I Expect You To Die while it was on sale and I'm really enjoying it. The title sequence alone was worth a buck or two. Also the cat decided to rub up against my leg right when, in the first level, the scorpions are released, so good job scaring the poo poo out of me you orange stripey rear end in a top hat.

Boxman
Sep 27, 2004

Big fan of :frog:


Trip report: had a good time with a pick up group in Bridge Crew. Captain set the tone by keeping chatter in universe and we all followed along. Then the cat jumped on my lap and started yowling for pets and everyone lost it. Game is fun and I can't wait to play more.

This has been the latest installment in my series of "ways in which that orange rear end in a top hat screws with me while I'm playing VR" posts.

Boxman
Sep 27, 2004

Big fan of :frog:


El Grillo posted:

https://iexpectyoutodie.schellgames.com/first-class-information-released

New level for I Expect You To Die coming on October 24th - free!

quote:

It is a new level, where the agent finds themselves on a train while on vacation in the mountains in India.

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

Boxman
Sep 27, 2004

Big fan of :frog:


Songbearer posted:

Speaking of which, does anyone run the Rift without using a USB card? My friend's getting one and has enough USB 3.0's on his PC so he opted not to get the card. I don't know if I should insist he gets it as well - I've heard using mainboard 3.0's can be a bit flawed.

I do. I originally had no end of problems (video - thank god i don't have to deal with this anymore) but I traced it to some RAM incompatibility.

I'm on an ASUS Z170-AR board, and I know for a fact I'm not the only one in the thread doing it. Someone helpfully said that they were running it too when I was having issues.

I'm only running two sensors, mind, but I think that other person was one three?

Boxman
Sep 27, 2004

Big fan of :frog:


The Walrus posted:

Retro Arcade Neon. Enjoy, you're welcome.

This looks amazing. But how does the lack of ROMs work with the multiplayer component? Does everyone need the same ROM set dropped into a directory somewhere? Or can everyone play if the host has it? The latter feels too good to be true.

Boxman
Sep 27, 2004

Big fan of :frog:


That ability to launch games with virtual carts is adorable

Boxman
Sep 27, 2004

Big fan of :frog:


I think I'm hitting a bug in Lone Echo, and I'm hoping someone figured out a workaround.

I'm trying to bring the satellite back online after the big catastrophe, and I need a power cell. It's right at this point in the game. But when I grab for it, it doesn't want to come out. It'll come out a bit of a way then get stuck in the geometry. It's a fixed point - it doesn't move, doesn't jiggle, and I can use it to move myself around. I've tried reloading a few times.

Am I forgetting how to interact with the battery (I took a break from the game) or am I just experiencing a bug that's going to make me start over? I don't have a convenient save point to jump back to. The game is good but I'm pretty sure I'm not up for playing through the first chunk of the game again. :negative:

Boxman
Sep 27, 2004

Big fan of :frog:


Tom Guycot posted:

For me I just like having my VR games in one place and not having to start up a separate launcher that messes with audio every time I want to play a VR game. It really makes me play the vr games I have on steam a lot less. I'm not too worried about the next gen, I feel like by then openXR will be a thing, the store will be open, and worst comes to worst if i get a different gen 2 headset and it doesn't, I'll just use a revive or whatever if I really want to play 2/3 year old games on my oculus account.

Games that can run natively in Oculus show up in the Oculus Home without any fiddling after you've launched it from Steam once. I don't have to go into Steam VR to launch Keep Talking or Batman VR, at any rate.

(What you're saying is completely reasonable, but eventually Steam will have some stupid sale on a title that the Oculus store isn't matching, so you shouldn't hesitate to jump on that.)

Boxman
Sep 27, 2004

Big fan of :frog:


GlyphGryph posted:

It would also be nice to get some nice stands for my lighthouses so its easier to set them up when I go traveling - any cheapo recommendations people can make there?

Don’t the lighthouses just have standard tripod screw mounts? Amazon basics has a $13, 50 inch tripod that probably falls well into the range of “good enough”. If you want more flexibility at the cost of height, you can get Gorillapods for about $20 each.

Boxman
Sep 27, 2004

Big fan of :frog:


I picked up Fruit Ninja VR on Steam because it was on sale, but it doesn't appear to be launching using the Oculus runtime (or whatever the proper term is here.)

The button controls are extremely screwy, it shows chaperone rather than guardian boundaries, and it doesn't pop up in the Oculus Home launcher. Oculus is listed as a supported platform for the game, and there's a version on the Rift store.

Is there a way to try to check if this particular version has the Oculus runtime built in, or force it to launch in that mode? Is it just a glitchy version? I've had zero problems with other Steam-purchased-but-supported-on-both games, including Batman VR and Keep Talking.

EDIT: Oh, it appears there are a handful of games that don't use the Oculus runtime despite also being sold on the Oculus Store. Fruit Ninja might be one of them. Well then. :geno:

Boxman fucked around with this message at 14:44 on Oct 27, 2017

Boxman
Sep 27, 2004

Big fan of :frog:


jubjub64 posted:

I have been recently having a problem with my Rift in that it will have these tiny studders where the floor seems to recalibrate slightly. Also in some of my games through Steam it will jump to the grey loading area sometimes when pressing buttons or just looking around. I just upgraded to a whole new system with top specs (1950X Threadripper & 1080Ti) so I am confused as to what could cause these problems. Any ideas?

Wait...how bad are we talking studder wise? I had a weird studder issue, although it sounds like yours is way less severe - here's a super janky video I shot.

Turned out my RAM was very slightly incompatible with my motherboard. Disabling XMP and running the RAM slower than I would like (but still plenty good for games, apparently) fixed it.

Boxman
Sep 27, 2004

Big fan of :frog:


You also don’t desperately need to buy a third camera on day one. I’m still rocking two cameras placed in front of me high and am generally very happy. If you end up playing a lot of action games that have you spinning around, you’ll realize you need a third camera and you can pick it up then.

Edit: good timing there. Just to be clear, with two cameras you’ll almost certainly have some space where the tracking gets wonky. But whether that’s a problem comes down to the games you play and your preferences.

Boxman
Sep 27, 2004

Big fan of :frog:


Is there an appreciable reason the lighthouses are so expensive? Don't they just throw out an array of light? It feels like the Rift cameras (which actually see things, if I understand right) should be more expensive.

Of course, I guess Oculus could just be using the hardware as a loss leader.

Boxman
Sep 27, 2004

Big fan of :frog:


I had no idea there were moving bits in there. I thought it was just a specific light pattern continuously thrown out, Kinect/face ID style.

That’s neat!

Boxman
Sep 27, 2004

Big fan of :frog:


How is edge of nowhere on the jumpscares? I’m awful with that stuff.

Boxman
Sep 27, 2004

Big fan of :frog:


El Grillo posted:

Sadly I think it's incredibly unlikely Oculus would do an upgrade release for Rift. Can you even open the thing up without cutting the fabric lens surround?

I think replacing the screens themselves is a big ask for a consumer model but TheKnife's idea actually makes sense. They charge $40 for the headphones, $30 for the facial interface, $100 for touch controllers, and $50 for the cable. Obviously all those prices don't represent cost, but them just selling you the naked HMD as a direct upgrade route for the CV1 and allowing you to re-use all that other crap would hypothetically let them drop the price a bit. They could also take in CV1s for parts or refurbs if they felt extra spicy.

This all assumes a level of consumer friendliness in Oculus that I'm not at all sure exists, but the idea is sound.

EDIT: Yeah, a CV2 is completely hypothetical at this point.

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Boxman
Sep 27, 2004

Big fan of :frog:


From Other Suns is up.

It's uhhh...good, right? Because I just convinced someone to buy it so we'd have a good multiplayer jam.

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