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NRVNQSR
Mar 1, 2009
If the Rift S were cheaper then I could see decent arguments for it over the Quest; better screen, more comfortable, avoids the uncertainty of how Quest tethering will work.

But at the same price as the Quest? Unless you can get a 90 day no questions asked return window I would say that buying an S right now is straight up a bad decision. At least wait a month to see how Link reviews, or for the S's price to drop.

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NRVNQSR
Mar 1, 2009

Tip posted:

The Rift S is a good bit cheaper considering it comes with a cable, the cable for the Quest is $79.

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

NRVNQSR
Mar 1, 2009

kojicolnair posted:

I bought the Quest last week and instantly returned it. I found it just not clear enough at all for my liking and now I just don't know what I want to get, I definitely want something though.

Are you comparing it to some other headset you've tried, or just to what you're expecting VR to be? Because while headsets like the Index are a bit clearer that the Quest it's not a night and day difference; Quest is towards the higher end of clarity. All current VR is somewhat blurry by real world standards.

NRVNQSR
Mar 1, 2009

Hadlock posted:

Generally when you provide sales data you specify how you got it

Per their website they have agreements with point of sale retailers to provide them with sales data, and their reports are based on that data.

Presuming that they're not just lying about this and the retailers they have agreements with are relatively large - both of which seem like things Nielsen would have checked when they bought them - it seems reasonable to at least pay attention to their results. They will likely have blind spots for things like sales direct from the manufacturers, or for headsets that don't have good store availability, but for headsets that are sold primarily through Walmart and Amazon it seems reasonable to trust their relative numbers and to say that their absolute numbers are probably within a ballpark.

So unless anyone has anything more concrete against them I'd be inclined to say their PSVR and Quest numbers are probably reasonably trustworthy - certainly more trustworthy than any numbers you would get from Sony or Facebook, who obviously both have strong business reasons to fudge the numbers as much as they can get away with.

NRVNQSR
Mar 1, 2009

TACD posted:

Sorry for being slow, but what cool stuff does Virtual Desktop let me do (other than presumably giving me a 3D desktop)? It sounds like a useful tool but I don’t know why I need it. Is it useful for Oculus :filez:, or porn, or something else I don’t know about?

In this case they're talking about the fact that it provides wireless VR streaming from a PC to a Quest.

NRVNQSR
Mar 1, 2009
I think "November" is still the most specific date we've got.

NRVNQSR
Mar 1, 2009

Stick100 posted:

I think you vastly over estimate the size of the PCVR playerbase/the market penetration of H3VR. Many of the big VR youtubers have never played it.

No, seems like they're right: Steamspy says 200,000-500,000. They aren't nearly as accurate as they used to be but that very wide range should still be in the ballpark.

NRVNQSR
Mar 1, 2009

Mr Phillby posted:

Welp the new steam library update apparently removed the option to show only VR titles, literally the only sorting option I ever used.

It's all theoretically more configurable now. You can create a collection and set it to automatically contain all VR-supporting games in your library.

NRVNQSR
Mar 1, 2009
Ars Technica are somewhat mixed on it but still come down on the side of recommending it in the end.

NRVNQSR
Mar 1, 2009

Zero VGS posted:

Well that's not telling the whole story... they're claiming it is out of sync with no calibration option, and they say it is dropping frames on the Quest. The frame drops especially feel like a serious issue if true.

That's why I linked the full review. I'm with you that the issues the reviewer describes seem serious, but he's clear that in spite of them he's still very up on it and would recommend it to people. :shrug:

NRVNQSR
Mar 1, 2009

Zaphod42 posted:

You sure? All I see is just some public github under GPL, is that by one of the devs?

It's just in the menu on the desktop version.

It's not clear to me whether anyone actually uses it, though? It seems poorly documented and I'm not sure whether it can do everything the modded levels can. And of course there's no built-in way to share levels created with it.

NRVNQSR
Mar 1, 2009
Their community manager has posted about it on reddit. Apparently they've finally combined their bad VR mode and their bad multiplayer mode, only ten months later than promised.

I must admit, I'm not expecting miracles.

Jack Trades posted:



the game files underwent miniscule changes so it's probably nothing interesting.

Aren't those just showing changes in file size, not the amount that has changed? So any amount of the content in the pak file could have changed, all it's saying is that the final size is 6mb bigger.

NRVNQSR fucked around with this message at 22:40 on Nov 12, 2019

NRVNQSR
Mar 1, 2009
Wait, the cable that comes with the Quest is only USB-2? I didn't realize they even made USB C cables that slow.

NRVNQSR
Mar 1, 2009

EbolaIvory posted:

IDK how dev mode got disabled, But eh.

I know they disabled it automatically when the update rolled out that allowed sideloading without dev mode; I don't know if later episodes disabled it again or not.

Hadlock posted:

Quest S?

I would personally love a cheaper Quest with the ergonomics, design and screen of the Rift S, but I don't know how likely that is so soon.

NRVNQSR
Mar 1, 2009
Trip report on Oculus Link with a 1060 and 3m of random cheap USB 3 cables and extensions:

It seems good. Tracking and visual fidelity are, for me, indistinguishable from Quest-native. Quick and easy setup, no problems running SteamVR or other non-Oculus software; it just behaves like a Rift and Touch with slightly different controller models. I did have a period of unusably poor performance with no obvious cause for a few minutes after I first set it up, but after that cleared up it has been fine since.

If I swap to 4m of otherwise identical USB cables from the same manufacturer it doesn't work at all. While the PC reports the connection is fine Oculus Link consistently fails to start or exits immediately. So if you want the kind of freedom and cable lengths you can get with other PC headsets then it seems like the crazy expensive official cable may be a necessity.

NRVNQSR
Mar 1, 2009

Breakfast All Day posted:

I can tell I'm old as gently caress because the commenters melting down everywhere about how they'll never have VR and it isn't for them and they have special brains that don't understand 3D (as if the real world was a sidescroller) and Valve is ignoring them are identical to what people said about 3D accelerators and 3D games in the mid 90s.

It'll be great when Sony's new console comes out and they refuse to publish any non-VR games on it.

NRVNQSR
Mar 1, 2009

Rubber Slug posted:

Are we likely to see any Black Friday sales on quests, or should I just pull the trigger and order one now? I don’t see why they’d need to put them on sale considering what Valve just did.

None from Oculus; they've announced their Black Friday deals and the only thing for Quest is a free copy of Vader Immortal with any Quest bought for the rest of the year.

KakerMix posted:

You can buy each part separately, and I bet they are including people like me that bought parts and kept older ones. I kept my old lighthouses from my Vive.

They're not; headset+controllers and just controllers are different products, and all three are on the best sellers top ten. All three are ahead of Half-Life: Alyx, even.

edit:

Fuzz posted:

It's going by monetary value not units sold, so every headset is the equivalent of selling 19ish copies of Fallen Order.

That makes a lot of sense. I did wonder why it always seems to bias towards really big names and viral indie things rarely seem to show up.

NRVNQSR
Mar 1, 2009

dogstile posted:

I really want it to be the case, but i don't understand how apparently everyone has £900 that they can spare for when just the right VR game comes out.

As others have pointed out the list is revenue based and this position isn't a huge change from the norm, but on the other hand I find it 100% plausible that a lot of people have £900 that they can spare for when a new Half-Life game comes out. Fans of the series are somewhat intense.

NRVNQSR
Mar 1, 2009

App13 posted:

So I got all the valve games for free years and years ago because of the slow rollout of steam for Macs (iirc) and (again iirc) they mentioned I’d get all future valve games for free to. I wonder if HL:A is included?

I think so, yes? It has been added to the "Steam Master" bundle on Steam, which seems to be the "every valve game ever" bundle they use for that.

pootiebigwang posted:

Is there a difference in visual fidelity when playing a game natively on the Quest vs using the pc link? I have a decent computer (AMD 3600, GTX 1080, 16Gb ram) and am wondering if some games might look better when plugged directly in. I know some compression happens when plugged in, but hear otherwise it looks pretty good. I'm stoked to be able to experience some Rift games and Steam games (especially if I can get some cheaper than what's on the Quest store). Has anyone noticed any input lag when using it?

It's hard to do like-for-like comparisons since obviously the PC version is going to look better to begin with, but I'd certainly say the PC link versions look no worse. As for lag while I'm certainly not a top Beat Saber player I wasn't able to notice the additional input delay when playing simpler Expert+ tracks.

NRVNQSR
Mar 1, 2009

4000 Dollar Suit posted:

Is it normal for the outerish area of your vision to have kind of a smudged oily fingers on glasses quality on the rift s? I double checked my IPD and I still got 63/64.

I'm not sure that's how I would describe the effect, but it is definitely normal for the outer edges to be much less clear than the center of the lens. If it's crisp and clear in the center then your IPD is set correctly.

NRVNQSR
Mar 1, 2009
It's not particularly popular or content-rich but I always found Eagle Flight a pleasant diversion. ~75% off is about the right price to pay for it.

NRVNQSR
Mar 1, 2009

That Italian Guy posted:

Any EU goons have tried the Quest yet? The Anker cable is not available in EU afaik, was trying to find one that is confirmed to be working before I pull the trigger on the Quest. Best option would be a 4m long one (since I'm used to the CV1 cable), but any confirmed working will do.

I just grabbed a random high street 2m 3.1 A-to-C cable from some brand called goji and plugged it into the 1m CableMatters 3.0 extension I got for my Rift years ago. Worked fine.

NRVNQSR
Mar 1, 2009

Luneshot posted:

Unless it’s different for the Quest, there should be an option in the Oculus “experimental” menu to make double-clicking the oculus button a shortcut for just showing you the passthrough.

Not on the Quest, unfortunately. There's not really that much overlap between the desktop and mobile versions of their software.

NRVNQSR
Mar 1, 2009
I finally got around to trying Flotilla 2; it's very much exactly what it looks like, a bare-bones VR Homeworld.

There's a tech demoey feel to it - it wouldn't feel out of place in The Lab - but if you like Chris Foss spaceships and a hundred little space tactics puzzles sound fun to you then it seems like a decent buy for $5.

Fair warning, it does seem to have issues with non-Vive headsets. I was able to play the game fine with a Rift, but I couldn't get the editor to work and I had to mess around a bit to get audio.

NRVNQSR
Mar 1, 2009

Jim Silly-Balls posted:

Any expected quest deals for BF? Thinking about trading the Rift in. Rift S would probably be good too, the cord doesn’t really bug me, but if I’m gonna do it, I feel like I should do a quest since it can be corded anyway

The only thanksgiving deal on the Quest from Oculus is a free copy of Vader Immortal if you get one before year's end. I think there's a small discount on the S, though.

NRVNQSR
Mar 1, 2009

Jim Silly-Balls posted:

Is the quest tethering live right now?

E: also is the resolution bump noticeable over the Rift?

Yes, and I would say yes but it's not a huge difference.

NRVNQSR
Mar 1, 2009

ughhhh posted:

Speaking of Elite, would the occulus quest fulfill my needs if Elite and flight sims (and half-life alyx eventually) were the main draw for me buying a vr headset? I tried out the cheap (sub 100$) chinese vr headset that people mentioned in this thread, and while I was amazed by the sense of scale and freedom, the screen door effect and the blurriness of the visuals left me wanting. Has that improved for the better in these new headsets that are out now?

It's definitely a lot better than those, but you should still moderate your expectations. Screen door effects are still visible if you're specifically looking for them, visuals are still naturally a little blurrier than real life, especially at the edge of your vision.

Quest is a solid choice in general.
Rift S would save you a little money and get you a little more comfort and visual acuity at the cost of not being able to use it untethered or wireless; personally I think that's a bad trade-off, but there's a case to be made either way.
Index is the headset HLA is explicitly designed for and should theoretically get you much better hand presence in that game due to individual finger tracking, but you're paying a lot for that feature that may or may not be worth it; I'd only suggest it if you have money to burn.

NRVNQSR
Mar 1, 2009

EbolaIvory posted:

I honestly don't understand how you're happy full time in it. Did you DAS mod? Because the default strap is toxic, and the whole headphones thing is a mess.

A lot of people say they prefer the Quest/OG Rift style of strap. Personally I think this is crazy and the welder's helmet strap design is vastly more comfortable, but it's definitely a preference thing.

NRVNQSR
Mar 1, 2009

Jim Silly-Balls posted:

Super long shot, but the DK2 cable doesn’t happen to be the same as the CV1 cable, does it? A DK2 popped up locally for “buy it just to harvest the cable” cheap.

Not even remotely. Unfortunately as far as I know there is no way to replace a CV1 cable for less than the cost of a new headset; they don't generally appear for resale because they are pretty much always the first part to fail, so cableless headsets outnumber headsetless cables.

NRVNQSR
Mar 1, 2009

Shine posted:

BVR is fine if you want something that emulates a cardio boxing class at your local 24 Hour Fitness. If you want a competitive boxing game that isn't as realism-focused as Thrill of the Fight, then consider Creed (which I've not played, but it looks much more arcadey than TotF).

I've only found time to play two fights in Creed, but they felt good; arcadey, but it still felt like I was boxing - unlike Knockout League, which looks great but feels like a string of gesture-based quick time events.

edit: Played another couple of Creed fights. I'm still not sure how mechanically deep it is, but it's certainly fun.

NRVNQSR fucked around with this message at 00:55 on Dec 2, 2019

NRVNQSR
Mar 1, 2009

Rolo posted:

Hey Oculus S people, what are you using for sound? Mine won’t be hooked up until tomorrow so I’ve got time to shop but I’m thinking of just trying my PlayStation Gold headset.

Built in audio in pretty much all the headsets is fine; I wouldn't recommend messing around with separate headphones and extra cables unless you've tried it and really don't like it.

NRVNQSR
Mar 1, 2009

pootiebigwang posted:

I'm sure this has been said a billion times and I know it's subjective but I just wish the default go to music type for games like Beat Saber and Pistol Whip wasn't the samey generic EDM. It's a completely different kind of game but the way Tetris Effect utilizes music and just the overall auditory experience is one of my favorite VR experiences so far and it contains a whole level of nuance and curation that I don't feel like has been matched in any other VR music heavy game.

You might not see it as an improvement, but there is another option; where western music games default to generic EDM, East Asian music games default to generic J-pop and K-pop. Games like Airtone and Deemo Reborn have their own problems but they are at least a change from Beat Saber and Pistol Ship's styles.

NRVNQSR
Mar 1, 2009

Calipark posted:

I'm kind of constantly disappointed by the frame performance I get on my Index with a 3900x, a 2080ti, and everything on a fast NVME drive. I can't even hit 144hz in The Lab's main level select area, mostly hovering around 100. Only places I get 120 or 144 are very simple games like Beat Saber, Pistol Whip, etc.

Any tips where to start looking for potential bottlenecks on my PC? Maybe it's some settings I have in SteamVR given I do some VR dev work on the side?

Looking at FPSVR it’s almost always a CPU issue.

If you really want to know where your frame time is going and you have the technical knowledge to make sense of its output there is no better tool than GPUView. It's very esoteric, though, and its useful documentation is limited to one blog post by a former Microsoft intern who helped develop it over a decade ago so it's not for the faint of heart. In spite of the name it's more of a tool for analyzing CPU issues than GPU ones.

NRVNQSR
Mar 1, 2009
For whatever reason everyone I've talked to has always seemed to have a lot more trouble with nausea in PCars than in other, similar experiences. I don't know if that's some problem with their code or whether it's just that most people are very familiar with how driving a car feels, so the different forces in a relatively realistic driving game are obviously wrong to them.

Watching a movie in VR should be one of the lowest-impact options, but that said 3D movies are garbage and VR doesn't really fix that. It might be worth trying a 2D movie just to establish a baseline of how that feels.

The Oculus/Steam UI clashes are just something you have to deal with when playing SteamVR titles on an Oculus headset, unfortunately. For the most part, though, you can just turn most or all of the SteamVR stuff off in its settings and just use the Oculus guardian and home environment.

NRVNQSR
Mar 1, 2009

SCheeseman posted:

I read in a comments section somewhere that Portal puzzle mechanics in zero gravity + Echo VR movement would be a perfect fit for VR and I'm inclined to agree.

3D traversal puzzles in zero gravity are much harder to design, unfortunately. One of the key components of normal 3D puzzles is that it's very easy to set up places which you can see but cannot easily reach due to changes in elevation; remove gravity as a restriction and suddenly you can reach everywhere you can see, making it much harder to present the user with a traversal puzzle in a way that doesn't immediately trivialize it. You can somewhat recover this by using glass and grates, but those are much harder to read and bypass in interesting ways than elevation puzzles are.

NRVNQSR
Mar 1, 2009

Zaphod42 posted:

Are you actually worried about spoilers for ... Boneworks?

Why not? From the new trailer it looks like they have significant ambitions to be a story-heavy game now. They even call it "a narrative VR action adventure" in their store description.

The new trailer looks like it could either work brilliantly or completely waste all the potential their earlier demos showed, so I'll be interested in hearing real-life experiences with the finished product.

NRVNQSR
Mar 1, 2009

AndrewP posted:

Wondering if anyone knows what’s going on here:

Playing Stormland with Oculus Link, and when I move my very quickly I can see the “edge” of the frame like it can’t quite keep up with my head movement. Very noticeable when I look up and down.

Is this just my 1070 not having the juice or what? Maybe a Link issue?

That's the behavior you'd expect from low framerate or signal lag, yeah. The Quest will be "reprojecting" at the last minute to make sure the world turns smoothly as you turn your head smoothly, but it only has a narrow cone of rendered world to work from. If you turn your head fast you'll see the edges of that cone until it gets a new image from the game.

PantsBandit posted:

It's not backseat game dev to say "this dev team probably could've found a way to include this extremely basic feature that every other game manages to do"

No, but saying "implementing saving isn't that hard" is. Implementing a good mid-level save system is probably the second hardest thing in game dev*.

But obviously just because it's hard doesn't make it okay to release a game without it any more than it'd be okay to release a game without audio.



* - Overall hardest is implementing a good third person camera.

NRVNQSR
Mar 1, 2009
I thought Duck Season was generally considered very polished?

NRVNQSR
Mar 1, 2009

Unit24 posted:

Anyone know how I would go about doing something like making a game treat my right trackpad like it's the left analog stick? I found the menu that lets me edit controls game by game, but it's fairly limited and only lets me make each trackpad simulate the analog stick that it's next to.

Assuming this is on a Vive, is switching the hands you're holding the controllers in not an option?

Skyarb posted:

Pistol whip is a novel idea with absolutely terrible implementation and even worse music.

https://steamcharts.com/app/1079800#1m

It won't survive long, and it likely won't get a sequel. I don't see how they could have possibly recouped their cost unless something changes.

Steamspy estimates 20-50k owners at $25 a pop. Certainly not a breakout success, but between that and the Oculus store I'd guess they've probably recouped their costs. This isn't their first VR game, I don't think it's likely that they threw millions at development since they would know as well as anybody that you don't make that kind of money back on VR games.

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NRVNQSR
Mar 1, 2009

Martytoof posted:

Finally got the hand tracking update.

It’s REALLY janky. My ghost hands are always shaking, I can’t get the “home button” gesture to work, etc.

Is this everyone’s experience more or less? If not, I’m starting to wonder if this, combined with my phantom beatsaber “misses” is telling me there’s something wrong with my Quest.

This sounds about right; I'd describe the functionality as slightly sub-Kinect right now. It does work and if you don't have a controller handy it's a viable option for controlling simple menus, but there's no way you would want to play a game with it.

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