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getting the cant reach oculus runtime error again. This time however, none of the fixes work and the next step would be a complete uninstall/re-install but it wants to delete all downloaded apps at the same time WTF!
This error is the dumbest ****. For those of you that don't know, the first time it happened was because Oculus let a license run out and the temp fix was to change the date on your PC to when the license was valid.
Update: It looks like it was a patch that was released on the 14th that broke it for every one. This happens way too often.
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Originally posted by jimjobob View Postgetting the cant reach oculus runtime error again. This time however, none of the fixes work and the next step would be a complete uninstall/re-install but it wants to delete all downloaded apps at the same time WTF!
This error is the dumbest ****. For those of you that don't know, the first time it happened was because Oculus let a license run out and the temp fix was to change the date on your PC to when the license was valid.
Update: It looks like it was a patch that was released on the 14th that broke it for every one. This happens way too often.
Oculus tray tool is your friend on this one, just go in on the service startup tab press play and then start oculus and get back to awe of beat saber! Merry Xmas in advance.
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Originally posted by delirium121 View PostRun the oculus repair again (via the Oculus install tool) & install 0.85
Oculus tray tool is your friend on this one, just go in on the service startup tab press play and then start oculus and get back to awe of beat saber! Merry Xmas in advance.
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https://radiusgordello.itch.io/unreal-pt#download
some one remade the silent hill PT and added VR support
Author is planning to pull it next week so better get it while you can"I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it."
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Originally posted by CyanBlues View Posthttps://radiusgordello.itch.io/unreal-pt#download
some one remade the silent hill PT and added VR support
Author is planning to pull it next week so better get it while you can
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Originally posted by CyanBlues View Posthttps://radiusgordello.itch.io/unreal-pt#download
some one remade the silent hill PT and added VR support
Author is planning to pull it next week so better get it while you can
I played the original on PS4. Wondering how well they did with the VR port?
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https://store.steampowered.com/valveindex
Valve index offically up for preorder - full bundle $999
Headset and controller - $799
Headset $499
controller $279
lighthouse 2.0 $149.00"I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it."
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I'll wait for more reviews on the Valve Index, however I don't see myself going back to wired. A couple extra degrees of FoV and slightly lower SDE isn't enough to make a difference (personally I don't see much difference in SDE between the WMR LCD displays and Vive Pro/Samsung Odyssey, so I don't think the pixel arrangement makes that much difference). On top of that with LCD displays it remains to be seen how much worse contrast/black levels are compared to OLEDs.
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Originally posted by KAC View PostGays, worth boning a Oculus Quest?
Originally posted by CyanBlues View Posthttps://store.steampowered.com/valveindex
Valve index offically up for preorder - full bundle $999
Headset and controller - $799
Headset $499
controller $279
lighthouse 2.0 $149.00,____,
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Has the above thread been misplaced/renamed/merged/stickied/locked? Well then there's a doins transpirin! Find the tome and bring forth the sacrifice to restore peace and order.
"VIAGRA FALLS, slowly I turned, and step by step, inch by inch, I walked up to him, I smashed him, I hit him, I bonked him, I bopped him, I socked him and I mashed his face and I knocked him down."
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Originally posted by aviphysics View PostRift uses completely different tracking system.
I was hoping I could use the Knuckles/Index Controllers with the SteamVR titles and fall back to my Oculus touch controllers for titles that wouldn't benefit Valves controllers.,____,
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"VIAGRA FALLS, slowly I turned, and step by step, inch by inch, I walked up to him, I smashed him, I hit him, I bonked him, I bopped him, I socked him and I mashed his face and I knocked him down."
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I went ahead and ordered the Knuckles controllers. Although I can afford it, I am a pretty disappointed with the price. After tax they cost me over $300! That's practically the same cost as an entire Oculus Rift or WMR setup. In fact, if you are patient, you can get an entire Samsung Odyssey on sale for around that price!
I looked at the Index/Knuckles bundle, but you save very little by getting the bundle ($30), and I'm not going to spend $500 to go back to a wired headset. I am really surprised it didn't release with a wireless add-on. In fact, right now there's not even any word whether it's going to receive one!
Overall, the prices are not as absurd as the Vive Pro (but it came out a full year later), but they still aren't cheap by any means. Especially the price of the controllers and base stations are too high. After all the talk about Base Station 2.0 being cheaper to make, $150 per is a tough pill to swallow. I can basically accept the headset cost.
I expect we'll see a Vive Pro price cut in the near future putting it back on price parity with the Index. I think HTC was milking it while they could, but they can afford to bring the price down to match Valve's prices.Last edited by Nagorak; May 1, 2019, 10:23 PM.
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Originally posted by Seyiji View PostI'm aware of that.
I was hoping I could use the Knuckles/Index Controllers with the SteamVR titles and fall back to my Oculus touch controllers for titles that wouldn't benefit Valves controllers.
[yt]5QKy3nxqLI8[/yt]
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Originally posted by Nagorak View PostApparently there is some way you can use the Knuckles with the Rift. However, it's a pretty pricey way to go, since you have to buy the base stations too.
[yt]5QKy3nxqLI8[/yt]
Hopefully we get a more open and easier way to do this. If I've learned anything these past 10 years its that these days the community fixes what developers wont.,____,
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Has the above thread been misplaced/renamed/merged/stickied/locked? Well then there's a doins transpirin! Find the tome and bring forth the sacrifice to restore peace and order.
"VIAGRA FALLS, slowly I turned, and step by step, inch by inch, I walked up to him, I smashed him, I hit him, I bonked him, I bopped him, I socked him and I mashed his face and I knocked him down."
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Originally posted by Seyiji View PostFancy will see how it do when the Index stuff releases.
Hopefully we get a more open and easier way to do this. If I've learned anything these past 10 years its that these days the community fixes what developers wont.
IMO, there is pretty much no way that Valve is going to hold that $1000 price point. Within 6 months from now, they will surely have some massive discount deal. At the current price, only the most extreme enthusiasts will bite, and there is no way Valve can grow a VR ecology around that.THG is to computer hardware what MTV is to music.
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Originally posted by aviphysics View PostSeems like a huge hassle and a lot of money for something that could easily be broken by a Oculus or Steam update.
IMO, there is pretty much no way that Valve is going to hold that $1000 price point. Within 6 months from now, they will surely have some massive discount deal. At the current price, only the most extreme enthusiasts will bite, and there is no way Valve can grow a VR ecology around that.
Based on the cost of the base stations, it doesn't look like they're willing to sell at cost/at a loss. Not that they should be expected to lose money on the hardware (although an argument could be made that, like with the console makers, they'll make it up through game sales), but the reality is Valve just isn't that generous.
Also it seems like they aimed for a "high end" product, rather than an affordable mass market one (which honestly probably made sense). They're not necessarily looking to move tons of hardware. But that does seem like it may limit the penetration of the Knuckles controllers.
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Originally posted by Nagorak View PostI'm afraid the production costs are dictating the price. Valve probably doesn't have the economies of scale that, say, Samsung or Lenovo does, or for that matter even HTC.
Based on the cost of the base stations, it doesn't look like they're willing to sell at cost/at a loss. Not that they should be expected to lose money on the hardware (although an argument could be made that, like with the console makers, they'll make it up through game sales), but the reality is Valve just isn't that generous.
Also it seems like they aimed for a "high end" product, rather than an affordable mass market one (which honestly probably made sense). They're not necessarily looking to move tons of hardware. But that does seem like it may limit the penetration of the Knuckles controllers.
We have seen it before, where Valve regularly put their Steam gamepad on sale for what must have been a massive loss.
Also, the notion that Valve doesn't have capital to take advantage of economies of scale is comical. It isn't even like they have never been in the hardware business before. They certainly aren't going to make their money back without eventually selling a few million if these.THG is to computer hardware what MTV is to music.
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Economies of scale is more than just about having money. Sure, Valve could probably have a massive production run of Index headsets made, but then they all just end up sitting in a warehouse somewhere. Much as I wish it were otherwise, I think it's pretty unlikely that Valve will manage to sell a million Indexes. Even at half the price I don't know that would happen. VR is just too much of a niche still to get that sort of mass market penetration.
Other manufacturers that have agreements in place or production lines of their own can do smaller runs more economically because they can more easily roll it in with other things they produce. For example, they may get a better price for various components that can be used in the HMD because they are also used in other products they make, so they're able to buy in much higher volume. They could have some spare production time at one of their factories, which they can take advantage of to build the HMD (granted they'd still have to retool to create the HMD specific components).
When it comes to producing hardware, Valve is a very small player. I think it's pretty unlikely they can compete with the juggernauts in terms of production cost. At least not unless they move much more aggressively into hardware than it seems like they want to.
We'll have to wait and see if the price comes down. Maybe you'll prove to be right. But, if that does happen we can expect it not to happen until the initial pre-orders are all fulfilled (no reason to cut the price when it's already selling out). I guess we'll probably see sales around the end of the year holiday season. It just depends how much you are willing to wait.
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Pro vive vs vanilla? Worth the premium?CROSSHAIR X670E HERO / R9 7950X3D / RTX 4090 GAMING OC / TRIDENT Z5 NEO RGB 6000 CL30 / SAMSUNG 980pro 1TB / 2x SAMSUNG 980 1TB / H150i ELITE LCD / ATH-A2000Z / HX1200 / AW3821DW 38" / LG C2 OLED evo 55" / Enthoo 719 / K70 MKII + Zowie S2 / K57 + Harpoon / Xbox Series X Controller / REVERB G2 V2
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Originally posted by demo View PostPro vive vs vanilla? Worth the premium?
On the other side of the coin, compared to the standard Vive, the Pro is harder to run, especially if you get the wireless adapter. A six core processor is an absolute must for running the Vive Pro Wireless. Four core processors just get bogged down, even if you overclock them to 5 GHz. Also you're going to probably want a minimum of a 2070/1080 to push the higher res with 2080/1080 Ti being better. But it looks like you have an 8700K and 1080 Ti already so you shouldn't have any problems.
Then the other thing is price, which is a lot higher. In the end I guess it comes down to whether you can easily afford it or not. If you really have to stretch to do it, then the reality is the Vive gives you 90% of the experience for a much lower price point. Vive Pro overall is better, but like everything high end, the price goes up a lot faster than the performance/quality.
With that being said, if you're not planning to go wireless the Valve Index offers a similar package for a bit less than the Vive Pro. You also have the option of buying the Vive kit and then simply upgrading the headset to the Index later (it's back ordered for several months, so you won't get it any time soon). Wireless is pretty awesome though, I won't lie, so the fact that no wireless option has been announced for the Index is a pretty big downside. Even though you can "get used to" the cord, the fact is it's always there at the back of your mind, whereas with wireless you can literally lose track of which way you're facing in real life.Last edited by Nagorak; May 16, 2019, 02:48 PM.
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Originally posted by demo View PostPro vive vs vanilla? Worth the premium?
I've actually come around to Oculus S being the sweet spot, decent res. easy to use / install - only uses 1x usb and 1x hdmi
Basically the best bang for buck for 1.5 generation.
Also have a look at the "in screen images", i was surprised at how bad the vive screen door was, in comparison to competition.
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Hold the presses guys, it looks like Oculus Quest can be used (with almost no lag) with PC using an app. I may sell my Oculus Rift just to get this now.
[YT]gtmJInS7RxU[/YT]Originally posted by General LeeI've been praying for your nuts.Originally posted by General LeeIf you must listen to country [music], play it backwards. You get your woman back, the dog comes back to life, Momma pops out from under the train, and it stops raining. :)
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Disclaimer: Some people are reporting potential small lags or imperfections with it.Originally posted by General LeeI've been praying for your nuts.Originally posted by General LeeIf you must listen to country [music], play it backwards. You get your woman back, the dog comes back to life, Momma pops out from under the train, and it stops raining. :)
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All you Rift S/Quest/Valve Index people coming in soon or already you can get 2 months of Viveport Infinity for free if you make/already have an account and have a supported headset.
https://vrscout.com/news/viveport-in...o-free-months/
Nothing like test driving VR games free for 2 months. Just make sure to cancel once your 2 months are up.
https://www.viveport.com/
Download the Viveport program sign in and click on your profile pic in the app. Go down to the redeem option and click it there should be a code/button you click on to redeem the free 2 months.,____,
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Has the above thread been misplaced/renamed/merged/stickied/locked? Well then there's a doins transpirin! Find the tome and bring forth the sacrifice to restore peace and order.
"VIAGRA FALLS, slowly I turned, and step by step, inch by inch, I walked up to him, I smashed him, I hit him, I bonked him, I bopped him, I socked him and I mashed his face and I knocked him down."
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Talos Principle VR
Who here has and played Talos Principle VR?
I bought it a while back on a steam sale and just got around to playing it. Problem is, the scaling looks like ****. This is what I posted on the steam forums, but no response from devs (or anyone for that matter) for over a week. People must not be playing it anymore.
Started game in VR, distant buildings look like cardboard
I started the game and the game looks weird in VR. Buildings and towers that are supposed to be far away look like they're up close and made of cardboard in VR. This looks really weird. is this by design? I'm only in the beginning tutorial area. Everything up close looks fine and "real", but not far away objects.
It's like the scalability is off or something.
Anybody else notice this? Really distracting, I can't continue playing like this.
Using a Samsung Odyssey headset. All other games are just fine in VR.
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I just tried it and it didn't seem like that at all. Is it possible you have your settings set too low? It sounds like you have some sort of overly agressive LoD scaling going on. I'd try going into your graphics settings and increasing the quality.
If the issue is the size of objects in the world, there's a scaling option under game options. Also make sure your IPD is set right in the Odyssey.
The only thing I can suggest other than that is it could be an WMR bug. If you can't resolve it, I can reload the game in my Odyssey+ and see if it's a problem there.
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Originally posted by Nagorak View PostI just tried it and it didn't seem like that at all. Is it possible you have your settings set too low? It sounds like you have some sort of overly agressive LoD scaling going on. I'd try going into your graphics settings and increasing the quality.
If the issue is the size of objects in the world, there's a scaling option under game options. Also make sure your IPD is set right in the Odyssey.
The only thing I can suggest other than that is it could be an WMR bug. If you can't resolve it, I can reload the game in my Odyssey+ and see if it's a problem there.
I would describe it as this: everything up close looks real and immersive. Everything in the distance looks like cardboard or miniaturized.
Good example is the beginning area. I mentioned the nearby towers, but the nearby arches are a good example. Go inside the arched hallways, everything looks to scale.
Go out the garden but keep looking at the arches. As you back away, they start to lose their sense of scale. They don't look distant at all. They look close like cardboard. Move towards them, and it slowly starts to get back to scale.
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I loaded it up on my O+ and didn't see any real difference.
I mean, maybe I'm seeing what you are. Things in the distance are a lot flatter and less detailed, I think largely because the resolution HMD doesn't have enough pixels to display them. And the lighting on them looks a little "weird", like not quite realistic. But at the same time, I don't feel like it stands out compared to other VR games.
It could be some sort of "uncanny valley" thing where you mind is latching on to the fact things don't look quite right, and therefore you're perceiving everything as being off? I'm afraid I can't really offer any other suggestions than that.
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