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-   -   Official VR Headset discussion (http://www.rage3d.com/board/showthread.php?t=34008998)

SirBaron Feb 5, 2020 01:44 PM

Quote:

If you use link, you will have to wait for V13 to hit on the PC before you can use it if your quest updates, and vice versa for if your PC updates first.

The updates are rolling, and we do not know when your PC and/or Quest will get the update, besides "Over the next few days"



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.

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.
New update for Quest + PC version going live soonish

SirBaron Feb 7, 2020 01:55 AM

Quote:

With the release of v12 for the Oculus PC runtime, we now allow overriding the default Oculus Link Resolution using the Oculus Debug Tool (ODT) which is located under the .\Support\oculus-diagnostics\ folder of the Oculus PC runtime install path (e.g. c:\program Files\Oculus). Keep in mind, this is not the final solution for performance tuning of Oculus Link. It is recommended that only advanced users with powerful GPUs experiment with the ODT settings as changing them without a good understanding could potentially lead to a poor VR experience.

In ODT, find the "Oculus Link" section with "Encode Resolution Width" and "Distortion Curvature". Also note the "Pixels Per Display Pixel Override" (short "Pixel Density") value up top.
For most fields in ODT, 0 or "Default" means "do not override the value".
Changes to the "Oculus Link" values require an Oculus Server restart to take effect, which can be done directly inside the ODT menu option, or from the "Beta" tab in the Oculus desktop application.
Depending on the VR app, changes to the "Pixels Density" might require the VR app to be restarted, but won't require the Oculus Server to be restarted.
"Oculus Link" fields will persist after the Oculus Server is restarted.
"Pixel Density" will not persist after the Oculus Server is restarted.

Initial tuning recommendations - start with these and adjust as needed:
NVidia RTX 2070+ or comparable GPUs - Curvature "Low", Encode Resolution "2912", Pixel Density "1.2"
NVidia GTX 1070+ or comparable GPUs - Curvature "High", Encode Resolution "2352", Pixel Density "1.1"
NVidia GTX 970+ or comparable GPUs - Curvature "Default", Encode Resolution "2016", Pixel Density "1.0"

When tuning, keep in mind:
"Pixel Density" is per-dimension. e.g. a setting of 1.2x means 1.44x in 2D, which means 44% more rendered pixels. 2.0x means 300% more rendered pixels.
Higher "Pixel Density" can cause dropped VR app frames and will vary based on the performance characteristics of the VR app.
Higher "Encoder Resolution" can lead to dropped compositor frames as well as visible tearing. This is mostly tied to the encoding capabilities of the PC GPU and Quest.
Higher resolutions in general can also lead to higher latency.
Unnecessarily high resolutions (especially "Encode Resolution") can lead to aliasing artifacts (i.e. pixel crawling) on high frequency details.
To revert changes, set them back to 0 or "Default" where applicable.
Posting this for people that don't know you can improve image quality quite a lot by using the Debugging Tool for Oculus Quest.

Exposed Feb 7, 2020 09:01 AM

That debugging tool existed since the original Oculus Rift to increase pixel density. I used it alot and pretty much a requirement for the low resolution in Oculus rift games. Back then it wasn't public, you had to enable it manually.

SteamVR also has this functionality built in regardless of headset.


SirBaron Feb 7, 2020 09:20 AM

Quote:

Originally Posted by Exposed (Post 1338175052)
That debugging tool existed since the original Oculus Rift to increase pixel density. I used it alot and pretty much a requirement for the low resolution in Oculus rift games. Back then it wasn't public, you had to enable it manually.

SteamVR also has this functionality built in regardless of headset.


Of course it did, but it only started working since Version 12 on the Quest. Also this isn't about super sampling, this is about running the QUEST at native or near native resolution.

SteamVR also only works for SteamVR Games while Oculus Debugging on quest is required if you want to run the Quest at higher resolution or native resolution even with STEAMVR. As the LINK mode by default doesn't run at native resolution.

logical Feb 8, 2020 02:56 PM

Got a Rift S for the weekend. This experience will determine if I buy my own unit.

CyanBlues Feb 11, 2020 05:39 PM

humble bundle has a vr bundle, pretty good games in this bundle https://www.humblebundle.com/games/v...n=tile_index_1

Nascar24 Feb 14, 2020 07:02 PM

Yep picked up that bundle.

jjjayb Feb 16, 2020 12:39 AM

Quote:

Originally Posted by logical (Post 1338175299)
Got a Rift S for the weekend. This experience will determine if I buy my own unit.

Well?!? Don't keep us in suspense!

logical Feb 16, 2020 01:40 PM

Quote:

Originally Posted by jjjayb (Post 1338176542)
Well?!? Don't keep us in suspense!

Still have the unit and I've played mostly the new Walking Dead saints and sinners with beat saber mixed in....

Unfortunately I can't play as long as I thought I could. I have had experiences with VR before and didn't have this issue. But I can't play more than an hour and I get dizzy and somewhat disoriented.

I think I might hold off for a bit til they get around 200. I can hold onto the unit I have for awhile so I can finish this game. But I don't see myself playing VR everyday even if it had the library to do that.

Destroy Feb 16, 2020 02:36 PM

Quote:

Originally Posted by logical (Post 1338176612)

I think I might hold off for a bit til they get around 200.

$230, for the Samsung still.

CyanBlues Feb 21, 2020 07:34 PM

Quote:

Originally Posted by logical (Post 1338176612)
Still have the unit and I've played mostly the new Walking Dead saints and sinners with beat saber mixed in....

Unfortunately I can't play as long as I thought I could. I have had experiences with VR before and didn't have this issue. But I can't play more than an hour and I get dizzy and somewhat disoriented.

I think I might hold off for a bit til they get around 200. I can hold onto the unit I have for awhile so I can finish this game. But I don't see myself playing VR everyday even if it had the library to do that.

did you play anything else? if not that might be related to just saint's and sinner, i had vertigo in that game too, but was fine with boneworks and other move with joystick games.

Destroy Mar 1, 2020 07:53 AM

TLDR; VR takes effort.

The VR honeymoon is over.
As a lazy gamer, I'm finding full VR sort of a hassle.

Making space then taking 2 meter walk arounds while flailing ones arms about and slowly feeling nauseous turns out to be not relaxing or 100% enjoyment for me.

My VR has pretty much become 95% seated and 95% easier and thus enjoyable.

Ironic, its like the anti-VR thing to do or want, heh. Seems I just want the immersion but not the extra effort that goes with it.

OverclockN' Mar 2, 2020 03:50 PM

I'd be perfectly happy with using VR that way. :lol:

I just want a great display that actually puts me into the action and environment. Couldn't care less about walking around and doing the actual motions and using a variety of physical controllers. I'd probably even be happy with a gamepad honestly.

I recently used the new Index controllers, and those are awesome though

Exposed Mar 3, 2020 09:56 AM

That's exactly how I play games with VR.

Standing up and walking around is cool for like a minute, then it gets tiresome.

Mostly play seated and move with teleportation or smooth movement. Smooth movement tends to make you feel like you're in a motorized wheelchair (like in Skyrim VR), but so what :lol: .

When I'm in an interesting area, I can stand up and look around if i want to.

Athena Mar 3, 2020 03:21 PM

Quote:

Originally Posted by Destroy (Post 1338172984)
Samsung Odyssey Plus on sale again $229. Great value bang for the $$.

I have this unit hooked up to my Predator lappy for portable VR and my Rift on my Desktop for full room w/ 3 sensor tracking. :cool:

Games like Super Hot were you doge and weave are a good work out.

CyanBlues Mar 4, 2020 04:57 AM

Quote:

Originally Posted by Athena (Post 1338179284)
I have this unit hooked up to my Predator lappy for portable VR and my Rift on my Desktop for full room w/ 3 sensor tracking. :cool:

Games like Super Hot were you doge and weave are a good work out.

how are you liking the odyssey plus? I'm thinking of getting one and usint it on my main computer for sitting game and keeping my index on my vr machine. I heard the controller tracking for wmr devices are not that great.

SirBaron Mar 4, 2020 05:26 AM

With the exception of games like Beat Saber, Table Tennis etc, I play most games seated.

1. I can play like this forever without VR sickness
2. I'm lazy

Smooth movement and all comfort features off is how I play all games. (that have it)

OverclockN' Mar 4, 2020 09:51 PM

Can you just sit down and play most of the VR games with a controller or keyboard/mouse the old school way? Or are they all locked to their proprietary motion schemes?

I've only used my buddies units with full sim racing rigs, or standing up with the various controllers.

aviphysics Mar 5, 2020 08:08 AM

Most games that aren't driving or cockpit simulators tend to be standup experiences.

Most games support Vive, Rift, Windows Mixed Reality controllers/headsets. There tends to be mods for games that don't officially support both. Despite their differences, the controllers are all have similar numbers of buttons and analog controls, so it isn't that big a difference.

OverclockN' Mar 5, 2020 11:19 AM

Quote:

Originally Posted by aviphysics (Post 1338179528)
Most games that aren't driving or cockpit simulators tend to be standup experiences.

Most games support Vive, Rift, Windows Mixed Reality controllers/headsets. There tends to be mods for games that don't officially support both. Despite their differences, the controllers are all have similar numbers of buttons and analog controls, so it isn't that big a difference.

By both you mean the headset controllers and keyboard/mouse?

CyanBlues Mar 8, 2020 01:43 PM

got an odyssey+ for my regular pc, its quit light, screen is pretty good too. controllers are decent, still prefer my index but this is good for seated vr/driving games when I don't feel like going to the vr gaming room.

CyanBlues Mar 23, 2020 09:03 PM

looks like HP has a new headset coming soon on steam

https://store.steampowered.com/app/1...HP_VR_Headset/

Destroy Apr 10, 2020 08:50 PM

Quote:

Originally Posted by CyanBlues (Post 1338180062)
got an odyssey+ for my regular pc, its quit light, screen is pretty good too. controllers are decent, still prefer my index but this is good for seated vr/driving games when I don't feel like going to the vr gaming room.

You really bought 2 headsets for yourself? Why? Isn't the Index good at seated too?

CyanBlues Apr 10, 2020 09:02 PM

index is in the gaming/vr room (its an empty room with no chairs/furniture etc) where I can use the space for roomscale etc..and yeah its great for driving games also, the odyssey is in my main work/pc room, gaming backup pc where I'm usually at most of the time.

Destroy Apr 12, 2020 02:13 PM

With a comfort fix, this looks like it would be a great, low price HMD for simmers.

SirBaron Apr 12, 2020 04:28 PM

The nolo controllers are kinda ****, I used them on the PSVR. For me anything that doesn't have analog sticks might as well gtfo.

Trunks0 May 16, 2020 07:48 PM

Latest Oculus Quest update lets the Link feature now work with USB 2.0 cables, including the one that comes in the box.
https://uploadvr.com/oculus-link-usb-2-update/


CyanBlues May 28, 2020 03:59 PM

https://www8.hp.com/us/en/vr/reverb-...=va_vxbe6kzc5h


HP Reverb 2 officially announced, $600 for full package
- Two 2160 x 2160 (4k) LCD Panels (brand new, better colors & contrast, reduced persistence, brighter)
- 90hz
- 6 meter cable
- 114° FOV
- Mura has been fixed
- Similar microphones to Reverb G1
- 1.21 lbs/550 grams with cable (lighter than oculus quest & index)
- "Less God Rays than Index"

Exposed May 28, 2020 10:04 PM

Nice! That would be a nice upgrade over my current Samsung Odyssey. Looking forward to this more than the 3080Ti.

Destroy May 29, 2020 10:31 AM

Quote:

Originally Posted by Exposed (Post 1338195783)
Nice! That would be a nice upgrade over my current Samsung Odyssey. Looking forward to this more than the 3080Ti.

This HP G2 is a huge upgrade on most every headset out there. :drool:


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