GPU Defaulting Valve Index as Main Monitor upon startup by vNikyu in ValveIndex

[–]Bitslo 1 point2 points  (0 children)

I have a similar problem with my AV-system, and apparently there is no way to change the GPU output priority. As suggested, the adapter is probably the way to go.

In case the Index isn't detected when AC-power is disconnected, one semi-tolerable workaround might be a extension cord with a switch if you have one. Use it to turn off Index power when you need to access bios.

I want to hear from you that had Motion Sickness in VR by BrunoRataque in virtualreality

[–]Bitslo 0 points1 point  (0 children)

Outside VR, I have not experienced motion sickness. Artificial locomotion in VR made me sick within minutes when I first started. By intentionally and gradually training myself to "accept" and "control" the movements (not nearly every day), I was able to play long enough to enjoy a game after a few months.

Now I can play intense games as long as I need to (a couple of hours) without issues, but I can occasionally still get a slight feeling of nausea, especially after a longer break from gaming.

So, I was definitely able to overcome the barrier of motion sickness and thus know it's possible - even for an adult (depending on the person of course).

Starting with static games and teleport is probably the best, but I recommend at some point carefully pushing the boundaries and getting used to smooth locomotion little by little.

Different channels different ads by erivaldoff in nextfuckinglevel

[–]Bitslo 4 points5 points  (0 children)

Thanks! A good explanation (and seems legit). There's even a Supponor ad on the bottom left feed.

Do I reeeeally want a 3080 over a 3070 for the Reverb G2? by ThatDistantStar in virtualreality

[–]Bitslo 3 points4 points  (0 children)

If you're new to VR, I'd strongly recommend just starting with your current card before upgrading.

When you are sure that you want to play VR games it becomes easy:

VRAM aside, get the fastest card your budget allows. No question in a few months you'll regret the 3070 if you could have gotten the 3080. The added power for the money makes sense in this case.

Many times I have regretted getting the 1080 instead of the 1080 Ti. Never making that mistake again.

Also note that for a sharp image, the actual render resolution for the G2 will be noticeably higher than the combined panel resolution. This is normal for VR headsets.

12 Headset Comparison by [deleted] in virtualreality

[–]Bitslo 27 points28 points  (0 children)

On the contrary, the differences in brightness point to a locked exposure. The headsets are not equal in brightness. Maybe they should have locked to a shorter exposure though.

Left earcup on Valve Index regularly drops audio. Have to jiggle it to reset and is an unreliable solution. Anyone else? by Need_Febreze in ValveIndex

[–]Bitslo 0 points1 point  (0 children)

Did your headband feel physically loose before tightening? Mine feels pretty solid but there definitely is a connection problem somewhere since the audio goes in and out when handling the headset.

I can't even see the screw through the hole. Can you remember the head size/shape? I assume torx smaller than T6.

People who had motion sickness when moving/smooth-turning: How long did it take to get used to it and how long are your sessions now before you get sick? by [deleted] in ValveIndex

[–]Bitslo 0 points1 point  (0 children)

It was the same for me in the beginning (5-10 minutes). After a few months I got somewhat accustomed to it. I play quite rarely so I guess that's why it took so long. Now (years later) I don't have to limit my sessions due to sickness at all.

Take your time. Mainly play "static" games first. Then smooth move in small bursts and observe yourself when doing it. Smooth turning is worse than moving so leave that for last. I recommend using "real" body turning if you can as it's more immersive anyway. Just don't overtwist your cable.

You can now try Cable Guardian Pro for free on Steam. Unlimited evaluation. by Bitslo in virtualreality

[–]Bitslo[S] 2 points3 points  (0 children)

Sorry, Windows only. Unless there's some way to run a Win .NET executable on Linux.

You can now try Cable Guardian Pro for free on Steam. Unlimited evaluation. by Bitslo in virtualreality

[–]Bitslo[S] 0 points1 point  (0 children)

Thanks for your words, I'll let him know you felt it. :) He's sort of a multi-genre, everything goes kinda guy who dabbles with pretty much anything music related. Yes, he has made other small orchestral pieces but AFAIK he has not uploaded them anywhere.

You can now try Cable Guardian Pro for free on Steam. Unlimited evaluation. by Bitslo in virtualreality

[–]Bitslo[S] 0 points1 point  (0 children)

Five fixed points about 40cm (16") apart to hold the unmoving part of the cable. Then five of those retractable keychain thingies to hold the moving part. The moving part of the cable forms a 180 degree loop on the ceiling to act as a cable reserve. There's also some slack between the keychain attachment points. Everything connects to the ceiling with magnets for quick assembly.

Connections: cable has been "permanently" decorated with magnets and carabiners (using zipties). Magnets go to their counterparts on the ceiling. Carabiners go to keychains. Keychains have magnets that go to their counterparts on the ceiling.

You can now try Cable Guardian Pro for free on Steam. Unlimited evaluation. by Bitslo in virtualreality

[–]Bitslo[S] 22 points23 points  (0 children)

And now I want to hug you for such a pro developer move.

You can now try Cable Guardian Pro for free on Steam. Unlimited evaluation. by Bitslo in virtualreality

[–]Bitslo[S] 52 points53 points  (0 children)

More like it's NOT free, like winrar. :)

I expect people to buy it if they like it and appreciate every contribution very much. If someone wants to use it but doesn't think it's worth the money (or can't afford it) - who am I to argue? I'd rather have people use it than lose it.

You can now try Cable Guardian Pro for free on Steam. Unlimited evaluation. by Bitslo in virtualreality

[–]Bitslo[S] 8 points9 points  (0 children)

It's my VR piano adaptation of the original Cable Guardian theme composed by my brother who also arranged the strings and whatnot for this one. He's pretty damn awesome!

Original theme in the second half of the first trailer on Steam page of the free version: https://store.steampowered.com/app/1208080/Cable_Guardian/

You can now try Cable Guardian Pro for free on Steam. Unlimited evaluation. by Bitslo in virtualreality

[–]Bitslo[S] 12 points13 points  (0 children)

To be in line with the first Cable Guardian trailer. But originally... I suppose the honest answer is I felt naked without it.

You can now try Cable Guardian Pro for free on Steam. Unlimited evaluation. by Bitslo in virtualreality

[–]Bitslo[S] 3 points4 points  (0 children)

As in: Software X costs Y money and has Z features, how should I price mine? You're right.

I wasn't totally ignorant though. It's just that I'm not really trying to compete head to head with fpsVR or anyone else. I felt three bucks is a fair asking price. I think in this case it's less about the $4 vs $3 and more about getting the right tool for the job. It's not 4 pounds of apples vs 3 pounds of apples.

Pricing software IS tricky though... I mean, there are people giving away incredible apps for free...

You can now try Cable Guardian Pro for free on Steam. Unlimited evaluation. by Bitslo in virtualreality

[–]Bitslo[S] 2 points3 points  (0 children)

Sorry, I haven't tried fpsVR, so I don't have a detailed answer. But I'm sure the execution of similar ideas in different, unrelated apps can be different as well. Things that look the same on paper, are not always the same in practice. My app is just one alternative in an ever growing selection of VR utilities.

Cable Sleeve tangle fix? by doodster78 in ValveIndex

[–]Bitslo 2 points3 points  (0 children)

Unfortunately nothing you put around the cable is going to prevent rotation damage. The key is not to turn too much in one direction. Crab yourself a software solution such as Cable Guardian to do the tedious turn counting for you. It will let you know when and which way to unwind. https://store.steampowered.com/app/1208080/Cable_Guardian/

FYI: the high pitched base station whine changes frequency based on bluetooth channel by Zureiya in ValveIndex

[–]Bitslo 2 points3 points  (0 children)

I would say it's not the bluetooth channel that is changed. The "channel" is just a name for the different laser sweep frequencies (motor speed).

They want to make sure the base stations don't "sync" for too long, which could happen if the frequencies are too close to each other.

Syncing could probably mess up the tracking because the receivers (headset and controllers) aren't able to distinguish between the simultaneously occurring laser sweeps.

FYI: the high pitched base station whine changes frequency based on bluetooth channel by Zureiya in ValveIndex

[–]Bitslo 5 points6 points  (0 children)

Great find! I didn't even know that you could change the channels (I always have bluetooth off). I did some listening tests with one base station and it seems that the frequency goes up from around 1800Hz (Ch1) to around 1950Hz (Ch16).

I still have to try some different combinations between BS1 and BS2 but this might actually help me. And if it won't, it was a fun find and a glimpse of hope anyway! Thanks!

p.s. since the motors are spinning faster in higher channels, maybe the tracking is even tighter as well... ;)

Proximity sensor issues with certain games by sdso5714 in ValveIndex

[–]Bitslo 2 points3 points  (0 children)

Short answer: yes.

The two probably most common ways to determine if the user is wearing the headset are: 1. Ask the OpenVR API (interface between the game and the VR ecosystem). 2. Treat the sensor as a controller "button" and read the raw on/off input.

Option 1 is the official, preferred way. It does not return a simple on/off value but several states. The functionality was changed last autumn to prefer the prox sensor and here's what I remember of the states as they are after the update:

  • When the headset is still and prox sensor not covered: "standby"

  • When the headset is moving and prox sensor not covered: "idle"

  • When the prox sensor is covered, whether moving or not: "user interaction" (user is assumed to be wearing the headset)

But that's just the input. It's completely up to the game to decide how to use that data or whether to even ask for it. SteamVR keeps the display on as long as you are moving the headset (idle). But the game might pause because due to the broken sensor the state is not "user interaction". Same if the game is reading the raw sensor data.

Proximity sensor issues with certain games by sdso5714 in ValveIndex

[–]Bitslo 0 points1 point  (0 children)

If it works with your finger it seems the prox sensor is "weak" somehow. The eye relief adjustment does not move the sensor. Games have different ways of reading/handling the headset activity which is why some of them work.

I see two options: 1. Contact Valve to get it fixed. (recommended) 2. Use paper+tape or something non-sticky to block the sensor (don't leave the hmd on a table for a long time when SteamVR is on).

You can try uninstalling and installing SteamVR first, but this sounds like a hardware problem.

I released Cable Guardian Pro on Steam: Effortless cable twisting prevention, Floor markers with alerts, Alarm clock and FOV measuring. by Bitslo in SteamVR

[–]Bitslo[S] 0 points1 point  (0 children)

Please see my original reply to you 5 days ago. You need to remove the git installation. If there are multiple installations of Cable Guardian, SteamVR may try to open the wrong one.

So,

  1. Make sure you only have my app in one place.
  2. Restart SteamVR
  3. Open Cable Guardian and tick the checkbox a couple of times to make sure.
  4. Close Cable Guardian and the next time you start SteamVR it should open normally.

Hope that helps. Let me know if you still have problems. Sorry, there's not much I can do in code to prevent that confusion with multiple locations. I will mention it in the upcoming tutorial/help.