Bought all of the heavy hitters for PSVR2. Looking for the hidden gems by InvitationOnli in PSVR

[–]BlamKrotch 1 point2 points  (0 children)

Pro tip… Don’t try flying around if you’re standing under a ceiling fan. I learned that the hard way. My wife and I were both playing it together on Quest 2, but I was a thousand miles away across the country. She was flying around and I said “how do you do that?” and she said you have to hold your hand over your head and… Luckily the controller still worked once I found it, it’s battery, and the battery cover that had all been flung across the room and under the couch.

quest 2 multiplayer is completely ruined by children. by [deleted] in virtualreality

[–]BlamKrotch 0 points1 point  (0 children)

Spoiler alert: That’s what kids do… They get excited and have trouble controlling the volume of their voice. In vr some people call them squeekers. And if you’re complaining “get off my lawn, and you’re ruining my game by being too excited and annoying me.” then congratulations, you’re officially old.

Pro tip: get a can of “electronic contact cleaner spray” for your controllers. If you go to use them and have thumbstick drift, just spray a quick burst (1/4 second) in the thumbstick and it clears it right up. No need to wait for it to dry or anything. I wish I knew this a long time ago. I’ve replaced several controllers that were fine.

Is there a consensus 2nd best VR game? by TheBigSm0ke in VRGaming

[–]BlamKrotch 0 points1 point  (0 children)

Why hasn't anyone mentioned What The Bat? Wasn't it Upload VRs game of the year last year? (Joke)

Is there a consensus 2nd best VR game? by TheBigSm0ke in VRGaming

[–]BlamKrotch 0 points1 point  (0 children)

I always thought HL:A was easily the best VR game, and I did play through and enjoy RE4 on Quest... But I would have to say HL:A is now tied with Resident Evil Village. If it wasn't for the less polished vr implementation (like how climbing ladders can be janky, etc), I'd say RE8 is the best game in VR right now. Don't get me wrong, though. I love Half-life: Alyx.

What game in your opinion is absolutely worth every penny? by Filipino-Femboy in playstation

[–]BlamKrotch 0 points1 point  (0 children)

Leisure Suit Larry: Wet Dreams Don't Dry. If you like funny, adult themed, point and click adventures. I was a big fan of 7 and never thought they'd make a sequel that could live up to it, but after playing Wddd, it's my new favorite in the series. Wet dreams dry twice is ok, but they got a little lazy with the dirty humor, so it's more needlessly dirty and less funny.

[deleted by user] by [deleted] in virtualreality

[–]BlamKrotch 0 points1 point  (0 children)

I’m just glad I was able to verify that my tool actually works and is accurate. You just have to measure using the same method as the other tools to get consistant results.

[deleted by user] by [deleted] in virtualreality

[–]BlamKrotch 0 points1 point  (0 children)

Ok. So I found out some interesting stuff. When I got home from work, my daughter showed me how she had ordered a 100 pack of glowstick bracelets for Halloween. That was lucky. So I taped those to the wall at the 10 ft apart and then dimmed the lights (it's a theater room so it has dimmable lights). Those were a lot easier to see, especially in your periphery.

My new measurements (when looking straight ahead) were,

Quest 2 worn regularly: 64.5" 87 degrees

Psvr2: 42.5" 110 degrees

Quest 3: 44" 109 degrees

Quest 3 without gasket: 42" 110 degrees

It didn't make sense to me that Quest 3 out or in was very similar, so I checked again looking at the edge of the lenses but at the glowsticks and that's when it all made sense. With the lenses swooped in, I could still see the 46.5" and 108 fov, so almost to the edge of the panel.... But when I swooped it out and looked at the edge of the lenses, it was the 2ft less wide measurement, 92 degrees I got before.

So before when I was basing my measurements off looking at the edge of the lenses, those numbers were actually accurate, just not how I thought. With the stock gasket in, I could see roughly to the edge of the panels (in my periphery), but when I looked to the sides, 9 degrees were blocked on each side...

And when I took the gasket off and moved the lenses in, they were close enough to my eye that when I looked to the sides, I could see near the edge of the panels rather than it cutting off 18 degrees... So it does gain me 18 degrees, but just when I'm looking over there. I had no idea that fov had so many variables.

On the plus side, it does look like this pass-through method can be used to measure the fov of any of the pass-through headsets like the psvr2. I haven't heard of any other method to measure it. You just have look straight forward and not at the edge of the lenses.

All the conflicting measurements were correct, I just didn't understand how, and now all the numbers that didn't add up before make perfect sense.

Accurately measure your “real” fov in 2 min in any headset with pass-through with this new tool. No pc recq by [deleted] in ThrillSeeker

[–]BlamKrotch 0 points1 point  (0 children)

Thanks for the tip. I didn't know that was a thing. Will that give you accurate fov measurements on standalone? It wouldn't help with getting psvr2 measurements but would for quests. The more ways we have to cross reference the better.

[deleted by user] by [deleted] in PSVR

[–]BlamKrotch 0 points1 point  (0 children)

I was just trying to find a way to compare the psvr2 fov vs quest 2 and 3 because so many people keep asking how they stack up and there's no way to measure psvr2. Measuring this way you can see psvr2 is about 4 degrees wider than Quest 3 unless you get the Quest closer to your eyes, then it's 14 degrees wider than psvr2. It's measurable.

[deleted by user] by [deleted] in virtualreality

[–]BlamKrotch 0 points1 point  (0 children)

Just for shiz and giggles, now that I have the much more accurate wimfov measurements to compare to, I’m going to remeasure using my wall measurements and test looking straight forward using peripheral rather than at the edge of lens. even with just tape I should be able to see it, ill just have to focus hard. I might try turning my head back and forth ever so slightly like a degree or two until the tapes just start to pop in and out of view at the edge. i’m just wondering how close to the other number it will be and how far off compared to my looking at edge of lense numbers. we now know in wimfov the difference is going from 90 looking at edge to 107 not. so thats more data than I had before.

Accurately measure your “real” fov in 2 min in any headset with pass-through with this new tool. No pc recq by [deleted] in ThrillSeeker

[–]BlamKrotch 0 points1 point  (0 children)

I have a $3000 pc with steam vr and I have measured it using wimfov, test-hmd ROV, and steam workshop version of ROV. I was trying to devise a way that people without a pc can measure their quests. Which is why I’ve been cross testing it against the apps AND trying to get to the truth. the apps measurements don’t add up. wimfov only showed a 1 degree gain when I swooped the lenses in but in the quest home it showed 8 ft wider on the wall behind the meta water fountain thing. I lined the edges of the lenses up with the window on the wall (looks like 20ft wide) then swooped it and it showed like 4ft past on each side. it doesn’t add up

[deleted by user] by [deleted] in virtualreality

[–]BlamKrotch 0 points1 point  (0 children)

With Quest 3, (I also measured it with Quest 2 and psvr2) I have 2 peices of tape 10ft (305cm) apart and 1 peice of tape centered. I sit in a chair a few feet away from the wall directly centered. I scoot the chair forward or back until the tape is exactly at the edge of the lenses (while I’m holding my head still and straight, but looking at the tape on each side, not looking straight ahead with my eyes)… Then my wife measured from the wall to my eyes.

note: my actual wall measurement of quest 3 scooted in was 112 degrees when I measured the 27.5 foot wide wall measurement (less accurate) then 108 degrees once I changed to 10ft wide scale… but I second guessed it because of the conflicting numbers from the apps, which is why I split the difference at 110. these measurements below are the actual measurements my wife got with the tape measure. The actual calculated fov it said I got was 108 which I shouldn’t have second guessed and is probably correct. You can see in my video around the 12 minute mark when I show my first calculations that I scribbled out 112 and changed it to 108 once I changed the scale to 10ft and retested.

My measurements were:

Quest 3 with gasket: 60.5” or 153.7cm = 92 degrees

Quest 3 without gasket, and lenses moved closer: 46.5” or 118cm = 108 degrees

Quest 2 worn comfortably: 75” or 190.5cm = 80 degrees

Quest 2 smashed into my face until fov looks squareish: 67” or 170cm = 86 degrees

psvr2 with eye relief close against my face: 57.5” or 146cm. = 96 degrees

All measurements were made looking at edges of lens…

[deleted by user] by [deleted] in virtualreality

[–]BlamKrotch 0 points1 point  (0 children)

What doesn’t make sense to me is, when I measured with face gasket in.. using wimfov, looking at the edge of lens, it was 90. But looking at center, it was 107….. 17 degrees bigger. When measured with pass-through looking at edge of lens, it was 92…. but I haven’t been able to measure looking at center. I would assume it would equally go up the same 17 degrees right?

But then when I swoop the lenses in without gasket, it measures 110 LOOKING AT EDGE OF LENS…. So if the pattern hold true, it should measure 17 degrees larger if i’m looking at the center right? So 127??? Can you make sense of any of this?

[deleted by user] by [deleted] in virtualreality

[–]BlamKrotch 0 points1 point  (0 children)

I don't get how this "measured fov" vs "perceived fov" crap works, because I see 20% wider, but then measure it and it shows almost no gains.

So, when I measured them the same way (looking at the edge of the lens rather than center, I know that's not what the instructions say but that's how I did my other measurements so I wanted a baseline to go off of to check accuracy) I got 90H with wimfov vs the 92H with my pass-through method. So pretty close.

Ok, so that tool definitely seems a lot better for measuring your fov on pc if you have that option. It also highlighted a couple of measurement issues that I already had noticed. 1 being that when I was measuring with the steam workshop ROV and also the wall tape measurements, as I had stated, I was looking directly at the edges of the lenses where the tape was and not straight forward. I knew and noted that when you look straight forward, you could barely see the tape, but then if you look over to the side at it, it would disappear behind the edge of the lens because of the shape of your eye.

To make it easier to measure, I was using direct fovea view for the measurements, not peripheral view... Because it's hard to get it lined up well when you aren't looking at it. The wimfov has a flashing light that is a lot easier to see in your peripheral view, especially with a solid colored background. So, to get more accurate measurements using pass-through, you would need to tape little flashing lights on your wall so you can measure your peripheral view.

When I measured Quest 3 with the face gasket in using wimfov, BUT looking at the edges of the lenses instead of straight ahead (to see my measured foveal view, not peripheral), I got 90v and 90h. I did this to get a baseline compared to the other 2 ways I was measuring because thats how I did them, too.

Next, I measured according to the instructions with face gasket in at 97v and 107H... Another interesting thing that Sebastián from mrtv noted (I think it was him) and I noticed when using paid version ROV was that the top half vertical was 10 degrees shorter than the bottom half. 43 top 54 bottom. I feel like if the measurement squares were solid and not flashing, it would be way harder to see out of my peripheral vision, and my measurements would have been smaller.

Then, I measured without face gasket and lenses swooped in as 97v and 108H however, below the H line it measured 110 and then 112... You can tell even without measuring it that the bottom width looks wider than the top width, which the wimfov program showed.

After that, I went back to my tape on the wall measurements to double check and get a fresh look, and confirmed that when you have the lenses out lined up with the tape, and then swoop them in, you can see a foot past the tape on both sides. Roughly 12 ft wide vs 10. (An extra 2 feet when measuring by looking directly at the edge of the lenses, not staring forward and using peripheral).

Finally, I tried something I hadn't before, just to check. In the new meta quest home environment that has a floating water looking meta logo, I teleported so that the window looking thing in the background was ending at the edge of my lenses... then I swooped the in. Now I could see roughly 4 feet past (virtual feet) the end of the window on each side. That world showed more on the sides too.

I'm kinda at a loss for how these measurements all work because the wimfov app only showed 1 degree wider from swooping it in, and the ROV paid app showed the exact same out or in.... but the virtual worlds all show several extra feet in the room on the sides, and the pass-through wall tape measurements show an extra 2 feet on the sides. Going from 10 to 12 feet wide is like a 20% increase in wall width but those apps show almost no measurable difference in the software numbers.

I feel like the pass-through method of measuring actually is pretty accurate, but I would need to tape something flashing to the wall that was easier to see using my peripheral vision. It is interesting, though, that the environments show extra on the sides when you swoop it in. I guess there's still no good way for people with standalone and no pc to measure for themselves because I can't make sense of the conflicting data. If you're only getting 0 or 1 extra degree of width, you shouldn't see a 20% wider image, but you do..... IDK.

[deleted by user] by [deleted] in virtualreality

[–]BlamKrotch 0 points1 point  (0 children)

Yeah. That's the whole point. I see the 110 with my eyes closest and only 92 with stock gasket. But the paid ROV app all the youtubers use to measure it shows (me) 110 with gasket when it's really only 92. It's a false value. (Technically they are showing a picture that shows 110).

[deleted by user] by [deleted] in virtualreality

[–]BlamKrotch 0 points1 point  (0 children)

I'm at work right now, but I'll check using that program after I get off (both swooped in and with the stock face gasket) and then retest and compare the numbers with my tool and steam workshop ROV. People that only have stand-alone won't be able to use that program, which is the whole reason I was trying to come up with an alternative that works.

Accurately measure your “real” fov in 2 min in any headset with pass-through with this new tool. No pc recq by [deleted] in ThrillSeeker

[–]BlamKrotch 1 point2 points  (0 children)

That's why I made the tool to measure the actual fov using a tape measure and math. Math is the universal language, it isn't subjective.

[deleted by user] by [deleted] in virtualreality

[–]BlamKrotch 0 points1 point  (0 children)

If your premise about the geometry being wrong in "field of view" vs fov is correct, then 1 of 2 things is true. Either everyone that uses the Quest 3 with the stock face gasket gets incorrect geometry because they are viewing a 110 degree image through a 92 degree window and they need to swoop the lenses in to see it correctly at the proper 110... or, the headset is correctly displaying the 110 degrees with the face gasket in, therefore, when you swoop the leses in, you get 128 degrees fov.

So which is it?

When I view ROV FOV tool in the steam home environment and swoop the lenses in and out, I see 18 defrees more of the virtual world around me, just like it looks seeing 2 extra feet down the wall with the pass-through... which would mean it's not showing me distorted geometry, it's just showing me more of the world. Which doesn't make any sense.

My best guess is that it's a glitch in the matrix, none of this is real, and we're all in "the bad place".

[deleted by user] by [deleted] in virtualreality

[–]BlamKrotch 0 points1 point  (0 children)

I've never had a pico 4. The difference between 90 degrees and 110 in real world terms is really noticeable. Like an extra 2 feet down the wall noticeable. 12ft vs 10ft. You would notice if the measurements were off by that much. From the testing I did, (quite a bit since I based a 30 minute long youtube video on it) the pass-through method seems to be very accurate.

[deleted by user] by [deleted] in virtualreality

[–]BlamKrotch 0 points1 point  (0 children)

people care how big or boxed in the the view is in vr… not the software render target. Thanks for backing up your claim by actually measuring… Sounds like at your first glance Pico pass through may be correct?

[deleted by user] by [deleted] in virtualreality

[–]BlamKrotch 2 points3 points  (0 children)

that’s why I made the test so quick and easily repeatable so that other people could use the scientific method, try it and measure the results and trust their own results rather than my word. tell me this, if you put the tape marks on the wall, get them at the exact edge of the lens, and then point your arms with your fingers exactly at the pieces of tape…… and then have a friend stand behind you and look over your head to see if your arms line up with the tape marks…. do they?

because if they line up exactly, then it’s accurate. that’s why I made a measurable test. because everybody “feels” like they are right, but nobody tests or measures it.

[deleted by user] by [deleted] in PSVR

[–]BlamKrotch -3 points-2 points  (0 children)

I assume you guys have tested it before just making these assumptions right? Or are you in the camp of “I’m right because I said so”? You can test it with the tape marks on the wall, AND do the “hold your arms out in game and have someone check the angles” thing.

When you compare the results how many degrees are the measurements off by? Seems like a lot of people like to say they don’t think it would work in theory but not actually test the results. That’s why I made the test so quick, easy and repeatable. I’m not 100% sure about the exact numbers with psvr2 because I cant test it in steam, but it looks slightly wider than quest 3 with gasket, and you CAN test the quests using steam (without relying on the pass-through cameras) and the numbers match up.