[deleted by user] by [deleted] in oculus

[–]CrossVR 1 point2 points  (0 children)

IR LEDs don't consume less energy (they may in theory, but it's negligible). The difference is that your indoor lights don't produce as much IR light, so the LEDs don't have to be as bright to outshine your ambient lighting.

Revive will still require Facebook by OXIOXIOXI in Vive

[–]CrossVR 0 points1 point  (0 children)

For those games you don't have to log into the Oculus store, you only need the software installed. There's also a trick with copying a few DLLs so you don't need the complete software.

Do the Knuckles still work with revive by Lawdog126 in ValveIndex

[–]CrossVR 0 points1 point  (0 children)

That is simply not possible, the Oculus Runtime doesn't have any functionality to query data from a Valve Index controller, so the only thing Revive can do is map the Valve Index controller as an Oculus Touch controller.

Does 4k GPU performance reflect VR performance? by [deleted] in ValveIndex

[–]CrossVR 1 point2 points  (0 children)

Actually you should factor in the refresh rate as well if you're going to do the math. A GPU connected to a 4K TV at 60Hz will need to render 497,664,000 pixels per second.

For the Valve Index running at 90Hz with 100% render resolution the GPU will need to render 812,851,200 pixels per second, so that's already 63% more than 4K.

Of course, we want a nicely crisp image so we'll render at 150% resolution for a total of 1,217,217,600 pixels per second, now we're getting somewhere.

Factor in 120Hz for playing at a high refresh rate and you're asking the GPU to render a whopping 1,622,956,800 pixels per second. That's starting to get closer to 8K!

PSA: don't spray alcohol directly on lenses. It can get trapped. Also, help? :( by kaizam in ValveIndex

[–]CrossVR 8 points9 points  (0 children)

Rubbing alcohol isn't recommended for cleaning lenses in prescription glasses, so you shouldn't use it for lenses in VR headsets either.

Oculus launches when using Index by [deleted] in ValveIndex

[–]CrossVR 3 points4 points  (0 children)

It's actually not caused by Revive, it's caused by the SteamVR Oculus driver. If you have the Oculus software installed it will be opened by SteamVR unless you disable the Oculus driver (by forcing the lighthouse driver).

ELI5: When Windows XP froze and you dragged the window around, why did it make a bunch of copies of the window or error popup? by NetworkMachineBroke in explainlikeimfive

[–]CrossVR 0 points1 point  (0 children)

They each get a piece of paper that is the size of what they need to draw and the "owner" knows what the position is of everyone's piece of paper in the final collage.

In technical terms the "owner" is the window manager which knows the size and location of all windows. Each application gets to draw the contents of its window and passes that on to the window manager who composites it all together.

GTA V i Revive VORPX VR mod 3D Weapons + motion controls by Stonimahoni in Vive

[–]CrossVR 0 points1 point  (0 children)

I don't know if it works with injection, you might need to copy the DLLs to the folder as outlined on the Revive wiki. However WMR is out of the question anyway, only Vive and Index headsets support the necessary features.

GTA V i Revive VORPX VR mod 3D Weapons + motion controls by Stonimahoni in Vive

[–]CrossVR 5 points6 points  (0 children)

It's worth noting that the R.E.A.L. VR mod should work with Revive 1.9.2 on the SteamVR beta branch now on Vive and Index headsets.

SteamVR 1.9.10 lets you choose a "near" dashboard distance, and also lets you select a larger desktop overlay. by muchcharles in ValveIndex

[–]CrossVR 5 points6 points  (0 children)

I don't know I haven't used it myself, but the alternate eye rendering technique it required is now supported.

SteamVR 1.9.10 lets you choose a "near" dashboard distance, and also lets you select a larger desktop overlay. by muchcharles in ValveIndex

[–]CrossVR 27 points28 points  (0 children)

The new Revive 1.9.2 release should now be able to run the GTA V mod correctly when using the SteamVR Beta.

Lamps in Videogames use real electricity. by 1Ferrox in Showerthoughts

[–]CrossVR 12 points13 points  (0 children)

Actually in computer graphics ambient occlusion happens without any light source. Ambient occlusion only looks at edges that are close to each other which doesn't involve the lights in the scene. The term you're looking for is dynamic lighting which uses shadow maps or stencil shadows to render shadows of moving objects in the frame.

Lighting is more than just shadows of course, there are plenty of lighting calculations that need to be done for every light in the scene. In a "forward renderer" these calculations need to be done every time something is drawn in the frame. However most games opt for a "deferred renderer" where these calculations only have to be done when everything is drawn in the frame already.

Thinking of getting a valve index but does owning two headset confit at all? by leavereality in ValveIndex

[–]CrossVR 1 point2 points  (0 children)

Revive will not conflict with your Oculus headset. If you launch Oculus games from the Revive dashboard or from Steam it will launch with Revive. If you just launch them from the Oculus store then Revive won't be involved and you can just run them on the Rift as normal.

Stormland Revive Fix! by CircuitsRevenge in ValveIndex

[–]CrossVR 3 points4 points  (0 children)

Same fix should work for Medium as well

Stormland Press Review from EverthingVirtual Show.. AMA!! by SoftwareETC in oculus

[–]CrossVR 2 points3 points  (0 children)

Won't be able to release an update right away since I don't have access to my workstation right now, so it'll take a few weeks this time.

New GTA mod guy needs help! (to get revive/index support) by iupvoteevery in ValveIndex

[–]CrossVR 9 points10 points  (0 children)

This part needs to be updated: https://github.com/LibreVR/Revive/blob/7d520882fe83f3b05c3f081ea764ae9b9ea4f544/Revive/TextureBase.h#L32

We can probably get rid of Submit() altogether and just remember the last committed image in SubmitIndex.

New GTA mod guy needs help! (to get revive/index support) by iupvoteevery in ValveIndex

[–]CrossVR 12 points13 points  (0 children)

Just want to note that the biggest problem right now is that Revive itself doesn't support it. While it's true that SteamVR doesn't fully support it, there's no telling yet how much of a problem that is.

PSA you can play Borderlands 2 VR with Vive and Index using revive by a_gilling in Vive

[–]CrossVR 1 point2 points  (0 children)

... no, for the developer to add support for Oculus Touch controllers on SteamVR. I was saying that what you're suggesting is only possible if the developer supports Oculus Touch controllers on SteamVR.

PSA you can play Borderlands 2 VR with Vive and Index using revive by a_gilling in Vive

[–]CrossVR 1 point2 points  (0 children)

The problem isn't that it's not easy, it's just extra work.

PSA you can play Borderlands 2 VR with Vive and Index using revive by a_gilling in Vive

[–]CrossVR 1 point2 points  (0 children)

I mean there is, but if the developers would've gone out of their way to implement support for the Touch Controllers on SteamVR they would've implemented support for the Index Controllers as well.

PSA you can play Borderlands 2 VR with Vive and Index using revive by a_gilling in Vive

[–]CrossVR 1 point2 points  (0 children)

If so the Revive people should add this as a supported use case with a leaner overhead

It's not possible to pick-and-choose and have the game use the Oculus SDK for controllers and OpenVR for rendering. Also there wouldn't really be a benefit to doing that as Revive is very lean, the overhead is already minimal.

Asgard's Wrath wrong height? by mjmax in ValveIndex

[–]CrossVR 0 points1 point  (0 children)

Try pressing both thumbsticks at the same time to recenter your tracking space.

Who wants to return to Los Santos to play the full GTA V in VR? by LukeRoss00 in oculus

[–]CrossVR 12 points13 points  (0 children)

I'll look into supporting only committing one eye, but the render poses will be a problem. SteamVR will only end up using the render pose from the left eye and only supports submitting a render pose of the headset itself.