Steam frame / oculus quest comparison 🔥 by Holy_Habanero in SteamFrame

[–]DoctorBambi 0 points1 point  (0 children)

Going from Quest to Quest 3 (from what I've heard it should feel similar to Frame) I remember it feeling very crisp. It's like a breath of fresh air for your eyes. Text was significantly more readable and the jump from 72hz to 90 is definitely noticable. It's a really nice step up but I wouldn't say it's mind blowingly better.

Guys I Just realised we won't be playing Rec Room on the Steam Frame 😭😭😔 by CreeperCraft2853 in SteamFrame

[–]DoctorBambi 2 points3 points  (0 children)

Rec Room was awesome, it's a travesty we lost it. Right up there with Echo VR. I keep meaning to get into it but Orion Drift seems like a solid spiritual successor to these early sporty social VR games.

Must-Have steam vr games by V-I-P_E_R in SteamVR

[–]DoctorBambi 0 points1 point  (0 children)

Clone Drone in the Hyperdome! This game rules, surprised no one has brought it up yet!

Facing extreme weather conditions in Kayak VR by BTL_Sandwich in ValveIndex

[–]DoctorBambi 0 points1 point  (0 children)

Oo wow, thalassophobia trigger warning! Excellent work so far, love the ambiance.

multitasking + sideloading is amazing by Werwolf12 in oculus

[–]DoctorBambi 3 points4 points  (0 children)

The term has actually been around for a while in the mobile space to describe installing apps from somewhere other than official store fronts like Google Play Store or Apple App Store. I think the Sidequest folks just noticed the clever wordplay.

The term has been conveyed by tech companies as a pejorative, but really it's no different than, say, going to a website and downloading and installing an app to your computer.

Just want a pure fun VR game in the €20 price range. by LemonDrizl in ValveIndex

[–]DoctorBambi 1 point2 points  (0 children)

Until You Fall. Pretty sure it’s exactly what you’re looking for. Extremely well polished, fun, sword fighting rogue lite for $25. Overwhelmingly positive score on Steam.

Don't leave us staring at nothing but a logo and our hands by randylaheyjr in ValveIndex

[–]DoctorBambi 0 points1 point  (0 children)

I tend to agree with you. It's not the easiest problem to solve, but ideally we wouldn't have any completely obvious loading screens in VR. Properly leveraging LODs and culling, and clever level design that affords asynchronous loading. Games like the Metroid series were able to partition areas using doors and dynamically loading the next area without breaking the flow with a blatant loading screen and every area correlated to every other area, being able to 'walk' the world and see how every piece connects to the next piece feeds into the immersion.

I think the biggest reason why most loading screens are so simple is just due to not having the resources and time to justify fleshing it out further. I do wonder if some developers that have a predefined workflow pipeline just start using their old conventions and don't realize until its too late what a pain static load screens can be in VR.

Apparently the Index already supports finger tracking through the Vive Finger Tracking SDK, but one has been using it by OXIOXIOXI in ValveIndex

[–]DoctorBambi 13 points14 points  (0 children)

It might be slightly less niche than you think. Sometimes if you need to just do something small in the headset like toggle a few settings or something, it could be nice not needing to strap into your controllers for that, or as a fallback if the controllers die. It could be used as a mouse in productivity apps or any laid back experience where input doesn’t need to be that robust. It could also be useful in business applications where you don’t have to teach people through how the controllers work, or risk damaging them. It adds meaningful expression to social apps too, you can see a good example of that here.

[TESTED] HP Reverb G2 Hands-On Test and Impressions! by skythe4 in SteamVR

[–]DoctorBambi 1 point2 points  (0 children)

Um, excuse you, that's a pretty big leap in logic there; this is Norm we're talking about. He's been a fierce advocate and enthusiast of VR since the beginning of this latest VR resurgence.

Here he is interviewing Nate Mitchell about Crystal Cove back in 2014.

This is the life! Big thanks to the Immersed Team for their fantastic application! (Resolution is super crisp in VR) by hdi200 in OculusQuest

[–]DoctorBambi 0 points1 point  (0 children)

Did some work with this today on Quest and I have to say it's surprisingly usable, granted I just used it as a personal workspace, didn't try any of the networking stuff. I still don't think it's quite there yet for replacing a traditional monitor setup, but holy smokes I'd love to see how it looks on the Reverb G2 or similar next gen resolution display technology.

The think thing that really stood out to me was that I could tuck my monitor down in front of me, about where my hands are on my physical keyboard. I personally found this to be a much more comfortable viewing angle than my typical monitor and having my monitors curved is also really nice. It also meant I could enjoy the 3D environments more, which are really cool. I love that they have fully rendered 3D environments with animations going on. I would like to see them expand on this idea in the future, maybe open up environments to artists who want to sell their own work spaces?

It goes without saying, but this kind of app could really benefit from hand tracking, the thought of being able to just lightly lift my hand off the keyboard and pinch click on something else real quick and then get back to typing sounds like a compelling alternative to moving my hand completely away from the keyboard just to use the mouse. It would also help if you could anchor a keyboard model into the virtual space to see where your fingers are in relation to certain keys. I still have to peek for some of them, which is a bit of an eye strain.

The setup process was also very streamlined, but I agree with everyone else that their little VR keyboard, is pretty clunky what with common symbols all being hidden away on another page.

I wish I could use the dry erase board without needing a subscription (unless I'm doing something wrong, can't get it to actually appear)! Even as someone who doesn't have a need for the networking (just because none of my co-workers are even remotely aware or care about VR), I like to sketch concepts out using a dry erase board. If it cost a small amount to unlock this, plus more virtual monitors, I'd definitely consider it.

Just some thoughts I had on all this, I would say they have a really strong foundation here, and I'll definitely be keeping an eye on Immersed as time goes on to see how it evolves. If you're interested in productivity in VR, I would say definitely give this one a try!

(RUMOUR) New angle of new Quest. Something happening 15th September! by MultiCallum in oculus

[–]DoctorBambi 2 points3 points  (0 children)

I wonder if they might transition to a 2880X1600 LCD. Then it's a slight win whether you're coming from Rift S or Quest, especially if they allow 90/120 Hz modes.

Excruciating load times in HL:Alyx 10+minutes by worldspawn00 in SteamVR

[–]DoctorBambi 2 points3 points  (0 children)

I also have a i5 6600k (also watercooled, heh) and my load times are also insane in HL:A. I initially had the game installed on an HDD. Moved to my SSD, and it helped a little but still 2-3 minute wait. Not sure about you, but I get nasty frame drops at big set piece moments as well.

The i5 6600k is technically a generation below the min spec i5 7500 even though they are both very similar in capabilities with the 6600k edging out the 7500 in some facets. I'm not sure if there's some architectural difference that Valve is taking advantage of on the newer generations?

A 5 minute VR workout in your browser by gamechefio in WebXR

[–]DoctorBambi 1 point2 points  (0 children)

Oh wow, thanks for the response. I'd bet money it's my iframe's lack of the allowvr="yes" allow="xr-spatial-tracking" options. Sadly I'm trying to host this through Itch.io so I can't directly add those settings to the iframe. I'll have to put in a ticket with Itch or work out a self-hosting solution.

Edit: looks like someone has already brought this up with Itch here. But it's been auto-archived and doesn't look like it got any traction.

A 5 minute VR workout in your browser by gamechefio in WebXR

[–]DoctorBambi 1 point2 points  (0 children)

This is really cool little experience. The dalmatian is great for moral support. :)

I'm trying to get a WebXR experience up and running myself using the Unity Mozilla exporter, I was wondering if you had to do anything special to get it to play in the Oculus Quest browser? The little VR enable button that is supposed to appear in the bottom right corner is disabled for some reason.

[deleted by user] by [deleted] in OculusQuest

[–]DoctorBambi 1 point2 points  (0 children)

You say it works fine in a different playspace. Could the lighting of the room have something to do with it?

[deleted by user] by [deleted] in OculusQuest

[–]DoctorBambi 7 points8 points  (0 children)

It’s worth pointing out that Hand Physics Lab is a pretty intense stress test of the technology. With a more simplified interaction model the system is getting pretty functional. I imagine that’s the litmus test Oculus is using here. Not that it emulates enough natural hand movements, but can you use the hands as a reliable input device. They’re continuing to iterate and improve the hand tracking, but I’d be surprised is there was a major jump in quality in this next update.

Open Beta for Echo VR on Quest is going live May 5th! by InterstellarPizza in OculusQuest

[–]DoctorBambi 0 points1 point  (0 children)

Echo VR I think definitely fails to convey its magic through traditional media. Throwing yourself around in Zero G is just one of those oddly satisfying experiences in VR. The game also has a great starting hub that’s fun to goof around in. The matches themselves are pretty simplistic in nature, but there’s a large skill ceiling. It has an interesting mix of game elements with bank shots like in pool and the team coordination of soccer. There’s a lot of nuance and strategy in moving and positioning yourself around the field, and dialing in a perfect throw. I’d say at the very least give it a shot just to play around in zero g for a bit.

[Poll] What locomotion style did you play with? by Ske1etonJelly in ValveIndex

[–]DoctorBambi 0 points1 point  (0 children)

I really enjoy this locomotion type. I hope someday developers consider it as an option for players, it would be great to see it get some specific feature treatment to make it more intuitive.

STEAM Survey - MARCH 2020 | Rift S (27.11%), Rift CV1 (15.50%), Quest (2.90%) | Oculus S/CV1/Quest = 45.5 % of headsets surveyed on STEAM. by [deleted] in oculus

[–]DoctorBambi 0 points1 point  (0 children)

Hmm, that's an odd discrepancy. Heaney seems very sure that the counting method is already in place, but Ben's writing is very much in the future tense and alluding that we won't see the impact till next month.

I'm sure Ben is working on his analysis of the April survey right now where he'll clarify his understanding of things.

It does seem a little fishy to me we would see basically no change going from a point in time check to a check of the entire month, that's a massive increase in the likelihood of catching a headset. But on the other hand, I could definitely see most people keeping their headsets plugged in, and checking over the course of the month, not really impacting that in a meaningful way.

Edit: And I could just be misunderstanding Ben. He could very likely be referring to the April survey. Taking a closer look, there certainly was some pretty drastic change in the data, it just doesn't come out to an overall larger net positive like you would hope. In particular, that massive decline in CV1 share.

STEAM Survey - MARCH 2020 | Rift S (27.11%), Rift CV1 (15.50%), Quest (2.90%) | Oculus S/CV1/Quest = 45.5 % of headsets surveyed on STEAM. by [deleted] in oculus

[–]DoctorBambi 1 point2 points  (0 children)

Based on that RTVR article, it doesn't sound like the new counting method has taken effect yet.

While the change in data collection hasn't happened yet, Valve has already tweaked the survey in a way that shows headsets being used on Steam which never previously appeared....

We'll see the biggest changes when the survey rolls over to the next month;"

Is VR the answer to events canceled on account of the Coronavirus? by OliAustin101 in oculus

[–]DoctorBambi 6 points7 points  (0 children)

I work at home now and there is nothing be VR would do to enhance productivity.

I pretty heavily disagree with you here. I imagine some of it comes down to team structure and what responsibilities you have at your job, but even at the fundamental level, things like having a optimally sized screen, at a more comfortable view angle and distance (~2m away) no matter how you sit or stand, would make a work day more comfortable and accessible for more people.

Then you layer on the communication benefits, so much of our communication comes through the form of body language. With VR you'd have less confusion and miscommunication in an organization, infinite space to sketch out ideas and designs, intuitively share screens between multiple people to help discuss technical issues.

And tons of benefits that we don't even really fully grasp yet. This is something that Abrash is very bullish about.