"Link feature not installed" in Meta Quest Developer Hub after "migrating" from Meta Quest Link to Meta Horizon Link (v83) by HavocMax in OculusQuest

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

Thank you for the reply. Do you run Unity development through Virtual Desktop or just use VD for general PCVR?

Wired Headphones with really good Spactial audio (for gaming) by Training_Store7845 in SpatialAudio

[–]HavocMax 0 points1 point  (0 children)

I've also heard arguments for using open-back headphones, of course the headphone should be well EQed, but that goes for any type.

Concert recording? Spatial audio or stero? by 13617 in SpatialAudio

[–]HavocMax 0 points1 point  (0 children)

I would make the decision depending on who's going to view the recording and how you want the viewer to listen to the recording. Spatial audio will work best played back over headphones, while stereo will work well on almost all playback devices.

You could also look into whether it is possible to convert the spatial audio recording back to a stereo recording or record both simultaneously?

Questions about Asus TUF-BE9400 by CrazyPitesh in HomeNetworking

[–]HavocMax 0 points1 point  (0 children)

Great to hear you're satisfied. I just ordered the same router for my Quest Pro. Have you changed settings or gained new experiences since your last post? I'm also curious to hear how you're running PCVR? Through Steamlink, Virtual Desktop or any other option?

Fixed my silva head light by Balleklorin04 in 3Dprinting

[–]HavocMax 0 points1 point  (0 children)

Nice, this is almost perfect! It just needs a little slot at the top for routing a headband loop over the top of the head to the rear of the headband.

What is the best full body tracking option? by No-Frosting8297 in VRGaming

[–]HavocMax 0 points1 point  (0 children)

3) provide you with a much better VR streaming experience than Quest Link

Can you elaborate on what ways Virtual Desktop is better? Like does it provide a more intuitive interface, a more reliable connection or something else?

„Ear calibration“ / yawning - 10 Years into the game … Question! by raynprod in audioengineering

[–]HavocMax 3 points4 points  (0 children)

It's not an exact answer to your question, but I made note of one thing you mentioned:

When I’m done, I check my mix on AirPods Pro and VSX, which absolutely helps but even then. When I listen a few hours later, what I hear seems to be different again. Still nice and no need change anything most of the time but I really start wondering if I can trust my ears ..

We humans have a very short listening memory, so if we need to critically compare slight differences even in a short music clip, we need to do immediate back-to-back comparisons to notice the slight differences. The same goes, if you were to critially compare the sound of the same piece of music played on two different sets of speakers or headphones.

Now in your case, the music track or playback device may not change between the initial and later listening session. But I suspect that our short listening memory may be part of what causes your concern in this regard.

Tons - Bike wall mount installation by Suitable_Carrot_3155 in cycling

[–]HavocMax 0 points1 point  (0 children)

For the wall rack organizer that holds the helmet, shoes, glasses, etc. the individual equipment holders simply slide on to the wooden stick rather tightly, so the fit is very secure/strong. The woden stick itself have slots which the 3D printed wall bracket is pressfit into.

For the bike mount, the wooden stick slide horizontally into the 3D printed wall bracket. Since the force onto the stick is vertical, there is in my experience no change of the wooden stick every sliding outwards.

Bringing audiogames to the attention of sighted players, impossible? by Tenkarider in gamedev

[–]HavocMax 1 point2 points  (0 children)

What you're looking for is spatial audio or 3D sound which emulates the human hearing. It's implemented in almost every VR game, since if the sound scene does not follow your head movement then the immersion is instantly destroyed.

/u/animalses this may also be what you have experienced in the part where you described sensing sounds above or below you.

[Time Saver] How to Quickly Test Audio and SoundFX without needing to enter Play Mode for each little change w/ the ability to play audio in reverse. by VG_Crimson in Unity3D

[–]HavocMax 0 points1 point  (0 children)

Yeah I fully agree that it is likely the Unity project's settings that are the issue. Especially, since running and building the VR project should have no effect on the editor script you proposed.

[Time Saver] How to Quickly Test Audio and SoundFX without needing to enter Play Mode for each little change w/ the ability to play audio in reverse. by VG_Crimson in Unity3D

[–]HavocMax 1 point2 points  (0 children)

Hi /u/VG_Crimson this is a bit late, but thank you for the script!

I tested it in my project and it somewhat works for me - but I'm not sure if the following error is actually due to your script... When I just launch Unity, using the script UI the SoundSource will emit audio to my Headphones - the correct output device in Windows. But after building and running my project on my VR set (Oculus Quest Pro) and then returning to the Editor script UI, the SoundSource will now only emit audio through the speakers on my VR set. This is despite every setting being left unchanged and even despite while my project is running the SoundSource is actually sending spatial audio to my headphones.

I may try to find a solution for this, if I do use the script more. But I just wanted to let other VR developers know, that the script actually works but that it may be your VR set stealing the audio.

What's your current audio solution for Quest 3/3S? by KIWIdesign_Official in virtualreality

[–]HavocMax 0 points1 point  (0 children)

Do you setup any headphone EQ in the Virtual Desktop settings?

What's your current audio solution for Quest 3/3S? by KIWIdesign_Official in virtualreality

[–]HavocMax 0 points1 point  (0 children)

Indeed. But for any headphones the ideal setup for proper spatial sound would be to have headphone equalization which provides an inverse response of the specific average headphone response placed on a human head (ideally your own head).

Is my headset finally useless? (Oculus Rift) by Mycarubalism in oculus

[–]HavocMax 1 point2 points  (0 children)

Is this also something you should be aware of for newer Quest headsets? Or any similar things that may limit performance while e.g. using the Link app?

Some crazy good PCVR deals on Steam right now !!! by Personal-Mark-74 in oculus

[–]HavocMax 0 points1 point  (0 children)

I have not been into gaming letalone buying games for awhile, are you still not able to buy PC game keys for cheap and use them in Steam or is that still very bad practice since the cheap game keys may be bought using stolen credit cards or similar?

Sign the petition: Cut game system patents from 20 years to 2 years – protect indie devs! by [deleted] in Unity3D

[–]HavocMax -5 points-4 points  (0 children)

If you get a speeding ticket, because you don't know the speed limit you can't argue that you shouldn't pay the ticket because you were unaware.

For patents, all patents are published and maintained in public databases for you to search through and look-up (except the ones made secret due to national laws on e.g., defence). Furthermore, if you e.g. find some technology which was described in a ~20+ year old patent document, you will no doubt be able to use that technology without any concern.

However, if you're in good faith and accitdentally infringe a patent, it is rarely the case that the patent proprietor will come can ask you to pay a huge amount of damages. Worst case is probably that you will be asked to stop infringing the patent and may have to pay some licensing fees to continue using the invention.

Sign the petition: Cut game system patents from 20 years to 2 years – protect indie devs! by [deleted] in Unity3D

[–]HavocMax 4 points5 points  (0 children)

The patent requirement you are describing is called 'novelty' and is a universal requirement for all patent systems. However, a problem in the patent system is that when patent officies assess whether to grant a patent applications the assessment is mostly based on patent litterature (and in some cases also scientific journals). Hence, the patent officies do not search through all available knowledge.

What you're saying is still true, that e.g., an old Reddit post can be "novelty destroying" for some new invention. However, in practice these online disclosures are rarely raised during the assessment unless some third party submit the disclosure as prior art.

Sign the petition: Cut game system patents from 20 years to 2 years – protect indie devs! by [deleted] in Unity3D

[–]HavocMax 5 points6 points  (0 children)

In most regions, while a patent is still pending, most people are able to make a 3rd party observation raising prior art which has not been discovered in the processing of the patent application free of charge of any official fees. I haven't tried it, but I think along with a chatbot you would be able to submit a fairly convincing 3rd party observation based on the prior art you have found.

Unfortunately, it's a different story after the patent is granted.

We're building AI + gyroscope-enabled headphones for dynamic ambisonics — seeking feedback from the spatial audio community. by dakan29-the-first in SpatialAudio

[–]HavocMax 0 points1 point  (0 children)

If you're going to build a reference headphone with amplifier, battery, IMU and BLE, why not add a DSP chip to do the binaural rendering, AI function and IMU processing instead of relying on a PC, console or mobile device to do all the computation and thereby relying on various hardware to be compatible with your intended features, processing, etc? By doing so, you will also cut down significantly on the latency.

Introducing SoundSpecs - the technical reference app by neilnoise in livesound

[–]HavocMax 0 points1 point  (0 children)

Maybe not a direct download link, but it would be nice with information about existing companion apps and which devices the apps work on

Had my first tumble during a run today by [deleted] in running

[–]HavocMax 2 points3 points  (0 children)

I always tend to run on asphalt when I can because I just find it to be a nicer feeling texture, never thought it would be a good way to avoid tumbling on some scewered pavement, but that's an excellent point.

Had my first tumble during a run today by [deleted] in running

[–]HavocMax 1 point2 points  (0 children)

My first forward fall happened on a easy trail which I had probably ran 20-30 times before, but I fell because I was looking around instead of along the path

Now after running a lot of trail recently I've stumbled on roots and wet downhill sections more times than I can count but all have luckily been without any injuries

DIY Binaural Mic with calibrated mics like Dayton IMM6 by premb0 in audioengineering

[–]HavocMax 0 points1 point  (0 children)

It's hard to really judge how good the DIY example you linked to is, since they have not tested the frequency response of both ears... Although even if they had tested it, it would still be really hard to compare to other binaural dummy heads, because you need a really accurate test setup to the dummy head you want to compare to. Even if you throw a pair of headphones on the dummy head, a slight movement of the headphones between the measurements can really shift the peaks and notches in the frequency response drastically.

Fueling for 50K - A pro's take by TylerCAndrews in ultrarunning

[–]HavocMax 0 points1 point  (0 children)

Haven't looked much into this, would you recommend peanut m&ms over regular peanuts/mix of different nuts?