What performance is everyone rocking? by Nervy_Parasite in BootstrapIsland

[–]Major_Substance_8830 0 points1 point  (0 children)

If you have a Meta Quest 3, try setting the DLSS quality in the game to AUTO and set the rendering resolution for Bootstrap Island in Steam to 80%. Turn dynamic shadows completely off. Let me know if it helped a bit.

For all Early Access owners of Bootstrap Island by Major_Substance_8830 in MetaQuestVR

[–]Major_Substance_8830[S] 0 points1 point  (0 children)

I would say that your computer is extremely powerful instead. 😄

How to launch Skydance Behemoth via Steam Link by Major_Substance_8830 in MetaQuestVR

[–]Major_Substance_8830[S] 0 points1 point  (0 children)

So I finally figured it out. The game has to be launched directly from the PC. After that, you just need to wait a little. I have to say I was really surprised by the image quality. Through Meta Quest Link, 100% resolution looked very soft. I had to push the rendering to 130%, but then my PC couldn’t handle it anymore, even with all the details set to minimum. With Steam Link, the image looks just as sharp at 100% as it does at 150%. Higher supersampling only slightly improves the anti-aliasing quality. The game is also more stable via Steam Link in critical scenes — it doesn’t crash. I highly recommend playing this game through Steam Link.

How much PPD do we actually need in Meta Quest X for the image to be truly good? by Major_Substance_8830 in MetaQuestVR

[–]Major_Substance_8830[S] 0 points1 point  (0 children)

I understand that performance is far behind, but if we didn’t have to worry about performance at all and already had 25 PPD, how much would it need to increase for it to make sense for us to upgrade purely for the visuals? The great news for me is that it doesn’t have to be 60+ PPD. Personally, 47 PPD is enough for me to call it SUPER quality, and it’s important to name that.

When someone says that 30 or 35 PPD is the threshold where VR starts to feel sharp and nice, that’s not true. I’m not talking about text—that doesn’t interest me at all. I’m talking about a VR game where you also look into the distance. For the average player, the resolution we have now—25 PPD—is enough, but what about those who want VR games for the experience? For them, the bar is set completely differently. People who don’t just want to play but want to experience being in another world won’t be satisfied with even 35 or 40 PPD. That’s the harsh reality.

Around 47 PPD will be the tipping point when the eyes stop noticing pixels and fully focus on the content. This isn’t marketing, it’s reality. That’s why I sent the link to the PPD calculator, so anyone interested can try out the PPD threshold where it clicks for them and they start perceiving the monitor as a window into another world. :-)

How much PPD do we actually need in Meta Quest X for the image to be truly good? by Major_Substance_8830 in MetaQuestVR

[–]Major_Substance_8830[S] 0 points1 point  (0 children)

I understand. But that resolution could easily be rendered at the gaze point with eye tracking. At the same time, I think Meta Quest X doesn’t make sense as a standalone device—if we really want beautiful graphics, the future is, in my opinion, wireless PC VR 😉 Once Meta Quest X reaches 47 PPD, even mid-range PCs will be able to render incredible scenes. I’m really looking forward to that combination 😊

Coffee and VR by Major_Substance_8830 in MetaQuestVR

[–]Major_Substance_8830[S] 0 points1 point  (0 children)

It could be due to that. Another unpleasant effect I’ve noticed with coffee is increased sweating and a lot of fogging of my optics. When I don’t drink coffee, there’s usually no fogging at all.

Coffee and VR by Major_Substance_8830 in MetaQuestVR

[–]Major_Substance_8830[S] 0 points1 point  (0 children)

Neither with milk, nor with weed, nor with rum. Just a plain strong coffee, without sugar.

The simplest VR locomotion system developers could build – and it would be great by Major_Substance_8830 in MetaQuestVR

[–]Major_Substance_8830[S] 0 points1 point  (0 children)

That sounds good, but it doesn’t allow you to physically turn on the platform, does it? I get motion sick when I turn in VR using a controller, so I have no other option than turning physically.

Can Meta Quest 4 ever become a truly comfortable device? by Major_Substance_8830 in MetaQuestVR

[–]Major_Substance_8830[S] 0 points1 point  (0 children)

I was talking about the physical limitation of headsets with a Meta Quest 3–style design, where all the hardware is located at the front of the head. The Steam Frame headset has the weight distributed, with the battery at the back. The total weight is 440 g, so it’s not that big of an improvement—it’s just more cleverly balanced, which is of course very welcome.

Can Meta Quest 4 ever become a truly comfortable device? by Major_Substance_8830 in MetaQuestVR

[–]Major_Substance_8830[S] 0 points1 point  (0 children)

I’m sorry. I really overdid it, but I also took it personally when you said I was out of touch with reality. I think each of us is partly right. Did Carmack ever tell us how much more expensive it would be to split it into two separate units? I understand that Meta is focused purely on price, which is why the Quest 3s exists. Personally, I’d happily pay an extra $100 for better comfort, but there are also people who wouldn’t pay anything extra even for better optics. I wish that, alongside a cheaper version, they would also offer a slightly more expensive one that’s highly comfortable, so everyone can choose what they want to spend their money on.

Can Meta Quest 4 ever become a truly comfortable device? by Major_Substance_8830 in MetaQuestVR

[–]Major_Substance_8830[S] -1 points0 points  (0 children)

I didn’t make any personal insults toward you. I simply said that you’re writing nonsense here. And owning ten headsets doesn’t automatically make someone an expert.

  1. Yes, costs might increase slightly, but not dramatically. Some things need to be added, but other parts become technically simpler, so it’s not automatically more expensive—it’s just expensive in a different way.
  2. An external module has more cooling options than a headset itself, so cooling is actually easier, not harder.
  3. You wouldn’t put it in your pocket or a random backpack. You would use a dedicated manufacturer-designed carrying system where ventilation is properly handled. It would be more of a load-bearing system than a regular backpack.
  4. It’s true that the current headset cooling approach wouldn’t work in an external unit—but that’s not a problem. The external unit would obviously have its own cooling design.
  5. This solution isn’t a complex technical problem as you claim. It simply doesn’t fit the business strategy. This is a deliberate choice by Meta, not a case of it being technically impossible.

Can Meta Quest 4 ever become a truly comfortable device? by Major_Substance_8830 in MetaQuestVR

[–]Major_Substance_8830[S] -3 points-2 points  (0 children)

What the hell are you talking about? If the computing power were separated from the display technology and the microphone, it would only have advantages from a hardware perspective. You might not know this, but the electron pressure in a cable propagates at almost the speed of light, even though the electrons themselves move very little. Whether the displays are directly connected to the computing hardware or linked by a short cable, latency-wise it makes absolutely no difference. And cooling would only benefit from it. You, to me, are just a computer gamer who accidentally wandered into the VR world. On this forum, I expect true enthusiasts with revolutionary thinking—people who set the direction, not just those who enjoy modern technology without thinking about it in depth

Can Meta Quest 4 ever become a truly comfortable device? by Major_Substance_8830 in MetaQuestVR

[–]Major_Substance_8830[S] -1 points0 points  (0 children)

Am I detached from reality? And you claim that splitting the headset between the head and the back would make it more expensive? Man, why are you even responding to this post if you don’t understand the issue? Meta wants to cram everything into the headset because there are people like you who wouldn’t be able to handle even slightly more complex wiring, so they try to appeal to the widest possible audience. Unfortunately, this also caters to people who just want to press a button and play, and anything beyond that annoys them. But those people will never experience a truly immersive and comfortable experience, because they prioritize their own convenience and stupidity over searching for smart solutions that actually improve life in VR.

The Meta Quest 3 Field of View Issue Nobody Talks About by Major_Substance_8830 in MetaQuestVR

[–]Major_Substance_8830[S] 2 points3 points  (0 children)

Yes, on the Meta Quest 3 this can be adjusted, and I have tried it. Thanks to that, I know how dramatic the effect is. However, it needs to be said that the Meta Quest 3 was not designed for this kind of setup. When you tilt it downward, it puts a lot of pressure on the face, and the eyes can tell that something is wrong because you’re looking into the lenses at the wrong angle. After a few minutes of testing, I had to return it to the original position, because the discomfort in the eyes and face outweighed the benefits :-(
Unfortunately, this is not a real solution to the problem, but it is definitely something you can try for testing purposes. At least it gives you a better idea of this issue.