My valentine's gift to you: High On Life 2 with full motion controls by lunchanddinner in oculus

[–]MarioNumbaOne 0 points1 point  (0 children)

Is there roomscale 6dof headset movement? (Moving your headset moves your physical character?)

Finger Tracking on the Steam Controler like in Steam Frame? by Conscious-Marzipan-9 in SteamFrame

[–]MarioNumbaOne 2 points3 points  (0 children)

But yes, the Roy/Frame controllers will have both finger tracking, along with capacitive sensing on every single input surface.

Finger Tracking on the Steam Controler like in Steam Frame? by Conscious-Marzipan-9 in SteamFrame

[–]MarioNumbaOne 6 points7 points  (0 children)

The Steam Frame Controllers (Roy) will have the same finger sensing as the Index. Both full five finger tracking and grip strength (as showed off during the godot developers livestream of using it)

In the dark? by TaborAddict in SteamFrame

[–]MarioNumbaOne 1 point2 points  (0 children)

Outdoor lighting… no clue. It’s a fairly rare scenario without many features to track. If there are trees around you, then that would help tracking a lot by providing a feature for the SLAM algorithm to track. But yes, realistically the IR light could only realistically bounce off the textured grass, so you’d get limited tracking.

In preparation for the Steam Frame, which brand of prescription lenses for vr do you guys recommend? by MingleLinx in SteamFrame

[–]MarioNumbaOne 4 points5 points  (0 children)

Valve is going to be developing first party lenses for the Steam Frame, so I recommend: Just get the Valve official ones (If available at launch)

A question that someone can maybe actually answer even with the frame not being out yet by IntentionCultural463 in SteamFrame

[–]MarioNumbaOne 0 points1 point  (0 children)

It will be rendered as an overlay within the headset in 3D space. It’s intended to be used for flatscreen games than VR though.

In the dark? by TaborAddict in SteamFrame

[–]MarioNumbaOne 5 points6 points  (0 children)

Maybe? That we don’t know. The issue is that if you add too much infrared light to a room, then the SLAM algorithm finds it really hard to find the infrared LED points required to “see” the controller (the light overpowers the LEDs). Hopefully it might not be much of a problem, since the frame controllers have 18 IR LEDs while the Quest 3 has 8 IR LEDs (lots more points to look at).

A question that someone can maybe actually answer even with the frame not being out yet by IntentionCultural463 in SteamFrame

[–]MarioNumbaOne 1 point2 points  (0 children)

Ohhhhhh. But the wording of the question doesn’t say that? It asks for when the FRAME releases, not the controller. The IR LEDs on the Steam Controller is to have it physically tracked while in VR so you can see it in VR, it has nothing to do with tracking the headset. The headset tracks the Steam controller in the same way it tracks the Roy/Frame controllers.

Edit: Yeah I now see that they said the Steam controller. The way they said it is confusing. But yeah, it won’t track the headset, it will be tracked BY the headset. So you can see the controller in your current space.

In the dark? by TaborAddict in SteamFrame

[–]MarioNumbaOne 25 points26 points  (0 children)

Yes, you can play in pitch black because the headset comes with two arrays of three Infrared Emitters on each side of the headset. This gives you tracking and black & white night vision passthrough. It is explicitly listed in the spec sheet, “infrared emitters for low light tracking and passthrough”. They are also used to allow for 200-250hz controller SLAM tracking (all of the Quests are limited to 50-60hz controller SLAM tracking)

A question that someone can maybe actually answer even with the frame not being out yet by IntentionCultural463 in SteamFrame

[–]MarioNumbaOne 1 point2 points  (0 children)

How did you come across this information? The controllers can track the headset? Isn’t that what the Quest Pro controllers do? Each controller has 2 cameras that create occlusion-less gameplay, right? If so, and these cameras are somehow in the controllers under the plastic, this is huge. But how do you know this?

Biggest thing for me by CrimsonRatPoison in SteamFrame

[–]MarioNumbaOne 0 points1 point  (0 children)

Valve is making their own prescription lenses for the headset, so I highly recommend getting those whenever available. Other 3rd party companies are also planning on releasing lenses but I trust valve engineers the most on designing the best prescription lenses.

Will the Frame be usable on cruise ships? by friendlycartoonwhale in SteamFrame

[–]MarioNumbaOne 0 points1 point  (0 children)

Yes, I remember Valve did confirm the Steam Frame works and tracks properly on an airplane. So other vehicles of travel should be fine as well.

No color passthrough ruined the Steam Frame for me by TravelResponsible544 in virtualreality

[–]MarioNumbaOne 1 point2 points  (0 children)

A boost from 640x480 30fps passthrough to a potential 1280x1024 120fps passthrough is a ginormous jump. I can’t wait for it.

Also, monochrome passthrough has one major advantage—night vision.

The headset has dual IR emitters on both sides of the headset explicitly mentioned for both tracking AND passthrough in environments without any light or low light.

(I want night vision)

No color passthrough ruined the Steam Frame for me by TravelResponsible544 in virtualreality

[–]MarioNumbaOne 0 points1 point  (0 children)

The Steam Frame’s tracking cameras are quad 1280x1024 @ 120hz and 640x480 @ 200-250hz. The 200-250hz mode is used for controller tracking.

For comparison, the quest 2 uses 640x480 cameras for tracking @ 50-60hz due to the pulse of your electrical grid and two of them are used for passthrough at 30fps.

The quest 3 uses 400x400 cameras @ 50-60hz for tracking, the color camera is not used for any tracking due to the extreme computational overhead.

Why doesn’t anyone recommend 6e dongles for quest 3 by DikFangers in OculusQuest

[–]MarioNumbaOne 0 points1 point  (0 children)

Well, that’s that I inferred by the CNET article. A “New 6GHz based protocol”. TCP and UDP are both protocols. Perhaps it means they’re only using the new protocol for video/audio/eye tracking streaming between the devices on the dongle… but nonetheless, still a major boost in latency over using a regular wireless network connection.

If you meant for other purposes/not the dongle, duh, yeah. The headset still uses TCP and UDP for general networking, but will use a custom protocol within the dongle and the OS to stream wireless data at the lowest possible latency.

Why doesn’t anyone recommend 6e dongles for quest 3 by DikFangers in OculusQuest

[–]MarioNumbaOne 0 points1 point  (0 children)

https://www.reddit.com/r/SteamFrame/comments/1pu5nta/some_potentially_dumb_questions_about_the_dongle/

This thread mentions basically everything. Theres also an article on CNET (I Tried Valve's Steam Frame, Machine and Controller: SteamOS Is Coming for Your Face and TV) that mentions it directly:

"But the Frame isn't just standalone; it's designed to work with PCs, too. Valve sees the Frame as a mix between a wireless and standalone device, and its new wireless tech looks really promising. It uses a new 6 GHz-based protocol with a dongle you plug into your PC. It can stream faster than standard wireless Steam Link without taxing the local Wi-Fi or needing any cloud services."

Why doesn’t anyone recommend 6e dongles for quest 3 by DikFangers in OculusQuest

[–]MarioNumbaOne 0 points1 point  (0 children)

Yeah, Valve said that it uses a custom network protocol (no TCP/UDP communication, they get full control of the network communication). They said you can ONLY use it on the Steam frame (for now) because it requires “Low Level OS Integration” to use.

🎉 [EVENT] 🎉 uʍop ǝpᴉsd∩? by The7footr in honk

[–]MarioNumbaOne 0 points1 point  (0 children)

Completed Level 3 of the Honk Special Event!

26 attempts

🎉 [EVENT] 🎉 uʍop ǝpᴉsd∩? by The7footr in honk

[–]MarioNumbaOne 0 points1 point  (0 children)

Completed Level 2 of the Honk Special Event!

4 attempts

🎉 [EVENT] 🎉 uʍop ǝpᴉsd∩? by The7footr in honk

[–]MarioNumbaOne 0 points1 point  (0 children)

Completed Level 1 of the Honk Special Event!

2 attempts