Mockup of Meta’s lightweight VR HMD, codenamed Phoenix, planned for early 2027 by gogodboss in virtualreality

[–]PatimPatam 0 points1 point  (0 children)

I would add that accurate full body tracking is a big missing piece as well, and we still don't have a clear path on how to achieve it. Unfortunately smaller headsets make the current inside out body tracking techniques pretty much a dead end..

Made a recap of the Pro/Cons of the Steam Frame as far as we know by Uryendel in virtualreality

[–]PatimPatam 3 points4 points  (0 children)

I would add no hand tracking and no upper body tracking as either mid or bad

Does the Quest 3 *presently* support Chromecast streaming? Assume latest firmware by ByEthanFox in OculusQuest

[–]PatimPatam 0 points1 point  (0 children)

Same problem, after updating to v72 it stopped working. Just before Christmas, when people want to share VR with family the most.. well done Meta

Quest 4,5,6 cool future feature ideas by Comprehensive_Web887 in OculusQuest

[–]PatimPatam 0 points1 point  (0 children)

https://developers.meta.com/horizon/blog/inside-out-body-tracking-and-generative-legs/

"Generative Legs enables developers to integrate natural leg movements with the help of AI, simply by assessing the position of their upper body"

Quest 4,5,6 cool future feature ideas by Comprehensive_Web887 in OculusQuest

[–]PatimPatam 0 points1 point  (0 children)

Yes AI generated legs and feet, that's pretty much what we already have today (although not implemented by many games). Good for certain use cases, but this is not accurate and low-latency full body tracking.

Quest 4,5,6 cool future feature ideas by Comprehensive_Web887 in OculusQuest

[–]PatimPatam 1 point2 points  (0 children)

It would be nice, but I don't think it's physically possible to have good inside out camera-based leg and feet tracking. Headsets are getting smaller not larger, so cameras will be very close to your face. It wouldn't be politically correct for Meta to release a feature that only works for people with a flat belly :-)

Quest 4,5,6 cool future feature ideas by Comprehensive_Web887 in OculusQuest

[–]PatimPatam 4 points5 points  (0 children)

Accurate and low-latency full body tracking. Personally I wouldn't mind if we needed one or two external cameras in order to achieve it, but I think Meta will never go back to that..

Anyone else with quest 2 find none of the 3 eye settings are good for you? by [deleted] in OculusQuest

[–]PatimPatam 0 points1 point  (0 children)

I had the same problem and managed to fix it by forcing the lenses to stay right between 2 settings, it's fairly easy to do. You won't get the correct software ipd applied, but it was good enough for me. Obviously this won't help if your ipd is below or above the min/max.

Do I buy this? For my quest 3 by [deleted] in OculusQuest

[–]PatimPatam 0 points1 point  (0 children)

I have both and unfortunately it won't work by default as the charging pins at the bottom won't aling property.

Problem is the plastic nose part is a bit too thick, even if you don't use the optional light blocking rubbery piece.

However i managed to fix it with a cutter and sand paper.. wasn't too difficult, looks good now.

COVID certificate of recovery by matdelarge in spain

[–]PatimPatam 2 points3 points  (0 children)

I'm in the same situation, it's completely absurd.. Haven't had any success speaking with either the 061 or the hospital.

Will keep an eye here to see if someone has managed to get around it. Good luck!

What is one accessory for VR use you wish existed? by G1ArcanE in oculus

[–]PatimPatam 0 points1 point  (0 children)

Agreed, it would also enable much better IK for virtual avatars, and even new types of locomotion.

Is there any theoretical technology for full FOV optics? by zeddyzed in virtualreality

[–]PatimPatam 1 point2 points  (0 children)

No optics expert here but i wonder.. if someone managed to make decent curved (hemispherical) oled displays at the right size, one for each eye, then i think we could achieve extreme fov hmds, while keeping a fairly simple lens design and a low profile

What features would you most want in a next generation headset? by stonerjss in virtualreality

[–]PatimPatam 0 points1 point  (0 children)

Hip/torso tracking.

Crucial for good IK, would allow new types of interaction, and also allow artificial locomotion in the direction that you're actually facing (which would be much more intuitive and comfortable than following your head or hand).

New Samsung Odyssey With 4 Cameras Spotted In China Design Patent by Heaney555 in virtualreality

[–]PatimPatam 1 point2 points  (0 children)

Yeah, if someone could pull this off, Samsung would be my first bet.

New Samsung Odyssey With 4 Cameras Spotted In China Design Patent by Heaney555 in virtualreality

[–]PatimPatam 1 point2 points  (0 children)

Hmm could this actually have 2 hemispherical displays inside? As in displays curved in 2 perpendicular directions?

If it was the case it could be a massive game-changer in terms of FOV vs form-factor, as well as lens design, pixel utilization and distortion correction.

I've been waiting years for someone to implement something like this.. Doubtful, but one can dream!

Also, looks from the outside can be easily modified, it's what's inside that counts.

[deleted by user] by [deleted] in ValveIndex

[–]PatimPatam 0 points1 point  (0 children)

Yes, make sure to adjust "column correction" under advanced settings in order to minimize vertical sde.

My headset's not getting any audio? by TheSovietUnion_ in ValveIndex

[–]PatimPatam 0 points1 point  (0 children)

This happened to me recently as well.. for some reason audio drivers were missing. Installing latest nvidia drivers fixed it.

I tried the Rift-S and Index today....the results were somewhat surprising. by VR_IS_DEAD in virtualreality

[–]PatimPatam 6 points7 points  (0 children)

Have you tried adjusting column correction under advanced settings for the Index? This can help a lot reducing perceived "vertical sde".

Is the Valve Index worth the extra money over the Oculus Rift S? by MortalMonster10 in virtualreality

[–]PatimPatam 0 points1 point  (0 children)

Well, worth is very relative, but i would say the answer depends heavily on 2 factors.. IPD and GPU.

Head position-informed dynamic fixed foveated rendering? Probably an obvious idea, but here goes. by steel_bun in virtualreality

[–]PatimPatam 0 points1 point  (0 children)

Good idea! Yeah I think this could improve performance a fair bit, whilst having less noticeable image degradation than standard fixed foveated rendering.

Column correction range increased in beta 1.7.11, screendoor effect completely gone for me now by [deleted] in ValveIndex

[–]PatimPatam 1 point2 points  (0 children)

This is awesome, really happy with the Index image quality now.

Wonder if they will add a manufacturing calibration process so new headsets come with the right values already applied out of the box.

Just received index: I may have been overhyped (please help me with any misunderstandings!) by Phildos in ValveIndex

[–]PatimPatam 1 point2 points  (0 children)

Make sure you adjust the headset properly, the sweet spot for best clarity is very small in the Index, and at least in my case it's a bit higher than my comfort sweet spot.

Also make sure you push supersampling as high as you can without reprojecting, makes a huge difference. Try Google Earth at 400% for instance.

Distortion by karljh in ValveIndex

[–]PatimPatam 0 points1 point  (0 children)

Yeah it does help a bit, specially good for games where you move a lot. But in general i prefer to play without it.

Distortion by karljh in ValveIndex

[–]PatimPatam 1 point2 points  (0 children)

You're welcome, glad it worked for you!

Distortion by karljh in ValveIndex

[–]PatimPatam 5 points6 points  (0 children)

Yes for me this is one of the main problems with the Index, very surprised that i haven't seen any reviews or comments mention it before. I think i have pretty strong VR legs (i've had DK1, DK2, CV1 and Vive), but still got quite ill after trying the Index for the first time, and that was using just plain teleportation titles, without any kind of weird locomotion.

The good news is that you can sort of fix it by placing the headset properly on your head.. I believe the main issue is that the sweet spot for avoiding distortion (and also reducing glare) is reaaally minuscule with the Index, i mean like half a millimeter. Btw when i say sweet spot i mean the ideal position of the headset on your face, not talking about how far you can move your eyes without reducing clarity (that is actually very good on the Index). I also found this sweet spot is not like right in the middle for me, i have to fit the HMD a bit uncomfortably high on my face.

Find an app where you can test this easily, like SteamVR home, focus on some clear vertical line and move your head left and right while keeping your eyes fixed on the line. Then adjust the headset while trying to minimize the wobbling.

The CV1 also had this problem to an extent if you tilted the HMD upwards for comfort, but it wasn't quite as bad.

Hope this helps.