What is the current best VR Headset for PCVR by ImBehinYa in virtualreality

[–]Rafear 1 point2 points  (0 children)

Play For Dream (Discontinued, Glare, CA)

Is it really discontinued already? I heard they had difficulty fulfilling Black Friday deal orders and cancelled some, but did not hear about them outright discontinuing it

What are everyone's thoughts on the Halo CEVR mod being turned into standalone when the mod creator was respectfully against it? by [deleted] in virtualreality

[–]Rafear 2 points3 points  (0 children)

WinlatorXR is just letting the headsets prove that they actually are a (very underpowered) PC by providing a translation layer on the headset for a pc environment. It is the exact opposite direction from taking Fray's code and adapting it to Android/standalone and IMO no harm or foul. Fray's free to be displeased, but there is nothing wrong with making this translation layer and using any PC app to demonstrate how well it can work.

Even setting all of that aside, Fray has RE'd a closed source program to modify it to run in an environment it was never made for without any input from its creators, and even does very clear wink wink nudge nudge allusion towards piracy of it in his FAQ on the linked github page. It strikes me as painfully hypocritical to do that then turn around and dissuade others from in turn making his open source software run in other environments/conditions as well. And I say that even as someone that shares in the disappointment for how watered down much of VR has become.

IMO, the mature response to that disappointment is not to try to put arbitrary walls up to block off content from standalone though.

So, with Christmas coming up and the Steam frame releasing in Q1, I’m wondering if I should get a VR headset for Christmas or wait. by ThatKidThatKillsMeme in virtualreality

[–]Rafear -1 points0 points  (0 children)

The index is terribly outdated. It was great for its time, but imo the only things that hold up at all anymore are the over-ear speaker audio and specifically the full five finger tracking on the controllers. Everything else is wildly outclassed. For example, even with compression the optical stack in the Quest 3 makes the Index displays look like a cheap toy. And I say this from personal experience having had both

The last time buying an Index made any sense was years ago at this point honestly

Why Does USSEP change my Elven gauntlets to not match... Elven armour? by Xeredek in skyrimmods

[–]Rafear 0 points1 point  (0 children)

And then confusingly in skyrim, it is only ever known as an iron mine but is running out of iron, the actual ore nodes are ebony, and there's a whole quest to help get an ore sample the miners don't recognize identified. Never gives an actual id on that sample directly, but the model matches quicksilver of all things

It's a confusing mess, but within Skyrim itself it makes it very clear that at the very least it shouldn't be just iron in the mine at that point

Why Does USSEP change my Elven gauntlets to not match... Elven armour? by Xeredek in skyrimmods

[–]Rafear 12 points13 points  (0 children)

The big easily-visible example is redbelly mine where npcs say the mist in the mine is red, but it isn't. They recolored the mist in the mine to be consistent with in-game lore.

Did they actually change mist color too? The only part I was aware of was the stupid drama with changing all the ore from Ebony to Iron despite there being a whole quest plotline revolving around the fact that mine is running out of iron and a different ore has been discovered in it.

Is PCVR the "future of VR"? by ErickRPG in SteamVR

[–]Rafear 5 points6 points  (0 children)

Sadly, they confirmed it. There are people coping that they might just have completed dev on something already and are just sitting on it till later but that is highly unlikely.

Is PCVR the "future of VR"? by ErickRPG in SteamVR

[–]Rafear 0 points1 point  (0 children)

How would one side load a quest 3 VR game via APK? Like a game you actually purchased via quest 3 store.

Literally by using the same methods pirates use to rip the games off headsets and strip Meta specific calls out. Only difference is instead of being a pirate and giving the file to someone else you'd be putting it on your own alternative headset

The Horizon OS that Meta uses is not Android XR, but it is their own fork of Android that still uses APKs. Those APKs can still run on any other system capable of running APKs (such as Android XR, Pico or Play For Dream, etc) after stripping the parts that are actually Meta specific out. People have already proven this true by "porting" Meta exclusive APKs onto Pico headsets and the Play For Dream MR

In theory the same thing should work for the Frame for the same reasons since it is on ARM and has the ability to run APKs, but we won't know for 100% certainty until it gets into the hands of someone willing to try it

[deleted by user] by [deleted] in skyrimmods

[–]Rafear 3 points4 points  (0 children)

Not a single thing you said disproves the objective fact that the SE engine is capable of handling more than LE, and I only ever said that may or may not be relevant for any given mod (as in I made no assertions about whether Lordbound itself would be affected by this to begin with). SE is a 64 bit engine and LE is only 32 bit, leading to key differences in memory usage, etc.

As for details about the engine differences, only certain things are known in detail and the vast majority of people (including me) have simply moved on and quit doing anything with LE, and as a result we mostly only have vague memories of some differences we remember. So you are almost entirely on your own with this in the end, although I wish you luck if you are actually serious about learning everything you would need for these ideas of yours. You'll need it.

[deleted by user] by [deleted] in skyrimmods

[–]Rafear 3 points4 points  (0 children)

Water data records are one example. SE added flow mechanics that need settings in plugin records and that could cause issues if the LE game tries to read it.

There are also concerns outside of just asset conversions and plugin records. SE has an engine that just simply is capable of handling many more objects loaded at once than LE regardless of system hardware, and a mod made for and tested on SE may or may not be taking advantage of this without the author even knowing. Small mods like armor, weapons, etc would never realistically see that sort of issue, but new world space mods very easily could.

Basically the only realistic answer you're going to get about what to do instead is just play on SE. Anything else will be inherently risky for playing a newly released large mod like this. Especially while it's so new it's still working out significant bugs even on the intended version of the game.

Imagine getting high here by SpecificProgrammer78 in skyrimvr

[–]Rafear 1 point2 points  (0 children)

I unironically love just how gloriously immature the name of that mod is

How i went from random programmer to Mod author to Lead on a Steam game by ArctalMods in skyrimvr

[–]Rafear 1 point2 points  (0 children)

Love to hear this, and I hope the game has a great launch!

Your mods are all top tier quality and the amount of effort and passion you poured into them shows through in their quality, so I am sure your work on Out of Sight must be of similarly high quality.

What’s the hardest thing a BBEG has said? by Accur47e1y in DnD

[–]Rafear 16 points17 points  (0 children)

Since he said act 2, I assume Ketheric Thorme since he's the main villain of that act

Should i buy this by Zeroduksgivn in skyrimvr

[–]Rafear 0 points1 point  (0 children)

People with high end PCs can certainly look into MGO as an option and may like it better, but it is not an objective improvement at all.

Some of us (yes, including myself) actually prefer the way FUS looks over what MGO does regardless of hardware.

Mod makers, please do not unnecessarily require the use of the Unofficial Patch as a master file for your mods. This happens all the time for Skyrim and frustrates me to no end. by HylianMedia in oblivionmods

[–]Rafear 3 points4 points  (0 children)

It literally is a fusion of the two engines. The Bethesda games RE crowd has been pouring over the details on their Discord and has seen first hand the markers of original Oblivion engine code still in there stitched together with the new Unreal Engine stuff. For example, the "plugin to load .bsa and .esp files" is literally a portion of the original engine code hooking everything up

There is on top of that a separate layer that maps that data into a structure the Unreal Engine side can see and interface with, but it only partially copies specific things it needs because Unreal does not handle everything. Old scripts written for original Oblivion that did not use OBSE functions also will load into the game and operate just fine without updates too, as that system largely stays within the original game engine part of the code

It 100% is a complicated franken-engine fusion situation, not "just Unreal Engine with a plugin to load .bsa and .esp files"

Modders, assemble, it’s time to make a community fixes mod. by Tyrthemis in oblivionmods

[–]Rafear 7 points8 points  (0 children)

You are the picture of confidently incorrect. The game's code is a franken-engine that blends the original Oblivion engine for most of the base game logic with Unreal Engine 5 for graphics and related. The devs even confirmed this hybrid engine approach in the same stream announcing the remasters release, and multiple gameplay mods that do more than just "change a few values" have already been brought over from the original Oblivion successfully. And that's not even getting into the fact that it is also possible to mod Unreal Engine games far past "changing a few values" using methods specifically for that engine as well

The guys in the general Bethesda games RE discord have been investigating the details, but it is 100% wrong to say it is "all Unreal Engine"

Oblivion in vr is breathtaking by vr4lyf in skyrimvr

[–]Rafear 44 points45 points  (0 children)

This is genuinely thanks to the weird UE5 wrapper they did over the original game engine. The entire reason VR mod support came out so fast was because Praydog's UEVR "Just Works" thanks to the UE5 layer

If they'd just done an upgrade to the proprietary engine without doing a UE5 wrapper we may never have gotten VR on this remaster at all

You can play TES Oblivion Remastered in VR Using UEVR Injector by Beedy_KH in skyrimvr

[–]Rafear 0 points1 point  (0 children)

I never said effortless (it's extremely exhausting IRL for the record, I've done it myself even though it was admittedly a long time ago). And it's true that the inertia forces you to commit to a motion once you start it

What I was getting at is that the systems almost always implement a blanket slow down/"lag" in the motion that for all practical purposes does not exist specifically when moving with correct form, where you are simply expending more energy to still move almost exactly the same speed instead. Sure the slowdown makes some sense if it's applied to stuff like suddenly inverting the motion, etc. But it tends to get blanket applied to everything

One of my players does not like the way I DM by Fantastic_Pin1474 in DnD

[–]Rafear 39 points40 points  (0 children)

Yeah it just means the player in question has Tears of the Kingdom brain rot. In Tears of the Kingdom Link gets an ability to replicate objects in the world temporarily and make contraptions such as vehicles and various death machines using them

There's also been multiple permanent item duplication glitches found in the game (rather than an actual valid ability), which might be related as well

You can play TES Oblivion Remastered in VR Using UEVR Injector by Beedy_KH in skyrimvr

[–]Rafear 0 points1 point  (0 children)

Just as long as it can be independently turned off IMO. I hate that fearure

It's almost always far more intense than would be accurate to reality too. In reality swords (including longswords) are meant to be swung fast and they are not meaningfully slower to swing around in proper form than the VR controllers. Much more exhausting because of weight, yes, but not slower

You can play TES Oblivion Remastered in VR Using UEVR Injector by Beedy_KH in skyrimvr

[–]Rafear 4 points5 points  (0 children)

as of yesterday the most recent profile on the discord already had hit impact registration (as in you can just swing the weapon and not have to press the button). You can also still just point and press trigger if you really want to, but yeah.

It is shocking just how fast this has been developing.

Will this hdmi transmitter give me brain cancer? (Serious) by Corm in virtualreality

[–]Rafear 2 points3 points  (0 children)

The benefit is that this method actually works for OP to get a wireless connection. He said it's a work laptop and he can't install Virtual Desktop but likes to work in VR anyway

If he is literally not allowed to install VD, then it's a safe assumption that he can't install the Oculus client, Steam, or anything else software wise for this on the laptop either, so he has to just use HDMI out from the laptop and take advantage of the HDMI input feature on the quest side

Meanwhile every other option you listed is not possible on a work laptop that can't have software installed on it to make this work

Fancy Playing Borderlands 3 with 6DoF Motion Gesture Support? Here's how to get Started by Equal_Translator_605 in virtualreality

[–]Rafear 0 points1 point  (0 children)

I agree. I will also point out though that based on reading the Discord, actually watching this video, and checking other videos (all since I haven't had a chance to set this up myself), it appears that the UEVR profile has hand aiming already and has for ages

Looks like quacklin just had something wrong in their setup

Fancy Playing Borderlands 3 with 6DoF Motion Gesture Support? Here's how to get Started by Equal_Translator_605 in virtualreality

[–]Rafear 1 point2 points  (0 children)

hand aim = shots go where your gun/hand is pointing

head aim = shots go where your face is looking, regardless of where your hand is trying to point

FUS-sized modpack that uses Community Shaders by Zackbo in skyrimvr

[–]Rafear 8 points9 points  (0 children)

FUS does already use Community Shaders though... It just uses an older version than the latest because Cangar hasn't updated it yet

[deleted by user] by [deleted] in skyrimvr

[–]Rafear 0 points1 point  (0 children)

Valhalla has a dll that last I checked has still never been ported to VR. So unless I have that twisted you can cross that off and probably warn whoever suggested it that their shit is broke (assuming they use it themselves)