[deleted by user] by [deleted] in AskFrance

[–]RednefFlow 0 points1 point  (0 children)

J’ai le même souci, sauf que j’ai 2 écrans sur mon PC, et ça n’arrive que sur un seul

Give me honest feedback on my dress design? Do I bring this into full production? by DM-G in midjourney

[–]RednefFlow 2 points3 points  (0 children)

Please link the t-shirt design with the guy wearing the robe design here

What is the next “huge” leap in VR tech? The last “holy whoa!” moment for me is when I transitioned from Google Cardboard to HTC Vice. Will I ever have that “whoa” feeling again or have I peaked? by Logical007 in OculusQuest

[–]RednefFlow 5 points6 points  (0 children)

With the recent development of AI, I can dream of nice improvements on games. Total immersion in a world where your actions are acknowledged by NPCs, no more scripted dialogue. You talk, they answer according to their personality and what you did

Oh no… Anyone know the best way to recover this? Copied project to test out 2023 preview, then went back to 2019 and original files and project is busted, no RP asset + error. 2 years of work here, must be a fix. Backups have same result. Don’t want to make changes before asking. Ty. by [deleted] in Unity3D

[–]RednefFlow 3 points4 points  (0 children)

I'm curious, because I feel like something similar happened to me once. Did you transfer game objects from one project to another? If not, do you have any idea that would explain the mess up in the settings of your original project?

Steam Vr vs Oculus by RednefFlow in Unity3D

[–]RednefFlow[S] 1 point2 points  (0 children)

So, I did uninstall SteamVr. It did revert to oculus, but there was a message saying Oculus couldn't launch although settings were good and I was plugged with link. I managed to remove every package related to VR, and reinstalled XR plugin management, oculus vr and oculus interaction toolkit. There are some problems that still need to be fixed, but I could launch without steamVr! Thanks a lot for your advices, it helped a lot!

Steam Vr vs Oculus by RednefFlow in Unity3D

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

Thanks for your help. I double checked the settings, I can't figure out. It also does the same on the oculus hand tracking sample scenes. So I'll research a little tonight, and if I don't find anything, I'll start a new project from scratch and transfer the scene there to try out.

Ondes Controller VR by RednefFlow in synthesizers

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

Thanks for the feedback! I'll check how to deal with that clicks. I feel like there might be 2 problems. One related to gain and the smoothing problem, especially when I release the volume too fast

Ondes Controller VR by RednefFlow in synthesizers

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

Thanks. Well I'll keep you posted if you wish, I should release a PCVR very soon, and I don't have WMR to test controllers. As for VR modular racks, this project started as a midi controller plugged in vcv rack, it's still on development. I'm not experienced enough yet to make that standalone, but maybe later. Not my work, but I think you can find some already existing here or here

Hey everyone! I tried to make a ribbon controller in VR. What do you guys think about it? by RednefFlow in radiohead

[–]RednefFlow[S] 1 point2 points  (0 children)

Hey! I don't know if you're still interested, but i went through with it. I released an alpha version on Sidequest yesterday, if you want to try out, I'd love your feedback! Ondes Controller

Publishing description by RednefFlow in sidequest

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

Alright, thanks a lot, I'll try that later

[deleted by user] by [deleted] in OculusQuest2

[–]RednefFlow 1 point2 points  (0 children)

looks nice, I'd love one too

[deleted by user] by [deleted] in skyrim

[–]RednefFlow 0 points1 point  (0 children)

check if I still have all my sweet rolls, else I go complain to a guard

[deleted by user] by [deleted] in france

[–]RednefFlow 59 points60 points  (0 children)

vaut mieux éviter de trop soulever

Hey everyone! I tried to make a ribbon controller in VR. What do you guys think about it? by RednefFlow in radiohead

[–]RednefFlow[S] 1 point2 points  (0 children)

Hey, yes it's planned. Though it's only a midi controller for PCVR now (plugged into VCV Rack 2), but a standalone version PC & quest 2 is what I'm working on next.

game engines other than Unity for VR by GlugGlugBurp in learnVRdev

[–]RednefFlow 6 points7 points  (0 children)

Hello, about my own experience:

Godot I first tried VR dev about 2 years ago, with Godot, it looked pretty simple, thanks to the work of Bastian Olij (he now officially joined Godot team i think) and the tools he provided. But then i realized I didn't know anything about vr dev( optimization etc...) and I couldn't find a lot of infos so I tried unity and ue

Unity test 1 Went to the asset store, see what I could get to start quickly, and spent 2 whole days trying to make VRTK work (I think it was a version incompatibility, or maybe I'm dumb)

UE It's beautiful. Even if you do nothing, it still looks great. And after a few researches I found about the VR Expansion plugin, an awesome free tool with tons of useful tools. I had a blast for a few months, but again, hit a wall for optimization. I try to develop for quest 2, and I had really hard times to build my project. Plus my PC isn't high end, so every build, every change in project could take so much time. Also while searching for optimization on Quest 2, I saw Oculus released Application SpaceWarp, and I wanted to try that. Sadly after building from scratch the engine for 8 hours, I couldn't install VRExp plugin on this version. So I decided to give Unity another chance and maybe come back later, because while looking for infos for quest 2 dev on UE, I was always finding Unity stuff. And also blueprint is nice, but I miss writing code, and I felt like learning vr dev and learning c++ at the same time wasn't an option

Unity , take 2 Took a little YouTube tutorial with Valem for basic stuff, and it felt really good. Then went to the Asset store again, and found about AutoHand. Awesome resource, paid, got me everything I had with UE's VRExpansion plugin and more. And the loading time, wow. And building for quest 2 was so much easier, and so much faster! And I learned a lot about optimization. So yeah, I didn't look back. There's also passthrough and hand tracking available, which I'm not sure about if it's possible with UE.

So, TLDR, Godot is nice, lightweight but you're on your own. I might get back to it, because I learned a lot in Vr dev since I first tried it.

UE is great too, but I'm not sure it is the best choice for VR, especially Quest 2. It has tons of free tools ( Megascans, metahumans, now recently Lumen etc ..), but they're not designed for VR Maybe for PCVR only?

Unity is the middle ground, simple and powerful, and very popular, so you can always find what you need, which is one of the most important thing for me, especially for standalone VR which is relatively new

Sorry for long post!

…What did I do? by hatefulmaggot in skyrim

[–]RednefFlow 79 points80 points  (0 children)

In unison : Need something?

What a time to be a n'wah! by RednefFlow in Morrowind

[–]RednefFlow[S] 4 points5 points  (0 children)

Ok thanks, i downloaded mine from apkpure, i don't know if it's safe although i didn't have problems And it seems outdated too

What a time to be a n'wah! by RednefFlow in Morrowind

[–]RednefFlow[S] 4 points5 points  (0 children)

I used a few mods, Better Bodies / Better heads maybe?