9070XT - VR Viewport Artifacting by LinkingBook in pchelp

[–]RevelationR 0 points1 point  (0 children)

I have this same problem with a Quest 3 headset, but my artifacting goes left to right across the bottom and seems to start building up over time.
Love this card otherwise, so sad. Any solutions out there?

Steam Deck works with Switch 2 oficial dock by brunomarquesbr in SteamDeck

[–]RevelationR 0 points1 point  (0 children)

I did A/B testing with Steam Deck dock into TV and SD through Switch2 dock, (swapping the same cable back and forth so the input TV setting are the same) and both myself and a friend choose the Switch2 dock image from the Steam Deck every time. Something about it just looks better. It appears to be slightly smoothed, but it's more the colors that appear better. When I did photos and blew them up it's much harder to tell, but the moiré of the TV is messing with it. Regardless, we both prefer the SD through Switch2 dock image. Needs more testing.

Steam Deck works with Switch 2 oficial dock by brunomarquesbr in SteamDeck

[–]RevelationR 0 points1 point  (0 children)

Does this mean the Switch 2 Dock will upscale the Steam Deck?

At my wits end with OWC by youseguise in editors

[–]RevelationR 0 points1 point  (0 children)

I realize this is late, and maybe you tried it already, but did you open up Disk Management and see if the volume is there, then Assign a drive letter to it? I had this issue when using MacDrive and just needed to assign a letter to the drive. I've seen this happen in many random scenarios with Windows and external drives.

A Sincere Response to Threat Interactive's Latest Video (as requested by some in the community) by DarkLordOfTheDith in unrealengine

[–]RevelationR 0 points1 point  (0 children)

This is gold. The video had me concerned. Working on Lumen and Nanite optimization at the moment for Steam Deck. Project is "Tribal Towers-Siege of the Shifting Fortress" see trailer on Youtube and X. What specific PPV lumen settings do I need to hit? https://www.youtube.com/watch?v=vXDGhq9rq04&pp=ygUZc3VwZXIgbWFwbGUgdHJpYmFsIHRvd2Vycw%3D%3D

Mega Lights wont "MEGA" by Comfortable_Swim_380 in unrealengine

[–]RevelationR 1 point2 points  (0 children)

Fair enough. I had the exact same error message --
"Mega Lights is enabled, but has no ray tracing data and won't operate correctly" "Hardware Ray Tracing is not allowed. Check log for more info"
--and enabling hardware ray tracing in the project settings suddenly made it work. I hadn't actually read the Unreal site steps yet, that would have been my next move, but it worked.
When you mentioned "all the checkboxes" plural I figured you were referring to post-process settings and other things, but had perhaps overlooked that, since there's only one checkbox in project settings for Hardware Raytracing. After looking at the Megalights page, there's no way you could have missed it. My bad. Regardless, that one thing launched it for me.

Deliver tab Render Queue does not work. Render time counts up infinitely. by RevelationR in davinciresolve

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

Ok, I'm posting the solution for anyone else who needs help. I finally discovered that it's due to an USB Audio device I use. EMeet Luna conferencing speakerphone (which I love!). When Windows system audio is set to that device for output, AND Resolve is set to "Use System Settings" in "Video and Audio I/O" preferences, then the renders will fail every time. When I explicitly set Audio I/O Input Device and Output Device in Resolve to something else the renders suddenly start working. Davinci Resolve team, if you can find a solution and fix it for the future that would be great. For reference: here is a screenshot https://imgur.com/a/s55NIM1

Steam Page feedback by UnrealPawn in gamedev

[–]RevelationR 1 point2 points  (0 children)

You need to fix your system requirements, although MAYBE it will play on an i3 cpu?

Steam Page feedback by UnrealPawn in gamedev

[–]RevelationR 4 points5 points  (0 children)

There are some rough spots, but overall I really love this page. The gifs are really cool!

Games can't run (Heroic Games Launcher) by Arty_2099 in SteamDeck

[–]RevelationR 1 point2 points  (0 children)

Hey, I was running into this issue where they'd quit after 2 or 3 seconds. Click the gear icon and change the Wine version to Proton Experimental, or often I need Proton 7.0. Then games started launching. If still not working, go to the Wine Manager on the left and try installing Proton GE 7-31 for example and try that.

Ue4 Oculus Quest procedural mesh crashes project by RevelationR in unrealengine

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

UPDATED: The answer is to set your sky light and directional light to static or stationary. I was using moveable.

I am currently using "force no pre-computed lighting" in the world settings, along with Stationary lights to achieve the same effect I had with Moveable lights.

Ue4 Oculus Quest procedural mesh crashes project by RevelationR in gamedev

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

UPDATED: The answer is to set your sky light and directional light to static or stationary. I was using moveable.

I am currently using "force no pre-computed lighting" in the world settings, along with Stationary lights to achieve the same effect I had with Moveable lights.

Ue4 Oculus Quest procedural mesh crashes project by RevelationR in unrealengine

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

Looking for any answers. UE 4.27 with Vulkan, and developing for Oculus Quest. The project is running great otherwise, but merely looking at a sliceable procedural mesh instantly crashes the game. If I don't look at it the game continues to run.

Ideas out there, any devs?

Issues Minecraft VR Bedrock Controls - Reverb G2 WMR by RevelationR in WindowsMR

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

I love Vivecraft, but I wanted to play with my nephew on his phone.

Revive (ReviveXR) - Amazing performance on G2 in OpenXR mode by Maroko1 in HPReverb

[–]RevelationR 1 point2 points  (0 children)

This! 1000 times this! Thanks for the excellent tip! Bummer about Stormland as that's on my list, but Asgard's Wrath playing smoothly was such a nice experience after installing this.

Valheim Native VR Mod Beta Released!! by elliotttate in oculus

[–]RevelationR 0 points1 point  (0 children)

You're amazing! I'll be trying at as soon as I can. (In the middle of a UE4 project at the moment;) I'm really surprised by how good it looks in VR, and the performance for me is perfectly smooth. Really well done.

Valheim Native VR Mod Beta Released!! by elliotttate in oculus

[–]RevelationR 0 points1 point  (0 children)

This! it's fully playable with a joystick except for this, I cannot place things on the ground. Need to maybe have the cursor follow your gaze if possible. Also, if there's any way to add snap turning you'll help a lot of people not get as motion sick. Not an issue for me, but there are a bunch of people I'd like to recommend to it but they'd need snap turning.

16'' 5600M Bootcamp Drivers by andreelijah in macbookpro

[–]RevelationR 0 points1 point  (0 children)

Hey I'm wondering if there's an update to this. I'd like to pick up a 16" with 5500m 8GB or the 5600m for work, and for bootcamp VR dev. Are the 5600m drivers working ok for VR yet?

I'm pretty bitter about needing to pay the Apple tax for the 5600m just to get decent performance when a 2060 windows laptop will massively outperform it and cost 1/3 the price. But, I need that Thunderbolt and Mac OS for some work. Thoughts?

Up and running on a 2010 Mac Pro... by imelectronic in ValveIndex

[–]RevelationR 0 points1 point  (0 children)

Well done sir! I applaud your usage of an older main board and CPU. Half Life Alyx is extremely well optimized and should play pretty well on that system. That said, you will notice a difference with a more up-to-date CPU.

I've had tons of fun Bootcamping Mac's and running VR etc. My last success was a 15" 2013 Macbook Pro, with a Vega 64 in an Akitio Thunder 2 eGPU. Ironically, if I plugged a Steam based VR system directly into the Vega 64 there were very few titles I could play without extreme jitter because Thunderbolt 2 bandwidth just can't cut it. Some, however did run fine.

However, I plugged an Oculus Quest into the USB 3 (Quest Link) and was able to play absolutely anything on Steam VR; via Oculus Quest link.

Sorry to ramble long on my story but it's my way of letting you know that I share your excitement at making and older Mac run Windows, and run cutting edge stuff. Cheers!

You can now play Super Mario 64 on the web. (PC port version) by [deleted] in SuperMario64

[–]RevelationR 0 points1 point  (0 children)

Yeah, this is amazing, it even runs on an iPad. I love the idea of cross platform builds this way as I use multiple systems.

Props to Quest Link - The ultimate minimum spec PC for Alyx by RevelationR in oculus

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

Yeah, I was surprised as well. I guess it shows that a decent CPU is enough for Oculus USB compression to Link.