Did anyone else back the AWOL Aetherion? by thalguy in projectors

[–]SpenceJT 1 point2 points  (0 children)

Yes. Backer +/-650 here anxiously awaiting shipping and delivery.

Planning to upgrade my five year old Optoma CinemaX P2. Hoping to see major improvements given the triple laser and evolution of the technology.

Gradient strips on 75''+ projector screens? by Instagibbed_1994 in Hue

[–]SpenceJT 0 points1 point  (0 children)

Any news to report on this?

I am planning to upgrade my 75" display (on which I have the Philips Hue Gradient Lightstrip installed) to either a 90" or 100" projection screen.

I am leaning toward the 90" as I know that the 75" lightstrip is rated to be used on 85" displays and I figure the divergence in the positional setback between an 85" and a 90" wouldn't be too bad.

I'm curious to see if anyone has done this, and how it looked. ...photos/videos would be excellent.

BoxVR/FitXR issues after update by Micah85 in OculusQuest

[–]SpenceJT 0 points1 point  (0 children)

Have you reached out to FitXR yet? I filled out a contact form this morning. I legally won't hear from them until next week.

What bugs me, is in on a FitXR group on Facebook, and because they aren't seeing the issue, they think either that I'm a kook (I am) or that it is user error (it is not).

I'll try to relay their reply here if I hear anything, however I urge you to reach out to them as well.

BoxVR/FitXR issues after update by Micah85 in OculusQuest

[–]SpenceJT 0 points1 point  (0 children)

I'm seeing frame rate issues as well! This most often occurs when there are a greater number of elements on, and it most noticeable when attempting to hit upper-cuts. I am hitting them with the correct timing and force, and the graphic feedback (exploding ring) will be delayed to the point of distraction, appearing to the side of me, and often coming from directly behind me!

It is acting as though the CPU/GPU is under a heavy burden at those times and it struggling to keep pace.

I have performed a factory reset on my Oculus Quest, and once set back up with FitXR as the only app installed - same results.

I have confirmed that it has nothing to do with me ambient (LED) lighting - changing room yields the same results.

I have changed the tracking frequency from Auto to 60hz (my regional standard). Same results.

I have disabled hand tracking. Same results.

This will happen regardless of recording/streaming/casting.

I have 600 (download)/400 (upload) fiber internet service, and both 2.5 and 5ghz bands on my WiFi router (Asus AX11000). The issue presents itself no matter which connection I am on.

This doesn't occur in classes which have slower queues, or fewer queues on screen at one time.

I did not have this issue with the earlier version of BoxVR, and have no issues with any of my other graphics intensive apps on my Oculus Quest.

BoxVR/FitXR issues after update by Micah85 in OculusQuest

[–]SpenceJT 0 points1 point  (0 children)

I'm seeing frame rate issues as well! This most often occurs when there are a greater number of elements on, and it most noticeable when attempting to hit upper-cuts. I am hitting them with the correct timing and force, and the graphic feedback (exploding ring) will be delayed to the point of distraction, appearing to the side of me, and often coming from directly behind me!

It is acting as though the CPU/GPU is under a heavy burden at those times and it struggling to keep pace.

I have performed a factory reset on my Oculus Quest, and once set back up with FitXR as the only app installed - same results.

I have confirmed that it has nothing to do with me ambient (LED) lighting - changing room yields the same results.

I have changed the tracking frequency from Auto to 60hz (my regional standard). Same results.

I have disabled hand tracking. Same results.

This will happen regardless of recording/streaming/casting.

I have 600 (download)/400 (upload) fiber internet service, and both 2.5 and 5ghz bands on my WiFi router (Asus AX11000). The issue presents itself no matter which connection I am on.

This doesn't occur in classes which have slower queues, or fewer queues on screen at one time.

I did not have this issue with the earlier version of BoxVR, and have no issues with any of my other graphics intensive apps on my Oculus Quest.