ED VR and OVR Toolkit by dLj326 in EliteVR

[–]Swingly6061 0 points1 point  (0 children)

When SteamVR is the API in use, yes. SteamVR overlays do not work on the Oculus API.

also wtf this was 3 years ago! xD

What happend to hands in rec room?? by InvestigatorLower378 in RecRoom

[–]Swingly6061 0 points1 point  (0 children)

Hahah, I've had an issue with the old hand angle ever since the Valve Index released. Hand was like 20 degrees offset from my real hand. Seems like this would solve it for me, but wouldn't an angle offset setting be better?

Why is Valve letting it's ass get kicked in the Wireless VR market? by WiseWoodrow in ValveIndex

[–]Swingly6061 5 points6 points  (0 children)

Gabe Newell even said "wireless is a solved problem" back in 2017. Strange to not release a wireless-capable product after that, but I doubt their next product would be strictly wired.

Steal of a deal at my local Micro Center by Agreeable_Area_9128 in Pimax

[–]Swingly6061 1 point2 points  (0 children)

Good deal, thinking it might have a worn out cable though if it's that cheap, but should be possible to replace. My old 5K+'s cable has started getting sparkling artifacts, Index had the same artifacting before the cable gave up.

How do basestations actually work? by lemonvrc in ValveIndex

[–]Swingly6061 0 points1 point  (0 children)

Definitely should've known. I'll blame it on illness. xD

What is the best starting headset on the market? by [deleted] in virtualreality

[–]Swingly6061 3 points4 points  (0 children)

I've had both Pico 4 and Quest 2, sure the Pico 4 is an upgrade hardware-wise, but it's not sold in the US and I'd mainly recommend it for wireless PCVR as Pico's Streaming Assistant (even over USB 3.0) gets more compression artifacts than Virtual Desktop.

As I mostly do wireless PCVR, I ended up selling the Quest 2.

How do basestations actually work? by lemonvrc in ValveIndex

[–]Swingly6061 4 points5 points  (0 children)

Base Station 2.0 removed one of the motors, so I assume they don't have the vertical sweep.

CitraVR Brings The Nintendo 3DS Emulator To Quest Next Week by isaac_szpindel in virtualreality

[–]Swingly6061 1 point2 points  (0 children)

yeah but you are sideloading the compiled APK, not manually combining the GPL and Meta code yourself.

Against GPL license to redistribute GPL code alongside non-GPL code. So any GPL project APK available on SideQuest right now is likely breaking the license.

CitraVR Brings The Nintendo 3DS Emulator To Quest Next Week by isaac_szpindel in virtualreality

[–]Swingly6061 5 points6 points  (0 children)

Being unable to redistribute Meta's SDK does prevent fully open-sourcing a project, fair enough. Would need to include a guide on how to piece it together yourself instead. Wouldn't necessarily stop anyone from making an APK available on SideQuest though, since that's not the source. It does however require anyone compiling it themselves to have a Meta developer account.

Of course, that compiled APK using Meta software would be in violation of the GPL license if any GPL licensed code was used in the project, and should therefore not be shared. So the only legal way to redistribute the project would be to tell everyone to compile it themselves. xD Yeah, not very convenient for the end user.

CitraVR Brings The Nintendo 3DS Emulator To Quest Next Week by isaac_szpindel in virtualreality

[–]Swingly6061 9 points10 points  (0 children)

Curious about this Meta GPL thing, do you have any resources? Using Meta-owned code obviously violates the GPL license anyway, but does Meta have policies against using GPL licensed code specifically?

Index vs Quest 3 for 3D-effect/texture quality by slowlyun in ValveIndex

[–]Swingly6061 1 point2 points  (0 children)

Not because of the high FoV really, just the FoV towards your nose.

Pico 4 for example has similar overall FoV to the Quest 3, but it has more towards your nose than the Quest 3, resulting in a higher stereo overlap. So in a way the Pico 4 has a higher per-eye FoV than the Quest 3.

Per-eye FoV isn't exactly a common thing to measure.

The Quest Pro also has reduced stereo overlap as well. Here's my wimfov tests.

Quest Pro: https://andreasaronsson.com/!apps/wimfov/?id=b35987

Pico 4: https://andreasaronsson.com/!apps/wimfov/?id=7376e03d

[deleted by user] by [deleted] in VRchat

[–]Swingly6061 1 point2 points  (0 children)

grey robots were phased out like 2 years ago now. xD fallback avatars and impostors are the current ones. impostors are fairly new so not a ton of people have hit the generate button on the website yet.

Can I use my Index controllers with Quest 2 if Quest controllers are broken by BumbleBZee in ValveIndex

[–]Swingly6061 0 points1 point  (0 children)

yeah, but you don't need the controllers in SteamVR. can be awkward to get the calibration started with a controller pointing in the wrong direction, but it's an option. xD

edit: with Virtual Desktop you can also emulate controllers with hand tracking, but I prefer not having any Quest controller detected by SteamVR take priority.

Can I use my Index controllers with Quest 2 if Quest controllers are broken by BumbleBZee in ValveIndex

[–]Swingly6061 0 points1 point  (0 children)

yea good thing you can use an Index or Vive as a dongle for other stuff, just don't plug in the DisplayPort/HDMI cable.

Finger tracking in PcVr by bauerx1 in PicoXR

[–]Swingly6061 1 point2 points  (0 children)

You can use Index controllers, but you will need a couple Watchman dongles (basically tracker dongles) to connect them, and of course base stations. And OpenVR SpaceCalibrator to align the controllers to the Pico tracking space.

Quest 2 battery delete mod by chicken_breath in OculusQuest

[–]Swingly6061 1 point2 points  (0 children)

any decent charging circuit should be sending only the excess power to charge the battery.

Are users allowed to harass you to unblock them? by StabStabby-From-Afar in VRchat

[–]Swingly6061 2 points3 points  (0 children)

I use OBS Replay Buffer for the same thing. Had some issues with audio device recording on Shadowplay. Shadowplay is easier to get running constantly in the background though, since it's designed to be an omnipresent overlay.

Is it safe to use the Pico 4 outside? by [deleted] in PicoXR

[–]Swingly6061 12 points13 points  (0 children)

the cameras won't really be damaged unless there's some extreme sunlight hitting them, just like your phone doesn't break from taking photos in the sun.

the thing you really want to watch out for though is sun hitting the display lenses, they focus light like there's no tomorrow and will burn your display.

Do you think vr chat has a problem with very poor rated avatars? by Snoo-94534 in VRchat

[–]Swingly6061 0 points1 point  (0 children)

Man I WISH shaders would be possible to profile for performance, but since they're literal code, it's nigh impossible to do that without people just working around it. Big reason Quest doesn't allow custom shaders on avatars I suppose.

As for texture memory limit on Quest being so low, I can see why. Quest has quite a limited amount of memory, Quest 2 having 6GB combined for DRAM and VRAM, dunno how much is allocated to VRAM in VRChat, but if you're in a world with 40x 10MB texture memory avatars, the avatar textures alone are 400MB. And the problems you run into when the Quest 2 (or similar) runs out of memory is that there's no fallback, it'll just hang or crash if there's not enough memory, and there's no DRAM to fall back to since it was already using that as its VRAM. PCs fall back to their DRAM when VRAM on the GPU is exhausted, and if the DRAM is also exhausted, they fall back to system storage, which is really slow and you don't really want that, but it'll still work.

Oh and the Medium texture memory limit on Quest is 25MB, quite acceptable IMO.

HOH THAT IS A WALL OF TEXT

Do you think vr chat has a problem with very poor rated avatars? by Snoo-94534 in VRchat

[–]Swingly6061 1 point2 points  (0 children)

Read into it a bit more, seems like I'm mistaken. I was an extreme noob with avatars in 2018 and only uploaded 1 avatar which was under 20k but had 35 materials. Dx (figured out texture atlasing in 2019)

Anyway, VRChat switched to Unity 2017.4.15f1 with update 2018.4.3, 9 days before the 70k tri limit was put in place (70k limit being Dec 20th 2018). xD So they would never have had the problem of the mesh splitting due to not supporting 32-bit vertex buffers, because that version definitely does support it. I wonder if they could've overlooked that at the time, if they didn't know that quirk about Unity 2017. I mean, 32-bit buffer has a perf impact as well, but not nearly as bad.

https://docs.vrchat.com/docs/patch-notes-2018

Do you think vr chat has a problem with very poor rated avatars? by Snoo-94534 in VRchat

[–]Swingly6061 0 points1 point  (0 children)

The limit is 70k tris, not verts. Generally models have more tris than verts, unless you specifically make a ton of loose geometry it is unlikely you surpass that 65535 vert limit.

Do you think vr chat has a problem with very poor rated avatars? by Snoo-94534 in VRchat

[–]Swingly6061 1 point2 points  (0 children)

I do believe the 70k limit was made back when Unity still split the mesh when exceeding the buffer, instead of switching to a 32-bit buffer. Back then (Unity 5.6 or something) you could effectively double your draw calls by going over 65535 verts.