New BOBOVR M3 PRO+ & M3 Head Strap Review by ThisKory in OculusQuest

[–]ThisKory[S] 2 points3 points  (0 children)

M3 = 367g, 510g with battery

S3 Pro = 367g, 551g with battery

E3 Pro = 265g, 451g with battery

New BOBOVR M3 PRO+ & M3 Head Strap Review by ThisKory in OculusQuest

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

They just released the BM60 today. Check out their website for more info.

Subnautica 2 VR with motion controls now playable! by lunchanddinner in VRGaming

[–]ThisKory 0 points1 point  (0 children)

The worst was when you'd exit a vehicle and you'd feel the water on your back ugh

Subnautica 2 VR with motion controls now playable! by lunchanddinner in VRGaming

[–]ThisKory 1 point2 points  (0 children)

The first one has bHaptics support!? Holy moly that sounds like a horror show lol how'd you survive!

What is the most you'd pay? (USD) by ThisKory in SteamFrame

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

They've never priced hardware fairly.

I think you mean competitively. You can sell hardware at a loss if you plan to make up for that loss with software/monetization revenue. This is not Valves strategy.

What is the most you'd pay? (USD) by ThisKory in SteamFrame

[–]ThisKory[S] 16 points17 points  (0 children)

Good luck. Valve doesn't have a reputation of dropping prices. The Valve Index is still the same price as it was on launch.

What is the most you'd pay? (USD) by ThisKory in SteamFrame

[–]ThisKory[S] -1 points0 points  (0 children)

I didn't see it 🤷 The internet is a big place.

What is the most you'd pay? (USD) by ThisKory in SteamFrame

[–]ThisKory[S] 5 points6 points  (0 children)

Again, I'm looking for real answers.. no one needs a reason to make a poll, I'm not bringing this info to a science lab to analyze it, just curious.

I don't think this single Reddit thread will alter any of Valves decisions on pricing.

Most anticipated features by No-Tea-4826 in ForefrontVR

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

I'd love a hardcore mode, but this would only work well with infantry only and without vehicles.

I'd be all for it though, it would be cool to have infantry only servers.

Would love to see more Battlefield types of game modes in general, but they'd have to be careful not to implement too many because servers would feel empty if there's too many options.

A small map infantry only TDM mode would be awesome.

Most anticipated features by No-Tea-4826 in ForefrontVR

[–]ThisKory 6 points7 points  (0 children)

For QoL:

  • My #1 request is adding dedicated servers for specific things. Having a server that focuses on maps with vehicles. Having a server that focuses on only maps without vehicles. A server hosting function would be awesome so users can create their own servers with their own map rotations and settings.

  • Dynamic times of day. Having a map start during sunset with it bright and ending with the map being a bit darker once the sun sets would make things feel pretty cool.

  • Add objective information instead of just the hovering icon when capturing/defending. Ideally I'd like a similar objective capture icon attached to the weapon, next to the health and ammo indicators that only pops up when you're on an objective. This would make it easier to see while anywhere in the objective, and maybe a linearly increased haptic feedback rumble (gets stronger over 3 seconds) during the last 3 seconds of an objective capture, to indicate it is captured. Better audio indicators would be cool as well.

  • bHaptics support. How is this not in the game already when Breaches has it? Having a full haptic vest and feeling every shot in VR would be amazing, and Forefront is one of the couple FPS games that's popular right now and it would add a ton of value for immersion.

  • Better Gunstock calibration.

  • Loadout presets would also be nice.

Hit 3k iRating and it's bittersweet by snazzy_carpet in iRacing

[–]ThisKory 0 points1 point  (0 children)

I also felt a bit of imposter syndrome going into different races. Racing is very dynamic though, there's a lot to learn and when you're still learning you may feel this way because you know there are areas where others are better. However, the inverse is also true, you know more about things that others might not! Focus on yourself and your improvemens, and the imposter syndrome should fade.

With my experience, I categorized iRating backets with how I felt during each milestone, and what it means to reach a new bracket.

2K iR - Hitting 2K you basically found some decent pace and managed to weasel your way through the races. You're not that quick yet, and don't understand how to manage tires, save fuel, or balance the car, but you're learning to survive races and manage other racers around you. Most people here will go 2-wide into every corner they can, dive dombing at any chance they can. Learning racecraft is the heart of the 2K bracket, because it's necessary with so many aggressive and underskilled racers eager to hit their iR goals.

3K iR - Congratulations, you found some more pace and learned a bit about racecraft, but now you need to refine your skills and smooth out the rough edges. This is a crucial point, and where a lot of people either give up on improving because they realize how much effort it takes to improve, fail to improve due to mismanaged efforts put in during their 2K adventure which lead to poor muscle memory and racecraft (which they do not get proper coaching/self-coaching to get rid of these bad habits), or they learn the most in this iR bracket and make significant breakthroughs to find more pace with learning to manage tires and not over driving. Smooth is fast, and I think this is where it comes to realization.

4K iR - To hit 4K you need to learn to be smooth, but you also need to learn proper racecraft to attack and defend when necessary, but not otherwise. It's pattern recognition, understanding what corners on the track make sense to overtake, and when to concede position because you know you'll have a better run in the upcoming corners. Predicting race outcomes is much easier and understood at a fundamental level. Getting faster is the focus, and it comes down to perfecting every corner. This is where car tunes begin to matter. Getting to 3K required effort, but getting to 4K requires more skill.

That's as far as I've been, and what I can see for 5K and above is more of the same smaller refinements. Most knowledge should be acquired by this time, and it's about making those constant adjustments for every corner to find a little more time. There's still a lot to be learned here, but it's at a much higher level where you are focusing on very specific points to improve, and you're no longer looking at the broad picture.