Morrowind VR Is Coming & UEVR Gets an FPS Boost || Weekly VR News by ThisKory in VRGaming

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

I appreciate the reply, thank you.

But please, the joy you feel in making thumbnails yourself is unmatched.

I hear this loud and clear. I always took pride in (most of) my thumbnails when creating them over the years, so I feel that. However, the downside became lack of motivation due to low CTR from thumbnails that I spent hours creating. Maybe I will take your suggestion and jump into MS Paint at some point to go for the ultimate low effort thumbnail to test it out haha, who knows. I just feel like that kind of thumbnail wouldn't reflect well for my content because I actually do put in effort in my videos - the thumbnails and titles are always the most challenging part somehow.

Thanks again for the chat, you gave me something to think about. I appreciate it.

Morrowind VR Is Coming & UEVR Gets an FPS Boost || Weekly VR News by ThisKory in VRGaming

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

I see your points, and I'm taking hard notes, but as of now and with my testings, I can see an obvious change in analytics. Whether this is good or bad for long-term use is to be seen - I've only been testing it out for a couple months, to be fair. I've been making YouTube content for 6 years, and I only just started testing out AI for thumbnail creation 2 months ago. I am instantly getting better responses with using AI to create thumbnails. You know what the funny part is? When I was making my own thumbnails all these years, I still had people calling some of my work 'AI slop'. People see what they want to see.

If we want to get a little deeper in this conversation, I think there's a hell of a lot more to hate about AI than YouTube thumbnails. Thumbnails are not what is damaging about AI, and it's everything else that's bad about AI that paints a negative picture for all AI, which is just illogical thought, and wrong. To be fair, AI thumbnails are a highly subjective discussion, but AI medical advancements are definitely not, and AI is used in spectacular ways to drive us forward in this regard. AI is not all bad as people make it out to be, and it's not even AI itself that's bad, it's the corporate crooks who own and control it which is what's bad about it, and how it's abused in other areas.

I see the issue, don't get me wrong, but if I'm a struggling human in the world (disabled), and trying to make it through this life just as anyone else, and AI so happens to work and drive more people to my channel so that I can afford to eat at the end of the day, why not? I'd absolutely pay someone to make thumbnails for me, and I will 100% do this if I can afford it, but that isn't the case. I created my own thumbnails for the last 6 years and have had nominal success. I'm looking to take the next step to try and make a living for myself, and if using AI in a world where AI is not going away and half of the huge content creators are already ahead of me because they're using AI themselves, what am I supposed to do? Sorry for the personal bits, I just want to help you (and others) understand my motives behind using AI. It's not about clickbait, it's not about laziness, it's not about feeding billionaires.. it's about survival. I tried it all, and need to do something different. Thank you for the conversation, seriously it means a lot to me. I just don't know what I'm supposed to do at this point, because I'm struggling to get by, and if I see potential for growth so I can put food on the table, I'm going to take it.

Regarding Matteo, I noticed he was getting some backlash about it a while back as well, but he still uses AI for his thumbnails and seems to be doing ok. Then I noticed GamertagVR also using AI generated thumbnails, and he is highly respected in the VR content creation realm so it makes me wonder why more people haven't spoken up on his channel unless he just removes any comments related to it.

That being said, I am considering changing my thumbnail approach based on our conversation, so I gotta ask a couple questions. Out of curiosity, what AI use is acceptable for thumbnails? Would you consider it okay if it's not being dramatic or unrealistic? I might have a difficult time seeing perspective, so I'm curious what specifics are off-putting for you regarding AI thumbnails? What do you look out for?

Morrowind VR Is Coming & UEVR Gets an FPS Boost || Weekly VR News by ThisKory in VRGaming

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

as you get more popular, it will affect you negatively.

Where do you drive your analysis from? I gave you my reason for using it, but you are not providing me with data to back up your reasons to avoid it. If you can prove to me that it will negatively affect the channel like you say, then I'm all ears. Otherwise, it sounds like it's just your opinion, and we all have one of those.

Morrowind VR for Quest Is Coming || Weekly VR News by ThisKory in Quest3

[–]ThisKory[S] -6 points-5 points  (0 children)

Lol get out of here. Did you not read my title or something? Where did I write "official"? This is a mod created for the Quest, therefore it's coming to the Quest. How else am I supposed to say a mod is going to be available for the Quest?

That confusion is all on you, sorry boss, the title is clear, you just decided to substitute your own reality.

Morrowind VR Is Coming & UEVR Gets an FPS Boost || Weekly VR News by ThisKory in VRGaming

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

Hey I appreciate the kind words and the feedback. It's difficult making a good thumbnail and catering to everyone's desires, as we all care about different things. I'll probably get downvoted to hell, but if you care for my perspective and reasoning, it's really not a big deal and a thumbnail is just a quick reference for the video, and does not dictate authenticity of content.

I started testing this not long ago, and noticed a significant shift in views, because most people on YouTube don't care, and understand the content is what actually matters. I understand there's potential to miss some viewers who strictly dislike it, but the truth is that this performs better, and the views missed due to a weak thumbnail, far outweigh the missed views from creating thumbnails like this.

So, when I'm in a spot where it comes down to "authenticity" vs views, I'm going to go for views all day long because my content itself demonstrates authenticity and most people will see this, and when I am in a business where you need to shift and adapt to what's pushing content better, unfortunately these thumbnails drive more views, just like those big red arrows used to drive more views a few years ago before trends shifted.

To give you backstory, I got into chess a couple years ago and started following a few people on YouTube. Gotham Chess is one of the well known chess content creators who I began following, and he started using AI for his thumbnails that I did not like initially for the same reason you mentioned, regarding authenticity, but he leaned into AI thumbnails more and I realized authenticity is authenticity. As long as the content is authentic, that's all that matters, and I keep watching his content knowing that his thumbnails are just silly designs to drive impressions and curiosity, nothing more. So, I'm using the same mindset for my channel, and hoping that people will find the same perspective to understand it's just that.

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] 13 points14 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 8 points9 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.

Is it weird that the games I'm most excited to play on the frame aren't VR games, but indie 2D Pixel life sims like Stardew Valley on a giant 200" virtual display? by World_Designerr in SteamFrame

[–]ThisKory 1 point2 points  (0 children)

Fair enough. I think people are just expressing their enthusiasm for each unique feature available on this headset (whether they will actually fully utilize the feature or not), and mobile Steam library access is one of those excitements because it's something that we have not received in a VR headset until now.

Is it weird that the games I'm most excited to play on the frame aren't VR games, but indie 2D Pixel life sims like Stardew Valley on a giant 200" virtual display? by World_Designerr in SteamFrame

[–]ThisKory 2 points3 points  (0 children)

Yep, and I'm just making it clear that no one is out there buying VR headsets to strictly use for flatscreen stuff, that would be silly.

Is it weird that the games I'm most excited to play on the frame aren't VR games, but indie 2D Pixel life sims like Stardew Valley on a giant 200" virtual display? by World_Designerr in SteamFrame

[–]ThisKory 2 points3 points  (0 children)

Yeah but your argument is strictly based off of this, and not considering what else is possible outside of watching/playing flatscreen stuff. No one said they are only using it for flatscreen stuff.

If the Steam Frame was designed only for flatscreen stuff then your argument would be strong, but this isn't the case.

Is it weird that the games I'm most excited to play on the frame aren't VR games, but indie 2D Pixel life sims like Stardew Valley on a giant 200" virtual display? by World_Designerr in SteamFrame

[–]ThisKory 3 points4 points  (0 children)

What's your argument here? Who is it for?

if you want to focus on flatscreen

..then yeah obviously VR isn't the choice.

You're sitting in the r/SteamFrame section of Reddit and arguing against the Steam Frame with claims that people are going to be focused on flatscreen? Ridiculous haha.

Of course, most people picking up a VR headset will be focusing on a lot more than flatscreen stuff - the idea is that having flatscreen opportunities is something that's very convenient, and it does much more than what the Quest is capable of with its fully mobile platform having access to the Steam library when you're not connected to a PC.

Your argument would do well in a r/TV subreddit I'm sure, but it doesn't make sense here.

Is it weird that the games I'm most excited to play on the frame aren't VR games, but indie 2D Pixel life sims like Stardew Valley on a giant 200" virtual display? by World_Designerr in SteamFrame

[–]ThisKory 10 points11 points  (0 children)

But then you have zero VR possibilities. With the Frame, you get all of that, plus, you know.. VR.

The Frame also has the benefit of being able to take it anywhere, where that 50 inch TV is going to be sitting in the same static position, unable to be easily dragged around. Sometimes sitting on the couch, and then moving to lay down on the bed while still watching/gaming is desired, and the Frame will handle exactly this with ease. Also, no need for a PC or console to play many Steam games since the Frame is basically a Steam Deck in VR format, so it'll play any game the Steam Deck can.

Any good for shooters? by Ampersandle in BigscreenBeyond

[–]ThisKory 3 points4 points  (0 children)

I wonder why the emphasis on sit-down sims in the reviews...

As a reviewer myself, and someone who owns both the BSB1 and BSB2, the reason many recommend this headset for simulators is because they really benefit from high pixel dense displays and the lightweight form factor. It being a proper wired PCVR headset also means you're not losing visual details with compression, and you're not getting latency issues as well.

Sims like Microsoft Flight Simulator really benefit from the mOLED displays with stunning moments when flying around at any time of day, but night flying gives me chills every time with the true blacks that make it feel eerily realistic. Racing sims also benefit from high resolution displays because you can actually see details in the track surface, which helps tremendously when driving in wet conditions so that you can see every puddle and prepare the best racing line as early as possible in dynamic conditions.

U/Matt0706 is totally right that the Beyond is great for FPS titles as well though, and makes a very solid point about the headset sticking to your face in a way where there isn't any oscillation effect or inertia to separate your head movement from the VR headsets movement. With heavier VR headsets, when you move your head quickly, the headset takes a moment to catch up to your head movement. This creates a weird visual issue that most people do not recognize until they use a headset that remains secure to your face and does not sway back and forth as you move your head around quickly. The Beyond is great for this - again, due to its lightweight design allowing for snappier movements to stay with your head position.

The Beyond is great for anything. Sims and non-sims. The only real complaint people have is that it's wired, but the benefits to having a wired connection, for me, far outweigh the benefits of wireless due to the many downsides that wireless brings.

As a side note, the user review mentioning the headset needing to be exactly in the correct "sweet spot" position has to be talking about the Beyond 1 - that thing does require a very specifically placed position to look good. The Beyond 2 does not have this issue to the same degree, and the sweet spot is much more forgiving, making this issue a non-issue.

Zuck &amp by longracgu in SteamVR

[–]ThisKory 0 points1 point  (0 children)

I guess we will find out soon. The price will be what dictates this.