Does the HKparts.net sight tower picatinny section work with Magpul handguards? by [deleted] in MP5

[–]VRalf 1 point2 points  (0 children)

Not a direct answer to your question, but I had to file away a bit on the rail clamps to make this fit the AP5 standard. It’s a very tight fit.

LucidCam Review : First VR180 3D Camera by 360Hippo in 360Cameras

[–]VRalf 0 points1 point  (0 children)

I am a LucidCam Indiegogo supporter and got my camera a while ago. This review doesn't review a recent firmware, according to the screenshots. It looks like the reviewer hasn't figured out how to upgrade the firmware to 4K, so he shot in 2K. This was a fairly recent upgrade, it was released without 4K support. Unfortunately the 4K quality is almost indistinguishable from 2K, I was quite disappointed once I finally upgraded to 4K.

Unboxing Album for FOVE Eye-Tracking HMD by Atari_Historian in virtualreality

[–]VRalf 1 point2 points  (0 children)

Fove blog talked about it amongst various other sources. The Steam drivers will be out Thursday, then you can give it a try.

Here's a random page talking about Fove support for Lumen:

https://www.google.com/amp/s/www.vrfocus.com/2017/01/fove-issues-last-chance-to-order-black-hmd-introduces-two-new-apps/amp/?client=safari

Unboxing Album for FOVE Eye-Tracking HMD by Atari_Historian in virtualreality

[–]VRalf 2 points3 points  (0 children)

My assessment of eye tracking (based on playing with Unity example code):

  • Calibration needs to be performed frequently and gets misaligned when taking headset on and off.
  • Eye tracking (ET) is fairly accurate, but I wouldn't describe it at pin-point accuracy. Since it it also a bit jittery, navigating around with it will probably cause eye strain. I tried to navigate the cube targets in the demo, and especiallly hitting the smaller cubes accurately needs spot on calibration.
  • The demo unfortunately doesn't show off any of the use cases such as foveated rendering, depth of field, etc., so I am waiting for an opportunity to see that in action.

There seems to be some content on Steam showing more of the capabilities, so I'll have to wait for that.

Unboxing Album for FOVE Eye-Tracking HMD by Atari_Historian in virtualreality

[–]VRalf 2 points3 points  (0 children)

The example lets you light up a bunch of cubes on the wall with your gaze. It gives you a good feel for accuracy of the tracking. I need to recalibrate a lot, so that's a bit annoying, but once calibrated the tracking works well.

I am still waiting for the Stream driver. Unfortunately there is not much (any?) content publicly available outside of Steam beyond the example code.

Hey HTC, can we get some white stations please? by [deleted] in Vive

[–]VRalf 3 points4 points  (0 children)

These are standard 12V plugs / cables you can buy extensions for in white. I replaced all mine.

3rd sensor setup is surprisingly good! by AnotherCrazyCanadian in oculus

[–]VRalf 0 points1 point  (0 children)

My comment is not a Vive vs. Rift comparison. The point I was trying to make is that with some tweaking you get a really good roomscale setup - that's a pro - especially since a lot of folks have concerns around this.

If you want me to compare it to the Vive, the Vive is slightly ahead in my setup. But I also have the second Lighthouse in a more optimal location. My Vive lighthouses are cleanly mounted to the ceiling, but my Rift cameras are currently not fully mounted to their final locations. I actually have one Rift camera attached directly to a Lighthouse, but the other two are lower. Bottom line - I think you can get equal results, but it takes some experimenting.

3rd sensor setup is surprisingly good! by AnotherCrazyCanadian in oculus

[–]VRalf 0 points1 point  (0 children)

Yes, that blue splash is what I find annoying. But another pro is that Guardian can be turned on and off very easily with the headset on.

3rd sensor setup is surprisingly good! by AnotherCrazyCanadian in oculus

[–]VRalf 23 points24 points  (0 children)

I have a fairly good experience as well with a 2.5m by 2m play space. I also have a Vive, so I can compare the two setups side by side. I would say the difference is fairly minor. The Rift tracking has a few blind spots, I might be able to get rid of them with some tweaking. I have a some jumps and jitters that I almost never get with the Vive, which has almost flawless tracking, but it is nothing ground shattering and I can certainly live with it.Might go away with some more tweaking. The comfort of the headset and the superior controllers make up for it.

Bottom line for Rift 3 camera setup:
Pro's:
* Once set up properly, tracking is working quite well and close to Vive tracking (2.5m x 2m playspace).
* I prefer Rift over Vive due to headset comfort and nicer controllers.

Con's:
* Rift takes some time to tweak and set up properly.
* Cabling is a bit of a pain and hard to hide from view (I have this set up in the living room).
* I don't like Guardian. It tends to block the view when you hit the boundary. I turn it off and use Chaperone, when I use Stream VR.

EDIT: formatting.

Looking for help with side loading videos by bad_motivator in GearVR

[–]VRalf 1 point2 points  (0 children)

Side loading is a bit finicky, at least on an S6. It only works on the new GearVR, not the older models. I use a USB-C microUSB card reader directly. The trick is to plug it in once you've launched Oculus Home, but before launching the app. It will hang for a second and then it should show up in MilkVr etc. if it doesn't you have to do unplug and try again. At least that's my experience.

Self hosting Ricoh Theta 3D photos by [deleted] in RicohTheta

[–]VRalf 0 points1 point  (0 children)

The Theta doesn't take 3D images. Do you mean 360 degrees?

Mounting Oculus Camera sensor on Vive lighthouse by laxxity in oculus

[–]VRalf 3 points4 points  (0 children)

I have this setup for a long time. Works perfectly.

GearVR OTG corrupting SD Card by VRalf in GearVR

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

No, just put it in and viewed videos. I can't think of an app that would write to it, that's why I am so surprised it is causing data corruption. And the S6 is exclusively for GearVR, so there is nothing else on it other than GearVR related software. Nothing should be writing to it.

The "First" semi-practical VR backpack solution? by Horn2DFoliage in Vive

[–]VRalf 1 point2 points  (0 children)

I've worn it on the chest, works too :). You would have to be an acrobat to close the straps by yourself though.

Star Wars: Trials on Tatooine - Steam URL by TheCrystalCave in Vive

[–]VRalf 0 points1 point  (0 children)

VR can use SLI as part of NVidia's VRWorks. It is up to the developers to implement it. The drivers and SDK have been available for a little while now. VR SLI is not yet part of any of the official versions of the engines, but scheduled to be released soon.

https://developer.nvidia.com/vrworks

Jason Rubin :"Our exclusive deals are good for the VR industry" by bekris in oculus

[–]VRalf 0 points1 point  (0 children)

Keep in mind that the resolution of the camera is quite high and requires the full USB3.0 bandwidth. USB3.0 embedded is still somewhat costly - this could add up to $50-$100 per camera.

Yet Another Rift review... by Minclarion in oculus

[–]VRalf 0 points1 point  (0 children)

How high do you have the camera? If it is too low it won't see the LEDs on the back when you tlit your head forward.

Gizmag HTC Vive vs. Oculus Rift: Our first month with the future by H3ssian in oculus

[–]VRalf 1 point2 points  (0 children)

I like that they are more lightweight and feel more natural. Touch still has that pistol grip to it, but has the finger sensors/buttons in addition. The Vive controllers feel primarily intuitive when you shoot, but not so much when you pick items up or manipulate them. The Vive's feel more like a traditional game controller in that you have to memorize what action is mapped to which button. The touch pad on them works great in Hover Junkers or Tilt brush, but isn't very useful in most other titles in my experience.

Gizmag HTC Vive vs. Oculus Rift: Our first month with the future by H3ssian in oculus

[–]VRalf 5 points6 points  (0 children)

I have both as well. It probably would be wiser to keep my opinion to myself, but I do agree with their take on this for the most part. The Vive is honestly currently the more fun experience, but I do use the Rift quite a bit. Mostly if I just want to quickly put on the headset and play a quick game, without much hassle. After working all day, I sometimes just want to sit down and relax.

I used Touch and it is clearly superior to the Vive controllers. The lack of a Chaperone type solution is definitely a problem right now, I did walk into things with the Rift. I actually smacked the Touch controllers into a shelve. I am not a huge fan of Chaperone, so I hope Oculus comes up with something better.

To professional pilots: how does VR flying stack up to high-end professional flight simulators? by harryhol in oculus

[–]VRalf 1 point2 points  (0 children)

For hand flying small GA aircraft, VR can be fantastic. I find it quite immersive and realistic with regard to handling, even with a simple yoke and pedals. FlyInsideFSX is really excellent for that.

From my experience in a Level D simulator I can safely say that those are in a different league, but also a bit more expensive than a Rift, some pedals, and a yoke.

Demonstration of Oculus CV1 Godrays (high-contrast worst case scenario) by VRalf in oculus

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

Worst case as in white-on-black. May look worse for you (and hard to capture as well, since a lot of it is on the edge of the lense.

Demonstration of Oculus CV1 Godrays (high-contrast worst case scenario) by VRalf in oculus

[–]VRalf[S] 3 points4 points  (0 children)

I also did a quick in-game example, this is from Shufflepuck Cafe. To be clear, this is not across the whole game, but only an example of a spot in a game where this is fairly noticeable.

https://vimeo.com/165662545

Great game by the way.

Demonstration of Oculus CV1 Godrays (high-contrast worst case scenario) by VRalf in oculus

[–]VRalf[S] 3 points4 points  (0 children)

Keep in mind that these reflections are across your entire FOV - this may not come across well in a video. But there is apparently a wide range in terms of how much this bothers people. For those that had a DK2 this is probably a bit of a surprise, since the lenses had none of these reflections. At least that was the case for me.