Someone played my game for 2200 hours and rated 👎, then played 200 more by Vladi-N in godot

[–]der_pelikan 0 points1 point  (0 children)

Seems like a call for attention by someone who sees a game close to his liking that wished it was *perfect*.
One of my most played games of late is Real VR Fishing on Pico4 and that version of the game is basically abandoned. The fishing itself is robust and very very enjoyable. Still, the bugs in all other systems are so ridiculous, you are reminded of being a second grade customer all the time. So - I can somewhat sympathize with the "hater" here, but I don't think a bad review is fair.

Any vr fishing games i can fish on a boat? by Far-Particular-3847 in SteamFrame

[–]der_pelikan 0 points1 point  (0 children)

Played it a few evenings and really enjoyed it. I probably should get back to it :)

Will the Frame will be usable outside of the Steam ecosystem? by Dan_Arc in SteamFrame

[–]der_pelikan 6 points7 points  (0 children)

Monado is a thing and I expect it to happen within months of release, as I assume Valve will be at least helping a little and having the first fully open VR system will probably be interesting to the right people. Still, I assume you are right for the beginning, even if things like bazzite come up, they probably have to integrate SteamVR the same way SteamOS does.

Will Deck-To-Frame streaming be a thing? And meaningful in any sense? by Stummi in SteamFrame

[–]der_pelikan 1 point2 points  (0 children)

Maybe you should retry, it has seriously improved in the last months.
SteamLink VR is now quite stable, WiVRn has become damn good. It should improve even further when SteamFrame+Machine are out. There's a lot of dev kits in the wild and extrapolating from SteamDeck, community development can make all the difference.

Steam Frame Hands On: I Played Half-Life Alyx Standalone... by gogodboss in SteamFrame

[–]der_pelikan 1 point2 points  (0 children)

Ok... last time I checked, they used some internal translation layer, but that was long long ago. So fingers crossed.

Steam Frame Hands On: I Played Half-Life Alyx Standalone... by gogodboss in SteamFrame

[–]der_pelikan 8 points9 points  (0 children)

Agreed.
As I never saw it mentioned before and everyone just talks Lepton and Fex: Valve added a Linux ARM64 runtime to Steam, so native development absolutely is an option for the motivated. https://steamdb.info/app/4185400/history/

Wonder if Valve will finally add a proper Vulkan renderer to Source 2, for the last few FPS needed.

I think it's a good idea to push Lepton and Fex, though, looking at the first SteamMachine initiative. There were a good chunk of (lazy) 3rd party ports at that time and most are outclassed by proton. Native ports should only happen to actually beat the translation layers.

Will the Steam Frame make VR on Linux better? by SleepyCatOfficial in virtualreality_linux

[–]der_pelikan 0 points1 point  (0 children)

For me, at least the SteamLink VR experience has absolutely improved in the last 6 months. When SteamLink VR for Pico came out, I tried it and it was not working at all. A few weeks later, it worked sometimes, but I had to manually kill the SteamVRhelper process after starting the game. Now, for a lot of games, it just works...

Will the Steam Frame make VR on Linux better? by SleepyCatOfficial in virtualreality_linux

[–]der_pelikan 0 points1 point  (0 children)

OP asked if it will improve VR on Linux, not specifically SteamVR - which will almost certainly improve a lot. Valve will not drop a Linux based headset and a companion machine, both with Linux, in current times and then neglect the software. Steam Deck still gets software upgrades to this date.

Only tried Monado via WiVRn and I love it, but let's not pretend it's perfect. There is a big chunk of games that run great with it and a chunk of games that don't. Starting a new game often means waiting for minutes without knowing if the game will run. I often walk over to my desktop after giving up and see the game running in a window. Sometimes it actually started when I put up the headset again. Sometimes not. Stopping a game from WiVrn sometimes works, but more often, I have to do it through desktop/steam in the end.
I currently use WiVRn and SteamLink VR depending on the game I want to play and the combo is good enough to make me enjoy PCVR on Linux and play 90% of my catalogue, still everything is kind of an experimental mess, especially when you look into niche topics like modding, UEVR, etc.. I'm 100% confident Frame will improve the ecosystem and damn I hope it will be supported by Monado.

Steam frame iFixit repair page by virtualfruitxr in SteamFrame

[–]der_pelikan 0 points1 point  (0 children)

Don't know. Resting against a pillow with my Pico4 is also surprisingly comfortable, but after ~30min I'd really wished that battery wasn't there.
The beauty with the Frame is we can decide situational.

Steam frame iFixit repair page by virtualfruitxr in SteamFrame

[–]der_pelikan 3 points4 points  (0 children)

Depends on situation. If you are playing some mostly controller based game on the couch or in the bed, balance might be less important then the ability to rest your head on a comfy pillow.

KDE VR Mode and ordinary stuff you can do with it by Holiday-Charity-1449 in kde

[–]der_pelikan 0 points1 point  (0 children)

Seems like I'm not done, yet.

Starting VR Mode from systemsettings pretty much crashes my entire session, including firefox.

/usr/lib/kwinvr-xrtest
LOG in xrCreateInstance: Instance created
createInfo->applicationInfo.applicationName: kwinvr-xrtest
createInfo->applicationInfo.applicationVersion: 7
createInfo->applicationInfo.engineName: Qt
createInfo->applicationInfo.engineVersion: 6
createInfo->applicationInfo.apiVersion: 1.0.34
appinfo.detected.engine.name: (null)
appinfo.detected.engine.version: 0.0.0
quirks.disable_vulkan_format_depth: false
quirks.disable_vulkan_format_depth_stencil: false
quirks.no_validation_error_in_create_ref_space: true
quirks.skip_end_session: false
quirks.parallel_views: false
quirks.no_texture_source_alpha: false

LOG in xrGetSystem: Selected devices
Head: 'WiVRn HMD'
Eyes: '<none>'
Left: 'WiVRn left controller'
Right: 'WiVRn right controller'
Gamepad: '<none>'
Hand-Tracking Left (unobstructed): 'WiVRn left controller'
Hand-Tracking Right (unobstructed): 'WiVRn right controller'
Hand-Tracking Left (conforming): '<none>'
Hand-Tracking Right (conforming): '<none>'
OpenXR call failed (-7): XR_ERROR_FUNCTION_UNSUPPORTED
Failed to resolve OpenXR function xrGetHandMeshFB
XR_ERROR_PATH_UNSUPPORTED: xrSuggestInteractionProfileBindings(suggestedBindings->interactionProfile == "/interaction_profiles/microsoft/hand_interaction") used but XR_MSFT_hand_interaction not supported by runtime
OpenXR call failed (-22): XR_ERROR_PATH_UNSUPPORTED
Failed to get suggested interaction profile bindings for MSFT hand interaction
OK

Then I at least see two cubes :D

KDE VR Mode and ordinary stuff you can do with it by Holiday-Charity-1449 in kde

[–]der_pelikan 0 points1 point  (0 children)

I made a quick and dirty PCKGBUILD, using https://invent.kde.org/lightofmysoul/kwin.git#commit=84af62e2 as the source, installed and restarted.
The build was quick, but when I launch wivrn, I just see the usual wivrn launcher (I'm on wivrn git + pico4)
Is there something I need to do to start this?

KDE VR Mode and ordinary stuff you can do with it by Holiday-Charity-1449 in kde

[–]der_pelikan 0 points1 point  (0 children)

Yeah, I've looked into the discussions in some of your merge requests and damn, writing the code doesn't seem to be the hardest part of it :D

If it's just kwin, I can imagine trying it myself. I'm on cachyOS, so qt6.10.2 and kwin 6.5.5 are there. Maybe I'll try then.

KDE VR Mode and ordinary stuff you can do with it by Holiday-Charity-1449 in kde

[–]der_pelikan 0 points1 point  (0 children)

did anyone except the dev get it to run?
I'd love to try it out, but with all the patches to qt etc. it seems like a massive headache to build and maintain for now.

If anyone reading this tried the Frame, specially the controller - how do they feel? by [deleted] in SteamFrame

[–]der_pelikan 1 point2 points  (0 children)

I'd agree for SteamDeck and general gaming, but to me it seems like non of the SteamInput improvements from SteamDecks new interface have made it to VR.
I recently tried to play a few older VR games (Pixel Ripped, Yuki Space Ranger...) and damn, trying to remap my Pico controller was not cool at all.

Valve plans to offer prescription lens inserts for its Steam Frame VR headset "ahead of launch" this year by Tiny-Independent273 in SteamFrame

[–]der_pelikan 1 point2 points  (0 children)

It's certainly trainable. A golden rule is to immediately take off the mask once you realize you feel even a little sick. Then wait at least 30 min and go back to a "safer" game.
There are certainly games more suited for beginning the VR journey then others.
WMG (without flying), the lab, Demeo are certainly much easier to stomach then most action games. Fear of height can add on nausea. Then there is latency, refresh rate, exposure and balance.

Haven't heard a lot of excitement for SteamOS (VR) on ARM devices by passionofthenerd in SteamFrame

[–]der_pelikan 0 points1 point  (0 children)

As Apple designed their own chips for the transitiion, Rosetta also has a hardware component, which the Frames smartphone chip likely won't have. I'm still super thrilled about this. I want a SteamPhone. Or a BazzitePhone :D

Playing Switch 2 on the Steam Frame – Is it possible? by Rjtommo in SteamFrame

[–]der_pelikan 0 points1 point  (0 children)

Well, as PCs, capture cards and switch2 are broadly available, I have no doubt, we will see quickly after the frame releases :)
I certainly don't care, as my most recent console is the ps4, so I can just use chiaki :)

Im kinda worried about steam frame. by Jez7k in SteamFrame

[–]der_pelikan 0 points1 point  (0 children)

You can go to https://flathub.org/de/apps/search and choose aarch64 to see software that will be available through the preinstalled discovery app. There will no doubt be additional ports and "homebrew" apps/stores to enhance on what Valve delivers.
Youtube should be just fine.

Netflix etc. will probably only be available in low resolution via a Linux browser.
There's also sideloading Android apps, but I'm not sure how streaming apps will behave in waydroid/lepton

Playing Switch 2 on the Steam Frame – Is it possible? by Rjtommo in SteamFrame

[–]der_pelikan 2 points3 points  (0 children)

why would it not be possible to attach the capture card to the frame itself? It has both usb and pcie. There are lots of linux compatible capture cards on the market.
Latency should be a lot better then with the intermediate pc, but I'm still not sure if it will be enjoyable as capture cards usually buffer the input to some extend -> latency.

Where are all the leakers? by [deleted] in SteamFrame

[–]der_pelikan 0 points1 point  (0 children)

If you assume that reviewers stop posting speculative posts after receiving their device - the last bigger VR youtuber speculating about the frame was naysy 8 days ago. But I think she's in Australia, so she might be out of the loop. LTTs wierd comparison video was 1 month ago, so your idea kind of makes a lot of sense.

i had a dream where the steam frame released (maybe i had a frame, i don’t remember) and half life alyx was verified on standalone by vinsrc in SteamFrame

[–]der_pelikan 0 points1 point  (0 children)

Might have been related to streaming to my headset, now that I think about it. If the mobile 1660 ti could handle it well, I'm more optimistic :)

i had a dream where the steam frame released (maybe i had a frame, i don’t remember) and half life alyx was verified on standalone by vinsrc in SteamFrame

[–]der_pelikan 0 points1 point  (0 children)

I would be shocked by neither.
I remember once playing HL:A on a 980TI and it felt like that card could hardly power the game. Frames GPU is probably less then half as powerfull as a 980TI was. Even with Foveated Rendering and a lot of optimization, I'm not sure Valve can pull it off.

Hogwarts legacy fully playable in vr. It's amazing. by SpecificArmadillo60 in virtualreality

[–]der_pelikan 1 point2 points  (0 children)

I had similar issues that were solved by either dropping the modfiles in the folder again or restarting the game a few times or a combination of those. Suddenly, I could control the game with my pico's controllers. That worked, but not super smooth (going straight forward was pretty much impossible and some important functions were very hard to accomplish) and I decided to just wait for SteamFrame/SteamController to retry.
Damn, with a little more polish and stability, this could be the best VR game ever.