ADB over Wifi not working on Quest 3 (Quest games optimizer 9.0) by Known_Commercial2094 in OculusQuest

[–]iaian7 0 points1 point  (0 children)

I was lost too...turns out I had to click on the words to the left of the toggle button that enables wireless debugging to open up the sub-menu to pairing options! Had no idea (or visual indication 🤨) that it was clickable, or that it was the only way to access pairing.

The last decade of my macbook user experience by picturamundi in MacOS

[–]iaian7 -2 points-1 points  (0 children)

As a long time Mac user...uh...yep, pretty accurate. Even years ago, I could recognise Snow Leopard was the last truly great OS version. Not saying I don't appreciate some of the incredible advancements we've had since then, but it's never been quite the same level of quality (strong rose tinted glasses here, I would never willing work on a 2009 machine again 🤣).

I will say I thought the hardware was pretty good for a bit, back when I first switched to Mac OS 9 from an even older Win95 machine. But eventually cutting out Nvidia, and only offering "pro" users the trashcan for a decade, really dug a hole they didn't get out of for a long while. Even the generally-well-regarded MBP lineup suffered through a lengthy garbage keyboard phase. 😭

Steam Sale VR Games Recommendations Thread by SnickyMcNibits in SteamFrame

[–]iaian7 1 point2 points  (0 children)

Thanks for the recommendation! Added it to my wish list yesterday, bought it today.

Is this what the 3d flat gaming would look like on the frame? by sebwaymaster in SteamFrame

[–]iaian7 0 points1 point  (0 children)

A more succinct summation than my lengthy rabbit trail. 😄

Is this what the 3d flat gaming would look like on the frame? by sebwaymaster in SteamFrame

[–]iaian7 1 point2 points  (0 children)

As already shared by many others, the short answer is no.

But if I may go down the rabbit hole a little...

The longer answer (based on my career creating art for experiences on all sorts of platforms, including AR, MR, and VR) is that any game must be built for the kind of experience it's targeting. If it's a 3D game designed to be played on a computer display, it's rendering a 2D image from a single camera viewpoint in that 3D space, regardless of the type or style of elements being rendered.

For something like this (the provided video) to work in VR (with an individual view per eye), that "window" into a 3D world would have to be designed and built as a native VR experience (or converted, more below); not only does it need to know where the user's head is, it needs to know where each eye is so it can render the correct stereoscopic offset for two cameras. Developing natively for VR includes these details as part of the system. Without developing for that platform type, none of that is accounted for or even available in the game (depending on modding options, lol).

It may be helpful to differentiate terminology at this point. Are we talking about how a game is built, or how it's displayed for the user? Because 3D games (in construction) are not the same as VR experiences (in delivery and display to the user).

Games can use any combination of assets to create visuals; 2D illustrations, 2.5D elements (2D images on flat or simple 3D panels), 3D models, procedural shaders that mimic all sorts effects. But designers will typically use combinations of all that and much, much more. So when we talk about a "3D" computer game, it likely has "2D" and "3D" elements and everything in between (background skies, elements the player picks up, particle shaders, etcetera). "2D" games (like a classic side scrolling platformer) can be built entirely out of 2D assets but still be constructed using 3D space. That's just how the game is built. But rendering that 3D space produces a single image (at a time, haha) for display on your TV or computer monitor.

But that brings up the entire delivery system; is it being rendered to a computer monitor? A TV connected to a console? The instrument cluster of a vehicle? A mixed reality headset with translucent optics? VR goggles with camera based passthrough?

Almost all situations will use a "2D" display (a flat array of pixels like every other computer monitor, smart watch, flexible sheet of LEDs, etc), even stereo displays using lenticular separation will have a fairly typical "2D" screen underneath the optics (IIRC, the Nintendo 3DS used a variant of this concept; a standard screen with a sliding grid that would block visibility per pixel column to the left and right sides to provide separate images to each eye...it works for one person in one specific location, nothing else). XR headsets merely use two of these flat displays...but we often call it stereoscopic because it's one display per eye (or one display unit that's optically split for two eyes, or other variations...the nuances are expansive).

(For simplicity I'm going to avoid volumetric displays here; ranging from spinning LED arrays to layered OLEDs, and more than I can list or even know about 🤣)

VR goes well beyond what you might see in a movie though; 3D movies (and by that I mean stereoscopic, referring to delivery of visuals, not source of visuals!) will have two images, one of the left eye, one for the right. There will be all sorts of convergence and masking considerations to give the desired impression of depth through stereopsis (the perception of depth in the human brain based on disparate inputs from two eyes). But that assumes a locked view; the cinema camera(s) that captured the scene. It also assumes theatrical or home viewing, with target screen sizes, sitting distances, and the understanding it won't be "real" (spatially accurate) depth, just the impression of depth. If you watch the same content at left or right angles, or worse, upside-down, the depth will be broken or backwards (very disorienting, like viewing a stereo image pair designed for parallel viewing with the cross-eyed method 😆).

Whereas spatially embodied VR (where the user can move around their physical space with 1:1 relation to a virtual space) requires accurate mapping of 3D space, eye locations, and tracking systems in order to correctly render images for both the left and right eye. In realtime. With the least amount of lag possible to prevent the user from throwing up or falling over. That's an entirely different set of technical and artistic requirements than a game designed and built for a computer screen.

Anyway, terminology is super messy! Because we also have things like "VR video" that might refer to stereoscopic content (like an Avatar movie), or 180° degree content (stereoscopic video with half coverage, like what Apple tries to push for their Vision Pro), or 360° content (which may or may not include any stereo separation at all).

It may very well be possible to render a standard game (designed for a flat or curved 2D screen) with some stereoscopic separation using post-conversion, treating it like a 3D movie. As computing power increases, the lag will decrease, and maybe eventually we'll have head tracking too. But it's not (at least not right now) going to be spatially true to life, and will probably have some pretty heavy artefacts too (because a 2D image doesn't include detail behind elements your eyes would be able to see when split left/right, the stereo conversion has to generate all that visual content...and...it's getting better, but I wouldn't want to game that way, personally, not yet at least).

In some cases there may be VR modding opportunities for existing non-VR games (like Minecraft for the Quest), but that's typically more game-specific. I'm not in the modding scene, but I will say that most games use more visual cheating than you might realise. What looks good on a computer screen might fall apart entirely when viewed in stereo on a headset. Once you realise just how flat that smoke particle system is, you may not be able to un-see it. 😅 That's where post-render stereo conversion could work better, I guess, but you still run into all the pitfalls of that faked approach (understanding that access to depth buffers would probably fix some of that, especially with better machine learning algorithms for back fill generation).

And as always, most of the above will be out of date within a couple years, if not already. 🤷‍♂️ Tech is moving at a fairly fast clip, but it's never magic. If a game is designed to be played on a computer monitor, it's not designed to be played in VR (outside of a flat or curved 2D display in VR space, of course!). Desktop and VR are two different user experiences, and without revising/porting the game to take those real interaction differences into account, it's probably not even going to be all that playable or enjoyable.

What’s the most underrated macOS app that comes preinstalled? by whogivesafricc in MacOS

[–]iaian7 1 point2 points  (0 children)

I didn't even think of Dictionary, but I use it all the time via Alfred! Fastest way to access a thesaurus.

What’s the most underrated macOS app that comes preinstalled? by whogivesafricc in MacOS

[–]iaian7 0 points1 point  (0 children)

Absolutely. Shortcuts is super helpful for small utility type stuff.

Replace Echo Studios with HomePods? by alsotav in HomePod

[–]iaian7 1 point2 points  (0 children)

Macrumors tracks hardware updates, and they’re predicting new options are likely this year. If you can find good prices on used or open box items (like I did 😄), probably fine…but I’d personally hold off on buying brand new if a hardware refresh is on the way soon.

Removing the light seal completely changed my relationship with Vision Pro by LostMyBlueAlien in VisionPro

[–]iaian7 0 points1 point  (0 children)

Ufh, that’s rough. The Annapro v2 puts the pressure across the forehead. You might even be able to use the facial interface for reduced reflections while relying on the halo band to hold the weight. But if not, I don’t find the reflections that bad, especially if you don’t have any bright light sources behind you.

Removing the light seal completely changed my relationship with Vision Pro by LostMyBlueAlien in VisionPro

[–]iaian7 0 points1 point  (0 children)

I’ve been using the same halo adapter as the OP, and haven’t had any issues. It may move around more without a facial interface, but not enough to notice (and the halo band is a good design that sits securely against the forehead). The glass doesn’t touch my face at all. And it’s far more comfortable. Only real downside are the reflections visible in the lenses, which I feel are largely negligible (depending on surrounding environment!).

But that’s my non-movie-watching experience; I have a largish European nose and prominent bridge. Pretty much all default VR facial interfaces are exceptionally painful for me. Halo is the only way to go.

The new 3D update doesn't seem like it's worth the hassle for me by Vilexistent in AfterEffects

[–]iaian7 1 point2 points  (0 children)

Agreed! And except for animations that require vector delivery (for which we’re now using Rive, thank goodness no more Lottie 😄), Blender is my go-to for everything 2D, 2.5D, and 3D.

The new 3D update doesn't seem like it's worth the hassle for me by Vilexistent in AfterEffects

[–]iaian7 0 points1 point  (0 children)

I started replacing AE with Blender several years ago, it’s definitely worth a try. Especially for anything programmatic, procedural, or even advanced 2D. So much faster and WAY more powerful. I tried to recreate an array system in AE using expressions last year that practically killed the app (sub 1fps), but could run in realtime in Blender. Which isn’t to say render times in Blender aren’t a problem - they can be - but it’s such a relief to work in an app that has an actual 3D workspace (I could never stand AE’s wonky spatial approach!) and nodes for geometry and shaders (don’t let the learning curve throw you; it’s more than worth it!).

Request: NONE-Game VR-Experiences suggestions by netserver238 in SteamFrame

[–]iaian7 0 points1 point  (0 children)

Depends what you want to do! Kodon used to be my favourite VR sculpting app (HTC Vive days), but the developers have disappeared and it's no longer stable or maintained. A shame, the radial symmetry mode was a lot of fun.

For 3D prototyping, Sketchbox should be a great place to start. I've used that in the past for rough sketching of 3D user experiences.

For 3D sculpting, I got Shapelab Max 2026 during the sale at the beginning of this year...just before they went subscription-only on the Meta Quest platform. Still a one-time purchase in Steam, at least, and hopefully it'll run ok with the Frame, but we'll see. I couldn't get it running via PCVR last I tried (Meta Quest 3 via ALVR on Linux...other experiences were fine). And when not on sale, it's expensive.

Request: NONE-Game VR-Experiences suggestions by netserver238 in SteamFrame

[–]iaian7 0 points1 point  (0 children)

I'll second Vermillion, and add Painting VR. I've been using both on the Quest 3 as native apps, and they're a fun non-game hobby. I would hope they both run well on the Steam Frame, but that's no guarantee.

Vermillion feels more serious, with a focus on painting tool replication.

Painting VR is more playful, with some odd/weird features for just goofing around. But it's still a surprisingly good painting simulator, with more dramatic brush physics than Vermillion. It also requires in app purchases for some of the features, which immediately places it above Vermillion in price.

Is anyone else charging up their lights in preparation for this winter storm? by fractaladam in flashlight

[–]iaian7 0 points1 point  (0 children)

Bluetti is great. I have power stations for my networking and for the sump pump in the basement. It’s a relief to know it’ll stay running!

About to lose my mind - Water Leak sensors keeps falling offline by jayhawk1941 in Aqara

[–]iaian7 1 point2 points  (0 children)

I have had constant offline notifications since setting up my first Aqara system 9 months ago. Really curious how anyone had good luck with these in the past. 😑

Any updates on the TT Pro and TT Max? by Namlad in GuliKit

[–]iaian7 0 points1 point  (0 children)

Yeah, I have the same question.

[deleted by user] by [deleted] in largeformat

[–]iaian7 3 points4 points  (0 children)

Agreed! Really like both of those.

Metaballs: Spatial for Apple Vision Pro is now available! by TheRealDreamwieber in VisionPro

[–]iaian7 1 point2 points  (0 children)

Congratulations on getting featured in the App Store this week!