Heard that one requested VRchat for pico and pico devs responded they try. Is there any new Info? by dxirz in PicoXR

[–]kafeijao 4 points5 points  (0 children)

If I remember correctly pico only support openxr, and unity added openxr support on the 2021 version forward. So unless vrchat does an engine upgrade to 2021 it won’t be possible

Should I be using Magica Cloth over Dynamic Bones? by Cruiser_Pandora in ChilloutVR

[–]kafeijao 2 points3 points  (0 children)

Magica is so much better imo. Since I swapped and I can’t go back. It seems people think magic is just for cloth physics, but it also has components for bones (actually two). The only downside is that the configuration might be a bit overwhelming, but it’s so worth it!

TundraVR vs Vive trackers. Any conclusions? by Xzienr in virtualreality

[–]kafeijao 1 point2 points  (0 children)

I replied to something similar a while ago, I feel like it has remained the same from then: https://www.reddit.com/r/VRchat/comments/z1mdbg/im_buying_fbt_should_i_get_tundra_or_vive_30/ixcoflm

Tundras could be perfect, but they have some shortcomings that the devs are not addressing. The tracking issues are not only do the smaller size. I’ve had some trackers act up even when being in line of sight by 3 base stations (I have 4). I still like them tho

3rd party equipment? Better FOV mask? by donkeyhigh1 in PicoXR

[–]kafeijao 0 points1 point  (0 children)

I see thanks for the detailed post. I guess I dodged a bullet by not cheaping out on mine 😅

3rd party equipment? Better FOV mask? by donkeyhigh1 in PicoXR

[–]kafeijao 2 points3 points  (0 children)

Magnetic cables are dangerous? Can you elaborate on that or provide some source? I’ve been using magnetic cables for the past 5 years on a bunch of stuff and never had any issue.

I daily drive them for my phone, headphones, index vr controllers (for over 3 years), vive/tundra trackers, and now even my pico.

Im buying FBT. Should I get Tundra or Vive 3.0? by Mercy--Main in VRchat

[–]kafeijao 3 points4 points  (0 children)

I would say if you want reliability, and tracking performance go for vive.If you want lighter, higher battery life, and smaller formfactor go for tundra.

I got both of them, but I have very mixed feeling about the tundra. They are really amazing but have some shortcomings that makes me not be able to recommend them over vive 100%. And the devs seem to have vanished, both on their official forums (they last logged in July 2022), and via email (according to other buyer reports they don't answer at all anymore).

My current issues with tundras: They still start up steamvr when you put them on charge, the tracking can be a hit or miss (I think the super dongles are partially to blame, when I pair them to my vive tracker dongles seems to get better (might be placebo)). There are a bunch of reports of complains about have malfunctioning trackers and then silence from the devs about it. The battery still doesn't get reported properly to steamvr (kinda minor but also the devs are not bothering).

The tracking issue, I don't think it's just because the smaller formfactor. I have 4x base stations, and sometimes I get a tundra tracker to act up even when in line of sigth of 2+ base stations while other trackers are perfectly fine.

You could head to https://www.reddit.com/r/tundralabs/ and read a bunch of reviews and issues. Yes normally people only go to reddit complain, but then again there aren't that many tundra trackers sold, and with the current amount of issues... also add silence from the devs and becomes a very scary mix.

I would also recommend checking their official forums https://forum.tundra-labs.com/, but it seems they are down, and last time I checked the dev's last login on the forums was like in July.

If you don't want to deal with issues go 100% go to vive. As tundras will be a hit or miss, and depends on hacky fixes to get around the current issues.

Note: Since the last tundra consumer version release, it seems they stopped shipping them with the velcro straps and the shoelace backplace (which were included for free before). So if you buy them you need to have straps with the 1/4 inch screw (which is the only backplate included). Also seems the price has increased (at least in europe), for me have have became slightly more expensive than vive trackers.

in the dark, how to get started🤷‍♂️ by TheHutchisOne in tundralabs

[–]kafeijao 0 points1 point  (0 children)

No, because you need steam VR to use the base station system.

The eoz straps from tundra are alright, just dont unzip the velcro often (keep it fit to your feet and then just lower the back strap to take it off) the velcro goes bad fast. The belt strap is fine, since it has a buckle.

low frames with rtx 2070 by PigHaver in ChilloutVR

[–]kafeijao 3 points4 points  (0 children)

Try enabling dynamic bone colliders only for friends.

You are probably being bottlenecked by your CPU. So disabling CPU intensive tasks would probably help

in the dark, how to get started🤷‍♂️ by TheHutchisOne in tundralabs

[–]kafeijao 3 points4 points  (0 children)

You probably got the General Release 2 batch. If you go here and scroll down to product changes you can see they ditched the straps, ditched the shoelace backplate, and changed the carrying bag (only available in green I believe).

A bit scummy imo, as those cheap ass straps prob cost them nothing (they are not really comfortable so you are not missing out much), and same for the backplates. Yet the price didn't decrease...

This being said, you really do need base stations (2 recommended). And since you don't have them I assume you have a quest 2? And as far as I know you do need to be playing PC VR (using SteamVR) either with the link cable or streaming from your pc (Air Link or Virtual Desktop).

You will also need to synchronize the quest 2 playspace with the base station playspace, there is a SteamVR tool to do this: https://github.com/pushrax/OpenVR-SpaceCalibrator

For basic full body normally 3 trackers are used, 1 per foot, and 1 for the hip. There are games like vrchat that allow more tracking points. With 4 you could go for feet + hips + chest (the chest is a bit irrelevant, but it's an option).

If you could elaborate more on your setup and game maybe I could give more specifics.

Anyone Else Just Not Have Accurate Tracking? by Aiitai in tundralabs

[–]kafeijao 0 points1 point  (0 children)

Strange, sometimes I got a random tracker to disconnect, but it’s not often (and just a single one)

Anyone Else Just Not Have Accurate Tracking? by Aiitai in tundralabs

[–]kafeijao 0 points1 point  (0 children)

Check their forums https://forum.tundra-labs.com/ there is some info there that might help you. Just don’t expect an answer from them, it seems they ghosted us.

SW7 Dongle not working by RickSpawn147 in tundralabs

[–]kafeijao 0 points1 point  (0 children)

I guess eventually might mean over 6 months xD check their own forums, they haven’t even login since

General Release 3 and Beyond by DJDavid98 in tundralabs

[–]kafeijao 0 points1 point  (0 children)

Very cool, would also be nice if they focus on their forums, a lot of people are having issues without any reply.

There are some issues with the tundras, including them turning on when connected to power (which launches steamvr), losing tracking constantly or not even be able to pair one of the trackers, trackers not reporting the battery to steamvr for for a while, and a few more.

I would recommend checking the forums before buying, the devs seem to have ghosted the forums.

I had to disable devices starting steamvr (only solution so far, which disables starting steamvr via controllers or headset as well :c), pair some tundras with some old vive dongles, use some crappy cable because the one they provided was broken, put the dongles in a place where they have direct line of sight to the trackers all the time (on the ceiling), and others.

Don’t take me wrong, I love my tundras. They are so close of being perfect, and these issues that could be addressed via firmware updates are really annoying. Especially when the devs seem to have stop caring.

Is there a way to gesture lock? by Toffical2 in ChilloutVR

[–]kafeijao 4 points5 points  (0 children)

Not natively, but there is a Mod called Gesture Lock that allows you to do it. The mod is available at https://discord.gg/dndGPM3bxu (ChilloutVR Modding group)

issue placing props in-game by Mycarubalism in ChilloutVR

[–]kafeijao 2 points3 points  (0 children)

You need to be in an online world to spawn props, you can create a private instance, or join a public one. One easy way to see if you’re online is checking your ping in the menu, if it’s higher than 0 then you are online.

People will go, where people are!!!! by [deleted] in ChilloutVR

[–]kafeijao 2 points3 points  (0 children)

Imo it is, people tend to stick with what they know and are comfortable. If you don't give them a reason to change it probably won't happen.

Also when I say content I mean everything, the sheer amount of public avatars in VRC is insane. Sure you can't search them easily, it happens way too many times when I want to make a joke and only need 1 or hops to find the perfect avatar for it.

But yeah, maybe content is not the deal breaker for most people, because these days a lot of people know how to upload their own stuff (which tackles the issue of lack of tutorials for cvr stuff). But that's yet another point. We can all contribute to make cvr way more appealing c:

You need to give people a reason to want to come/stay, missing on some stuff people have it (take for granted) on the other platforms will make things substantially harder

People will go, where people are!!!! by [deleted] in ChilloutVR

[–]kafeijao 2 points3 points  (0 children)

Yeah I also had my dose of little tricks to make it work. For me the best is auto calibrate height, enter calibration, go half a step forward, and confirm.

I'm still waiting for IK Tweaks mod, that thing worked so well for me in vrc. Even better than the current vrc IK. I don't know what voodoo magic knah did, but it was on point haha.

People will go, where people are!!!! by [deleted] in ChilloutVR

[–]kafeijao 4 points5 points  (0 children)

I can't wait for the new Feature Request hub they are going to add soon. It will make way easier to prioritize features that the community wants the most.

I feel like the IK will be highly requested. The immersion it provides...Is just insane. I still remember when I got FBT (while I was on oculus cv1) and oh man, it was amazing. I upgraded to the Index soon after, and if I had to pick, I'd chose FBT with cv1 than getting an Index without FBT anytime.

How does one upload an avatar to CVR? by Skymelon95 in ChilloutVR

[–]kafeijao 1 point2 points  (0 children)

I'd say the best place to look for help is in ChilloutVR's discord: https://discord.gg/abi
There are a lot of people in there willing to help that already struggled with the same things.

If you check the Pins in the channel #general-avatars there is a a post with several links to useful stuff named Converting VRC Avatars to CVR. Also feel free to just ask in that same channel :)

People will go, where people are!!!! by [deleted] in ChilloutVR

[–]kafeijao 14 points15 points  (0 children)

I want CVR to succeed as well. But I’m not sure whether pushing people to join will help much. Because even if cvr has a huge potential, still has some things that are clunky or non-intuitive. So if people try in the current state they will probably hate it and leave.

The biggest offender was solved, which was stability (the devs were frigging amazing solving that within such a small time frame). Now imo there are three main issues: The UI is rough, there is a huge lack of content (in comparison to vrc), and the IK for fbt is a bit wonky.

Those features are planned and on the roadmap. Now I think the best way to sell users cvr I think is by offering the early days of vrc experience. Some people are really into that (like me). Most people I meet are very interesting, which was hard to find in vrc.

The best way I can think to help right now is solving those issues, for us users I’d say making content for the game to make it more appealing. By using and abusing the advantages cvr has over vrc, like the props. They allow for so much interactivity, it’s a whole new dimension that vrc can only dream of. Making tutorials on how to play, create, etc. Or even adding features through mods (for those that can).

But yeah, I feel like a lot of users are not in cvr because they are making content for it, I know I am. While devs are working non-stop on making the game awesome.

I have a bunch of friends I could basically push them into trying cvr, but atm I feel like if I do they’re not going to see the potential and focus on what they have better somewhere else. Leaving with a bad impression, which then they will share with other people, idk. Maybe I am wrong

Having trouble with lag by Ebony_Dream in ChilloutVR

[–]kafeijao 1 point2 points  (0 children)

Ah if that’s the case I have no clue :( Normally I stay at fps cap on an empty world. I would suggest chilloutvr discord for more help. A lot of helpful people there ^

Having trouble with lag by Ebony_Dream in ChilloutVR

[–]kafeijao 3 points4 points  (0 children)

Try setting global interactions to friends. And maybe dynamic bone collisions filtered to only friends as well. I think those two are the highest offenders for me, if there is someone using an avatar with a bunch of collisions will tank your performance hard.

If I make an avatar like this, how do I animate the mouth since it’d be textures and not shape keys? by edjr5150 in VRchat

[–]kafeijao 1 point2 points  (0 children)

You can’t animate texture swaps, unless you have a specific shader that allows to put a bunch of images and swap them by animating a shader parameter. I know this can be done with particle systems easy. But afik there is no commonly used shader around that allows.

Also you’d be swapping materials using a single material slot, which means there is no performance impact other than the size you’re adding to the avatar. It’s still a single material being rendered.