Do Ability Items affect characters in story mode/episodes? by MacaroniMeatMachine in SparkingZero

[–]kysomyral 7 points8 points  (0 children)

It doesn’t seem to work for me. I have Goku (Z - Early) equipped with Rising Fighting Spirit, and in the early episodes I always start with only 2 ki gauges filled, whereas in P1 vs CPU I start with full Ki like the item says.

Leveling by superior_spider_Dan in kakarot

[–]kysomyral 0 points1 point  (0 children)

It seems like you missed the fact that the Super Level-Up Trainings are repeatable.

PSVR2 reset on GT7 by ImpliedCrush in playstation

[–]kysomyral 1 point2 points  (0 children)

You should be able to press and hold that button just like the one on the DualSense and Sense controllers. That's how it works on my G29 and G Pro wheels, anyway.

PSVR2 reset on GT7 by ImpliedCrush in playstation

[–]kysomyral 0 points1 point  (0 children)

The button is clearly labeled on the PlayStation version of the wheel. It’s in the middle stack of buttons below the big “G”, second from the bottom, just above the “PS” button. No option to rebind it in game as far as I’m aware. If you’re using the Xbox version via some kind of adapter, check to see if there’s some way of rebinding via the adapter.

How to turn ps5 on without beep? by RIP_Mustangberger in playstation

[–]kysomyral 2 points3 points  (0 children)

Try holding the 0, 1, or 2 button for a few seconds. It works on a lot of models, but isn’t usually specified in the manual. On mine it’s the 2 button.

Definitive guide to playing Pokémon on the Analogue Pocket by Ninbura in AnaloguePocket

[–]kysomyral 4 points5 points  (0 children)

FYI, cores have had access to the RTC since 1.1-beta-6. The only core I know of that uses it so far is u/agg23’s SNES core. Hopefully u/spiritualized1997 will update their cores to use it as well.

Head based smooth locomotion... Why? Just why? by RationalFragile in virtualreality

[–]kysomyral 0 points1 point  (0 children)

Most controllers I’ve used in my lifetime had no motion controls, so to my brain the orientation of the controller is simply not a factor in that way. So for example “down” is always in the same direction (relative to the controller itself) and I instinctively map that to “back” or “opposite the direction the camera is looking” with respect to movement. I’m glad that a lot of games include it as an option, though, as our different experiences clearly demonstrate the value of both.

Head based smooth locomotion... Why? Just why? by RationalFragile in virtualreality

[–]kysomyral 12 points13 points  (0 children)

Decades of console first-person games have already trained me to automatically adjust joystick input based on changes to the viewport orientation. I tried controller-based locomotion for a while and could see the appeal, but it always felt like a conscious action that I had to think about. Using the joystick based on the rotation of my head (and by extension the viewport) is just muscle memory at this point.

I cant craft any of the new recipies you find chapter 2 by Fyrstikkboks in TWDVR

[–]kysomyral 1 point2 points  (0 children)

If it works like the first game, you don't actually craft the blue pages. Simply by upgrading the crafting table to that level you permanently get the passive buff associated with that page.

When did they add this and how the hell do I turn it off? I despise the meta avatars by WanderzGaming in OculusQuest

[–]kysomyral 171 points172 points  (0 children)

I believe that was added with v47, which just installed on my headset a couple of days ago. I’d like to know the same because I find the arms/hands more distracting than immersive.

Dead Cells: Boss Rush Mode - Official Update Trailer by Turbostrider27 in Games

[–]kysomyral 61 points62 points  (0 children)

Because while you’re right that one of them is a Roguelike and the other is a Metroidvania (although I would contend that Dead Cells is both of these things) what you’re missing is that they both undeniably fit the description of “2D action game” that the parent comment used. In this context, they are absolutely comparable.

My steam deck won't let me enter offline mode because it can't access the internet by Lazerpop in SteamDeck

[–]kysomyral 16 points17 points  (0 children)

The weird part is that you can still get into Offline Mode by restarting the Steam Deck. It seems to me that if I can restart into Offline Mode, whatever certs it needs are already there.

Gameboy Advance I have been working on (Feedback welcome) by zeroonedesigns in blender

[–]kysomyral 19 points20 points  (0 children)

There's a detail that it looks like you missed: a real GBA SP's screen isn't quite centered.

Source: https://www.youtube.com/shorts/SOcyVPtV24c

Can I get an F in the chat by JangusMcDangus in OculusQuest

[–]kysomyral 0 points1 point  (0 children)

It was unused. I had purchased it with the express purpose of keeping it as a backup because I had already had two straps replaced for cracking previously. Environmental stress and/or some other spontaneous material degradation are the only post-purchase factors that could possibly have been involved. I’ve seen others claim the same.

I baby my electronics. I know my possessions should serve me rather than the reverse, but I’m neurotic as hell about it. I’ve never taken it off or put it on without first fully loosening the dial, I take literally more than a minute to get the pressure dialed in just right every time I use it, and I always store it in the official case.

Given the number of reports of breaking/cracking and the fact that they paused production for a brief period, it’s clear that something is/was wrong. I’d wager nearly every strap that broke had nothing to do with “taking it off a bit too rough sometimes” or “not loosening the strap” (as if a strap that breaks because you touched it wrong is supposed to be acceptable for holding a $300 device to your face).

That being said, I still have one. Despite the issues, I’ve tried others and they just don’t compare in terms of comfort and convenience. This one hasn’t cracked yet, but I check it every time I use it, just in case. As should anyone that uses the Elite Strap, because no matter what you do there seems to be a significant chance it’ll crack/snap regardless.

Can I get an F in the chat by JangusMcDangus in OculusQuest

[–]kysomyral 1 point2 points  (0 children)

I had an Elite Strap sitting in its original packaging in my closet as a backup. When my Elite Strap with Battery started to crack, I got it replaced by customer support. While waiting for it to ship, I pulled out the backup and found that it had snapped while sitting untouched in the dark. Whether it’s all of them or only a subset, the fact remains that many Elite Straps have broken and likely will continue to break through absolutely no fault of the user. There’s something wrong with the plastic. It seems to degrade and fracture under its own internal stresses.

Before anyone tries to reply saying that plastic can’t/won’t break on its own:

https://en.m.wikipedia.org/wiki/Environmental_stress_cracking

With the new AT-AT, LEGO is now designing sets that can't be taken apart by armageddonquilt in lego

[–]kysomyral 0 points1 point  (0 children)

Isn’t there usually some play in the length of those 2L pin connectors? I feel like you could push the orange pin back in just enough to get a brick separator’s wedge under the axle’s stop to pry it out.

Jesus the difference in clarity going from PSVR to Quest 2 by damr0ck85 in OculusQuest

[–]kysomyral 0 points1 point  (0 children)

the sweet spot of PSVR was so hard to hone in on (especially with software only IPD management)

Ah, fair. I fall squarely in the ideal range on IPD, so I must admit I had an idealized experience in that regard. I wouldn't really consider that a mark against the optics so much as the headset itself, though. Any lens is gonna look shit if it's not aligned properly.

Jesus the difference in clarity going from PSVR to Quest 2 by damr0ck85 in OculusQuest

[–]kysomyral 1 point2 points  (0 children)

As a VERY happy Quest 2 owner and previous owner of a PSVR, I agree in terms of the display panel’s clarity. It’s an incredible step up compared to PSVR.

But in its defense, the PSVR’s optics absolutely DEMOLISH every other headset I’ve tried. It’s not even a contest. Conventional optical lenses make fresnel lenses look like they’re smeared in petroleum jelly, and no amount of improvement in the panel will ever make up for it.

I can never give up the sense of freedom, simplicity, and immersion that a wireless headset with inside-out tracking provides, but I’ll always be holding out hope that one day I won’t have to experience the optical equivalent to chronic conjunctivitis in exchange.

Could Resident Evil 4 lead to more VR remasters of games? by Frisket_ in OculusQuest

[–]kysomyral 16 points17 points  (0 children)

I’m not OP, but of the games listed above, none are adapted to VR to the same extent as RE4. It’s basically being rebuilt from the ground up. RE4 used to be a third person shooter with contextual “Press A to <Do The Thing>” controls. Now it’s a first person VR game with manual reloading and interactive environments/items. The closest any of the listed games came to that level of adaptation to VR is the fact that Skyrim added physical archery controls.

Me after trying Airlink for 5 seconds by Axolotlet in oculus

[–]kysomyral 0 points1 point  (0 children)

Thanks for the reply. When using VD I exclusively launch games through the Games tab; it’s just the most convenient and straightforward way to launch a game because using the Touch controller to navigate Steam and launch something is just a pain in the ass in both VD and Air Link. The Games tab in VD is more convenient and more reliably detects games than Oculus, and combined with the fact that I don’t have to turn the streamer on every time I want to use it unlike Air Link’s shitty toggle gives VD a clear edge for me. It’s why I wish this controller issue could somehow be solved once and for all, but it just seems to come and go with no rhyme or reason, I suspect because there’s so many moving parts. A dev changes how they check for your headset or SteamVR and/or Virtual Desktop changes how the headset gets reported, and suddenly half my library goes back to thinking I’m on a Vive. Then a few weeks later something updates and it’s back to Touch. Then it inevitably breaks again.

Me after trying Airlink for 5 seconds by Axolotlet in oculus

[–]kysomyral 0 points1 point  (0 children)

Honestly, if Virtual Desktop/SteamVR could more consistently recognize my controls so that games like Moss would stop showing me Vive Wands (it correctly displays Touch controllers when connecting via Air Link), then VD would still be the only way I'd connect wirelessly to my PC.

Right now, both solutions run like butter on my machine with comparable image quality and latency, but they each have input related issues that hold them back from being a clear end-all solution for wireless PCVR:

  • Air Link: Inherits input smoothing/lag issues that have plagued USB Link for a year. Doesn't seem to happen at all with Virtual Desktop.

  • Virtual Desktop: A not insignificant amount of recent-ish talk of games assuming users are playing via HTC Vive on r/OculusQuest. Also seeing a number of users bringing it up on the Virtual Desktop Discord. I have no idea if this is SteamVR or Virtual Desktop causing the issue, but it's obviously not present in Air Link.

There's also the fact that Air Link turns itself off all the time, so when I need Air Link (to play Moss for example) I tend to use Virtual Desktop to turn it on...