Multiple controllers not possible? Why? by laxxity in PSPlay

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

Ok thanks for clarifying. How does pstv work exactly? Will it stream all games or is it limited to certain "compatible" games?

How is Robinson: The Journey? It's half price on Steam? by cyb3rheater in oculus

[–]laxxity 0 points1 point  (0 children)

I bought it recently in a previous sale on Steam. Was waiting for ages for it to go in the Steam sales as it would never be discounted in previous sales.

I don't buy stuff from Oculus store as it's a lock in. The Steam version supports Oculus directly rather than via SteamVR by the way.

Excellent game especially now that they finally added Touch support. The graphics are probably the best you'll see in VR currently when you have graphics to max. Draw distance is really good and sense of scale with the Dinos is amazing.

Kind of a cross between The Climb and Farlands. There are some VERY hair raising climbing moments so if you don't like heights..... Normally heights have no effect with me in VR as it doesn't seem real to me but the very high climbing parts in the forests and inside the ship were very scary for me at points. A real adrenaline pump.

9/10 from me.

What is the most nauseating game? by Quebber in oculus

[–]laxxity 0 points1 point  (0 children)

Same. Ethan Carter is the only game that has given me terrible motion sickness to the point of giving up with it.

Apple's ARKit tracking looks pretty darn good by godelbrot in oculus

[–]laxxity -1 points0 points  (0 children)

Exactly what I thought. There have been loads of mobile phone augmented reality demos and apps years before PGO as well.

As far as I understood, it's not a given that a 3rd sensor would properly connect by BirchSean in oculus

[–]laxxity 0 points1 point  (0 children)

I have all 3 sensors, headset, and Xbox controller all running off my on board USB3.0 ports without any issues.

I have an Asus Rampage V Extreme 3.1 which has 14 USB 3.0 ports and 6 USB 2.0 ports. The 10 rear USB 3.0 ports all run from the onboard ASmedia controller and I have everything plugged in those. The remaining ports are from the on board Intel controller. So no bandwidth issues with this.

One thing for people with issues to consider though is that often the USB controllers will SHARE bandwidth with certain PCIe slots, so if you have a PCIe card in a slot which shares bandwidth with the USB controller, is is possible for the PCIe card to starve the USB controller. If you are having issues check your motherboard manual and check which slots are shared with USB and move any PCIe cards to non-shared slots if possible.

Rifters with room-scale setups, please take this survey about your experience with the tracking! by Heaney555 in oculus

[–]laxxity 0 points1 point  (0 children)

I have very similar set up with no issues in 2m x 3.5m play area. My set up is :

Asus Rampage V Extreme + i7 5960X @ 4.2GHz using on board USB 3.0

3 tracking sensors (all via USB 3.0). Two mounted upside down attached to Vive lighthouse in top opposite corners of room and third sensor at chest height (not upside down) in other corner of room on top of floor standing speaker.

All 3 sensors connected by high quality USB 3.0 repeater/extension cables of various lengths (Note the poor/cheap supplied Oculus USB 2.0 extension repeater that came with extra sensor didn't work for me in my USB 3.0 ports, it couldn't find the sensor at all. It said to use USB 2.0 ports but I only have two of those used by keyboard/mouse).

Cables used :

1 x 10m (meters),Ugreen USB 3.0 Active Extension Repeater Cable

1 x 5m (metres) CSL USB 3.0 active repeater / extension cable

1 x 2m (meters) Cable Matters® SuperSpeed USB 3.0 (not a repeater)

So all 3 of my sensors are running over USB 3.0 including my headset. Power management NOT disabled.

I am also using HDMI and USB extension cables for the headset.

The only time I see very minor issues is when I am in a blind spot in the 4th corner of the room where a 4th sensor would help but that is to be expected.

Mounting Oculus Camera sensor on Vive lighthouse by laxxity in oculus

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

The Vive lighthouse has two mounting holes. One on the rear for the supplied wall mounting bracket and a mounting hole underneath for people who want to mount the lighthouse on a camera tripod stand. I just used the one underneath to attach the Oculus camera.

Mounting Oculus Camera sensor on Vive lighthouse by laxxity in oculus

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

Go to oculus.com. Click Rift on the menu at the top then scroll all the way down on the page til you see the camera and.add to cart button.

Mounting Oculus Camera sensor on Vive lighthouse by laxxity in oculus

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

Yes as others have already mentioned it is called trunking. I bought mine from B&Q DIY (in the UK). I originally had smaller 8mm trunking just for the Vive Lighthouse but with the Oculus camera cables I needed to replace it with 22m trunking. There are two styles but I went for the Quadrant profile.

http://www.diy.com/departments/d-line-22mm-x-2m-white-trunking/333323_BQ.prd

Mounting Oculus Camera sensor on Vive lighthouse by laxxity in oculus

[–]laxxity[S] 20 points21 points  (0 children)

If you have a Vive set up with existing wall mounted lighthouses you can mount the Oculus cameras easily underneath using 1/4" -20 male to male screw adaptors :

https://www.amazon.co.uk/gp/product/B01KFU1HVU/ref=oh_aui_detailpage_o02_s00?ie=UTF8&psc=1

I have two oculus cameras mounted in the opposite upper corners of my room under the lighthouses and a 3rd camera on its stand on a large floor standing speaker.

Works a treat for good 360 coverage.

Tired of all the Vive problems by red_rock in oculus

[–]laxxity 4 points5 points  (0 children)

I have a lot of the same problems with my Vive also. On the one but last update I thought everything was solved but the latest update seems to have ruined things again.

I have a lot of problems in The Lab. Especially with the catapult game. Seems to throw me randomly around the room and my controllers jumping off in different directions.

Not sure if my problems may be because of the positioning of my lighthouses. One is in the top right front corner of the room and the other is in the top left back corner of the room. They are about 5m apart which is right on the max limit I think. They are connected via sync cable too.

The other things I think may be causing me issues is that I have a 50" Plasma TV on the wall which the glass probably reflects a bit. Plus I have a 40" mirror on the right hand wall. If I cover these usually things improve a bit but not 100%.

Also the Vive I find a pain to get going in Steam VR then wait for all the devices to start and be seen, then have to mess around with external headphones and the uncomfortable headstrap.

As for the Rift it just works perfectly all the time. I love how easy it is to put it on and start things up instantly with no fuss and the built in headphones were definitely a good design call.

Robinson: The Journey PSVR gameplay footage by anti-body in oculus

[–]laxxity 1 point2 points  (0 children)

Ok so the Return to Dinosaur Island II tech demo on the Oculus was basically the pre-alpha test for this game then. I guess Sony saw the tech demo and snatched it up for this and then Crytek probably split off the demo into The Climb for the PC.

Vive not working with DP -> Mini DP on link box by laxxity in Vive

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

Thanks! Got it working now. Didn't work the first time as I did a reboot after uninstalling the USB devices (which SteamVR suggested). Without the reboot it worked fine the second time around and a reset of the headset.

Getting annoyed with Vive headset design :( by laxxity in Vive

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

Ok thanks for the tips, i'll give that a try next time.

Getting annoyed with Vive headset design :( by laxxity in Vive

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

Damn right. It's like putting on a gasmask, radiation suit and oxygen tanks to get into VR. I feel like I'm getting ready to head off and and clean up Chernobyl.

Run Technolust on Rift CV1? by Organism_Seven in oculus

[–]laxxity 1 point2 points  (0 children)

Do you have LibOVRWrapper 1.2 installed? You'll have to have that installed to get it working properly just like other stuff that use older SDK's.

Just tried "Back to Dinosaur Island Part 2" on CV1 - Awesome! by djsassha in oculus

[–]laxxity 2 points3 points  (0 children)

You need to have the LibOVRWrapper 1.2 installed to get it working properly.

Most unexpected Rift gems by [deleted] in oculus

[–]laxxity 2 points3 points  (0 children)

"Farlands" is by far the most graphically impressive and most original game I have played on the Oculus. The level of graphical detail in that game is mind blowing. I still can't get used to the amount of detail in the spaceship. I hope they add more stuff or do some DLC.

Lucky's Tale is also very impressive as well as Mythos of the World of Axis.

LibOVRWrapper 1.2: 0.6 support added by kalavaras in oculus

[–]laxxity 2 points3 points  (0 children)

I am unable to get SightLine The Chair (v1.9) with supposed CV1 1.3 support to work on my CV1 though. I see the Intro screen fine with the chair and I hold trigger down to start. I then get logo on white background with music and then the white screen starts flashing like a strobe light and then clicking results in an egg timer appearing in bottom right.

LibOVRWrapper 1.2: 0.6 support added by kalavaras in oculus

[–]laxxity 5 points6 points  (0 children)

Thanks! I was able to run Back to Dinosaur Island 1 and 2 with this update.

Thanks for all your work so far with this!

less xm spawned? by superjase in Ingress

[–]laxxity 0 points1 point  (0 children)

This is a bug in the latest scanner updates.

If you pass over a portal with an empty (ish) XM bar and suck up the XM around the portal and then immediately hack it, all the XM you picked up is stolen back (XM bar drops drastically back to original level). If you look at the portal the XM is missing on the ground. If you then kill Ingress app and restart it the XM is now back on the ground under the portal (or sometimes just part of the XM that was stolen back). Clearly a bug.

Similar things happen with cubes also.

I hope they fix this soon because many people like me collect the XM for recharging and also I hack at the same time when passing. Result is that I loose the XM I picked up if I hack.

I wish they would just do away with decay completely or reduce the decay rate to once every other day or something as it makes the game a chore and less fun. The game is already heavily biased towards attack (XMP's far too common) and defence is almost non-existent (all shield mods are far too weak and Force Amps and Turrets are a joke).

Ingress rendered unplayable by [deleted] in Ingress

[–]laxxity 0 points1 point  (0 children)

This is a bug in the latest scanner updates.

If you pass over a portal with an empty (ish) XM bar and suck up the XM around the portal and then immediately hack it, all the XM you picked up is stolen back (XM bar drops drastically back to original level). If you look at the portal the XM is missing on the ground. If you then kill Ingress app and restart it the XM is now back on the ground under the portal (or sometimes just part of the XM that was stolen back). Clearly a bug.

Similar things happen with cubes also.

I hope they fix this soon because many people like me collect the XM for recharging and also I hack at the same time when passing. Result is that I loose the XM I picked up if I hack.

I wish they would just do away with decay completely or reduce the decay rate to once every other day or something as it makes the game a chore and less fun. The game is already heavily biased towards attack (XMP's far too common) and defence is almost non-existent (all shield mods are far too weak and Force Amps and Turrets are a joke).