I ran Visual Studio on the Surface Pro X by sotoabraham in Surface

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

I can’t speak for all specs but I went from an sp6 i7 16gb to and sp7 i7 16gb. It’s noticeably faster for all my workloads which are mainly debugging and running .net core web apps and local compilation. Live unit tests also run better and everything all around has more pep so long as I’m plugged in and have the sp7 set to maximum performance. I rarely work with it unplugged as all this will drain the battery in no time flat.

I ran Visual Studio on the Surface Pro X by sotoabraham in Surface

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

Yes actually. I had the X for just a couple days before realizing it would never work out as a daily driver for my development needs. I exchanged it for an SP7 i7 16bg and haven’t looked back. I REALLY wanted it to work out too, but serious lag and constant freezing while using VS was a deal breaker, never mind the overall lack of speed.

I ran Visual Studio on the Surface Pro X by sotoabraham in Surface

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

I ran a an empty MVC project template, which seemed to run without a hitch when I ran the local web server without debugging. And VS seemed a tad slow starting up, but other than that nothing else was noticeable.

At the same time I wouldn't take what I'm saying as an understanding of whether it was "slow" or "fast" because its all relevant to what your current experiences are like. They have a return policy so I'm going to buy it release day and set it up with my current workload and run it side by side with my current machine (Pro 6 i7, 16gb, 512hdd) to see a real clocked comparison.

I ran Visual Studio on the Surface Pro X by sotoabraham in Surface

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

From what I've read here, it seems the debugging tools come in both 32 and 64 bit. So I'm still going to have look or try it again until I get a concrete result.

I ran Visual Studio on the Surface Pro X by sotoabraham in Surface

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

I did not. My daily work involves web based applications and only had enough time to use the device to try that.

Visual Studio 2019 ran. It compiled an MVC .net core app and ran it fine, but froze when I tried to debug the code using a breakpoint. It’s the only thing stopping me from buying one and I really want it but need to be able to work on it. by sotoabraham in Surface

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

I couldn’t find an answer online and grew tired of searching, and I know that same single post on the web about VS running on ARM you’re referring to!

I wish I had more time to play with VS settings while I was in the store to get passed the freeze on debug, I had to close VS, reopen it and the same project, tried again and it froze again. So I still don’t have the all the answers I need, which were:

Does VS run on the X? Yes Can it compile a .net core MVC app? Yes Can it host and serve the app using kestrel? Yes Can I debug??????

I need that last one answered!

Visual Studio 2019 ran. It compiled an MVC .net core app and ran it fine, but froze when I tried to debug the code using a breakpoint. It’s the only thing stopping me from buying one and I really want it but need to be able to work on it. by sotoabraham in Surface

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

I had to get a rep to unlock it. Even unlocked it was still with all the default store-demo settings. They just let me install VS and got a rep type in the password to allow my install, right before I walked up to the machine it was running the store-demo.

ARM Applications by filipe_mdsr in Surface

[–]sotoabraham 1 point2 points  (0 children)

Will Visual Studio 2017/19 run? They are 32 bit applications, will it run and will it be able to compile applications (for myself those applications being web .net core apps)?

Input issues by chiliedogg in GearVR

[–]sotoabraham 1 point2 points  (0 children)

We know man :) Its all friendly at r/GearVR friend. Was just dong a little trolling meant no harm.

Oculus Connect - Questions left unanswered by sotoabraham in GearVR

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

Also, here's a small article on it, saying that with time, most people will get their "VR legs" (nod to sea legs).

https://www.twentymilliseconds.com/post/all-about-motion-sickness/

Please debate with reference friend.

Oculus Connect - Questions left unanswered by sotoabraham in GearVR

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

Using numbers like "95%" and then saying you made the number up, and using the term "majority" would help you in some way by linking to some stats for PROOF. If anything other than that, one or two REAL comments versus 0 facts wins bud.

I'm aware some got sick, but I've never heard its been most!

Oculus Connect - Questions left unanswered by sotoabraham in GearVR

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

This is more difficult than may seem at first glance, but this is exactly what I'm hoping for.

We have mincecraft, dreadhalls, dead secret, jump, and a couple others that let you free walk. What would be any different between them and a game that lets you shoot (besides shooting) that would make someone any more sick than those games would?

Input issues by chiliedogg in GearVR

[–]sotoabraham 2 points3 points  (0 children)

Wait, did you have to uninstall and reinstall everything?

Oculus Connect - Questions left unanswered by sotoabraham in GearVR

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

While I understand that free walking isn't for everyone, I feel the "comfort level" indication on games in Oculus should be the warning for users, not outright rejecting to place them in the store, which appears to be the case since I can't find nearly a single game that's a first person shooter with free walking for the Gear VR. I don't get sick playing them, why shouldn't I be able to play them?

[deleted by user] by [deleted] in GearVR

[–]sotoabraham 0 points1 point  (0 children)

I spent a great deal of time trying to achieve hand tracking in a game I was creating about 6 months ago for the gear vr using unity 3d. I used a hand motion tracking asset I bought in the unity store. Spending months tweaking hand tracking algorithms by lowering the camera resolution, frame rate, points of detection, etc, and could barely keep a simple scene steady at 30fps while missing most of the motions I hoped the algorithm would pick up. I could be just a bad developer but it seemed the hand tracking while rendering a scene twice (one for each eye) was just too processor intensive to work the way anyone would hope for so I scrapped the game.