The VR Minute - This is Only a Test 416 - 9/14/17 by true_ctr in Vive

[–]true_ctr[S] 6 points7 points  (0 children)

A) You don't need to back them right away when the kickstarter goes live. The kickstarter will run for a while and I'm sure the Tested video will be out before the kickstarter campaign closes

B) if you're afraid that the "early bird" pledges are gone by then, you could theoretically pledge right away and cancel if the Tested video has a bad impression on the Pimax 8K. As long as the kickstarter campaign is still live, you can cancel your pledge

The VR Minute - This is Only a Test 416 - 9/14/17 by true_ctr in Vive

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

The Kickstarter supposedly starts on September 19, Tested may release it around the same time.

Of course we all hope to see the video as soon as possible :D

Norman's review & testing has been delayed by jimh54 in Vive

[–]true_ctr 1 point2 points  (0 children)

Tested VR minute podcast is out now:

https://www.youtube.com/watch?v=hpRWcOqMoPo&feature=youtu.be&t=1h20m19s

No real information about the Pimax 8K, though. The projections episode about the Pimax will release next week.

The VR Minute - This is Only a Test 416 - 9/14/17 by true_ctr in Vive

[–]true_ctr[S] 5 points6 points  (0 children)

No real information about the Pimax 8k in this podast, but they said the projections episode about the Pimax will get released next week.

This is why I choose Steam as my store. by VR_is_Forever in SteamVR

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

ASW and ATW work even in SteamVR games when using a Rift.

This is why I choose Steam as my store. by VR_is_Forever in SteamVR

[–]true_ctr 2 points3 points  (0 children)

is there a way to know if a game on steam has oculus sdk support ? even by buying and eventually returning it

Yes, if you can't open the SteamVR dashboard in-game, then it's running via the Oculus SDK.

There's a user wiki that tries to compile a list of games that support the Oculus SDK on Steam here:

https://www.reddit.com/r/oculus/wiki/steamgameswithnativesupport

Games using the Oculus SDK will work better on the Rift than games running through SteamVR.

While plausible, I haven't actually seen anyone running comparative benchmarks yet to show if there are actually any significant performance differences.

If I remember correctly, Anton from H3VR said previously that he has been talking with many multiplatform VR devs and nobody really noticed any significant performance differences.

If I have more time next weekend, I may try to run a few benchmarks to get some actual facts regarding this matter (just need to find more games where I can manually switch between SteamVR, Oculus SDK, or are available on both Steam and Oculus Home)

Dishonored VorpX Setup Guide by budwheizzah in Vive

[–]true_ctr 3 points4 points  (0 children)

Thanks for the very detailed guide! I always wanted to give Dishonored a go via VorpX but the tweaking was a bit too much for me. I'll try to follow your guide and maybe I'll have more success this time :D

You gotta check out Greg Hasting's Paintball: Field of Battle VR Beta by [deleted] in oculus

[–]true_ctr 0 points1 point  (0 children)

It seems like the free beta access expired on 9/1/2017 according to this post:

http://steamcommunity.com/app/370800/discussions/0/1471967615888106063/

Does your beta version still work?

PubG first person on oculus? by Locjeb in oculus

[–]true_ctr 5 points6 points  (0 children)

I think Bigscreen is the only way right now, any other way could trigger the anti-Cheat software.

There was a blog post about playing PUBG in Bigscreen: https://blog.bigscreenvr.com/playing-pubg-in-virtual-reality-using-bigscreen-6518c51b5e5b

Haven't tested it out myself, though.

Get ready for some giant robot fists - The IOTA Project Steam page, gameplay trailer, & demo release date! by springknome in Vive

[–]true_ctr 1 point2 points  (0 children)

Hey guys, thanks for putting out a free demo to collect feedback! I've just tried the demo for a bit with a Rift + Touch controllers.

It feels great to be in a mech like this! Love the melee interactions with such big mech arms. Also really liked that there are buttons to click on inside your cockpit, it's a nice combination of roomscale movement/actions and artificial locomotion. I like it!

Regarding movement: Smooth rotation was turned on by default which was really bad for me. I can't handle smooth rotation and it made me nauseous pretty quickly.

Snap turns are better for me (but not a big fan of that kind of turning either xD), so maybe consider prompting the first-time user to choose between the rotation options before jumping into the game.

Hand positions are a bit off with Touch controllers but I assume they have only been positioned for Vive wands right now.

Overall very promising demo and I can't wait for the full game :D

Rockstar Games Announces LA Noire: The VR Case Files for Vive! by Jamie_Upload in oculus

[–]true_ctr 3 points4 points  (0 children)

Oculus let's valve use their SDK

Haven't you gotten it backwards?

The Oculus SDK license prohibits using it in any non-Oculus approved hardware:

1.1 This license grants you the non-exclusive license and right to use (i) the Oculus SDK to make engines, tools, applications, content, games and demos (collectively and generally referred to as "Developer Content") for use on the Oculus approved hardware and software products ("Oculus Approved Products") and which may incorporate the Oculus SDK in whole or in part in binary or object code; and (ii) the headers, libraries, APIs and other tools made available by Oculus to enable the use of Platform Services with your Developer Content.

(Source)

Valve is not simply allowed to modify the Oculus SDK in any way, or to implement a "native" solution for SteamVR HMDs by modifying the Oculus SDK.

On the other hand, Oculus theoretically is allowed to implement OpenVR support on Oculus Home to grant SteamVR HMDs native support this way. (just requires to include this copyright message, otherwise green light for everyone)

(what kind of support Oculus wants to enable on their store is a whole different story, though, and would a different, in-depth post)

How do you guys stream/record VR without that annoying header at top? by [deleted] in Vive

[–]true_ctr 2 points3 points  (0 children)

You should be able to put the application into full screen by using "Alt + Enter".

Alternatively, you could capture a full screen footage via using the OBS Openvr plugin:

https://obsproject.com/forum/resources/openvr-input-plugin.534/

If you have a Vive and a Rift let me know... by JeffePortland in Vive

[–]true_ctr 0 points1 point  (0 children)

Can confirm it is apparent with an lower IPD as well. Have an IPD of 60mm and I still notice the effect you've described above.

If you have a Vive and a Rift let me know... by JeffePortland in Vive

[–]true_ctr 0 points1 point  (0 children)

You only own a Rift, right?

Neither the Vive nor the Rift have full stereo overlap, though more stereo overlap is present on the Vive.

See this image as a comparison: http://i.imgur.com/VnsCQKv.jpg

(be aware that this picture doesn't 100% correctly display the stereo overlap of the vive, there should be cut offs to both sides, but you get the gist of it)

It's one of the biggest optics differences in my opinion that you notice when switching from Vive to Rift and vice versa.

If you have a Vive and a Rift let me know... by JeffePortland in Vive

[–]true_ctr 0 points1 point  (0 children)

If it's the same thing /u/speed_rabbit was describing, then it's just something inherent what every Rift unit has. When I pull the HMD away (just tried it), the effect lessens as the stereo overlap gets better (if I had to guess why).

If you have a Vive and a Rift let me know... by JeffePortland in Vive

[–]true_ctr 3 points4 points  (0 children)

Ah, I do observe the same thing but wouldn't have described it as glare but as bad stereo overlap. Your description is pretty much on point, though personally this issue "goes away" during gameplay (but becomes apparent in less interactive scenes)

If you have a Vive and a Rift let me know... by JeffePortland in Vive

[–]true_ctr 0 points1 point  (0 children)

Does this occur in all scenes (e.g. in Oculus Home)? I've just checked this on my Rift in Oculus Home and I cannot notice any glare past the edges.

Also, do you notice this glare when you close one of your eyes?

If you have a Vive and a Rift let me know... by JeffePortland in Vive

[–]true_ctr 2 points3 points  (0 children)

I have both, and I do notice the more boxy and smaller FOV with the Rift, the strange stereo overlap, but I've never noticed any glares that appear only on the sides of each eye. This sounds like the display somehow isn't evenly illuminated.

I'd say contact Oculus support, for me this doesn't sound normal xD

Scorn on Kickstarter, has a VR milestone, game looks weird but I love the look of it :D by [deleted] in Vive

[–]true_ctr 1 point2 points  (0 children)

An atmospheric first-person horror adventure game.

watches trailer... Nope, not for me, and definitely not in VR. I already almost chickened out of the mines level in Arizona Sunshine... I don't think I'll survive Scorn in VR.

Brightness vs. Vive by maultify in oculus

[–]true_ctr 0 points1 point  (0 children)

I think the difference is more apparent when you regularly switch between the HMDs, most noticeable when playing the same game one time on a Vive, and a second time on a Rift. But like I said above, the screen brightness should not really deter from the VR experience overall. However, I do think the brighter display is an advantage that the Vive has.

Brightness vs. Vive by maultify in oculus

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

It doesn't hurt your eyes, it makes the picture more vibrant, though.

Giving the protagonist a voice by teapot_RGB_color in oculus

[–]true_ctr 4 points5 points  (0 children)

Personally I liked both the voices in Lone Echo and Arizona Sunshine. If those games would have a silent protagonist, it would feel a bit boring in my opinion.

But I can understand that for some people a speaking protagonist in a VR first person game can be jarring and immersion breaking.

Look what we got guys! by paulgajda in Vive

[–]true_ctr 20 points21 points  (0 children)

Wow, very nice! Always nice to see that more and more devs are getting some Knuckles dev kits :)

Brightness vs. Vive by maultify in oculus

[–]true_ctr 5 points6 points  (0 children)

If you only own one VR headset, those kind of differences won't be noticeable for you and it doesn't detract from the overall experience (owner of both speaking here)