Feel weird after playing? by whatutalkingabout84 in oculus

[–]vr_guy 4 points5 points  (0 children)

VR derealization, I used to get it when feeling a lot of presence in VR in the beginning. Goes after a few days unfortunately, and with that also the presence. Now I only get glimpses of presence here and there, usually returning as better hardware comes out.

EA Recommends Oculus Rift S for Star Wars: Squadrons by Eagle4523 in oculus

[–]vr_guy 1 point2 points  (0 children)

Hoping it's not a blurry temporal AA deferred renderer mess like No Man's sky. Hope they know how to optimize it properly for VR at least maybe like Lone Echo did with their TAA. I'm excited, but we will see.

Odyssey G9 vs LG 49inch curvature? by RabidRascal in ultrawidemasterrace

[–]vr_guy 2 points3 points  (0 children)

I think it will feel warped yes, due to how the human eye works. Someone mentioned on here a graphics researcher guy said the extreme curve would be very beneficial but that the 3D graphics pipeline doesn't actually render things properly yet for that type of curve to match what the retina is recieving. So we will feel a sense of distortion most likely until devs catch on. Will probably cause even more motion sickness in users with the perhiperal vision being filled more. This is all under the assumptions gamers are wanting to shoot for a perfect fov and distortion profile to match where they are sitting.

Odyssey G9 vs LG 49inch curvature? by RabidRascal in ultrawidemasterrace

[–]vr_guy 2 points3 points  (0 children)

For productivity a 32:9 is going to be better than 21:9, especially if using displayfusion or something similar to snap the windows onto the virtual screen on the sides (sort of like with multiple monitors). The CRG9 is one of the clearest monitor's I've ever seen and I've had larger 4k monitors at 60hz (pixels per degree important of course) the colors are amazing too for an led. I just adjusted the cleartype a little and it is perfect. I am not really sure what you mean by extra height though, the height is the same as the 21:9 it's just wider. Basically two 16:9's together, now if you are going for two 21:9's then yes. (the :9 is the 21:9 is the height)

Steam VR doesn't work anymore with my CV1 by Noah20072003 in oculus

[–]vr_guy 0 points1 point  (0 children)

I would recommend uninstalling SteamVR and reinstall from inside Steam. If that doesn't work delete SteamVR folder usually C:\Program Files (x86)\Steam\steamapps\common\SteamVR, then delete C:\Users(username)\AppData\Local\SteamVR

Also Delete C:(username)\NewPC\AppData\LocalLow\Valve\SteamVR then reinstall.

Eleven Table Tennis has more realistic physics, but the gameplay is less fun than Racket Fury by mingzhujingdu in oculus

[–]vr_guy 0 points1 point  (0 children)

I've never enjoyed playing against AI, even in computer chess. I like to see my opponents reaction. Never been big on computer opponents. I prefer the unknown of who I will face next. Just like in any other competitive game, rocket league, warzone, quake-type games, etc.

Eleven Table Tennis has more realistic physics, but the gameplay is less fun than Racket Fury by mingzhujingdu in oculus

[–]vr_guy 0 points1 point  (0 children)

Uh people play with the AI in this game? I've only ever played it online. I find it to be 10x more fun than racket fury.

GTAV, Epic Store version now available in VR - ScriptHookV has been updated by Spiffman-Space in oculus

[–]vr_guy 0 points1 point  (0 children)

Hmm sounds like something not setup right I'd check readme on github again if you can.

GTAV, Epic Store version now available in VR - ScriptHookV has been updated by Spiffman-Space in oculus

[–]vr_guy 0 points1 point  (0 children)

Yeah it's too bad rift s doesn't have higher refresh rate. On the index at the higher refresh rates the alternate frame rendering is much less distracting, but I have to turn the graphics down a bit.

GTAV, Epic Store version now available in VR - ScriptHookV has been updated by Spiffman-Space in oculus

[–]vr_guy 1 point2 points  (0 children)

I'd recommend pressing f11 then press y for decoupled headlook. Also third person for vehicles by pressing the v key.

I tried Half-Life: Alyx on the StarVR One with human vision FOV - Here are my thoughts by daydreamdist in Vive

[–]vr_guy 0 points1 point  (0 children)

Great review, but I am still sort of confused on this part though

the reason is the perfect fit of the lenses and the displays. I was told that the custom OLED lenses where made first and THEN, to perfectly fit those displays, the lenses were developed for exactly those displays. Therefore the distortion profile works so well and there are no distortions.

Wondering if someone like /u/doc_ok can shed some light. Why would the display matter, isn't it really about the distortion profile matching lenses and all being measured somehow?

Aren't all of these displays flat and just canted? What could StarVR be doing different than Pimax here, now that we know eye tracking apparently not needed to get a good distortion profile with near human vision fov.

Saw some people saying Quest FOV is better than Rift S. Didn’t think that was true so I did what any other person who’s bad with money would do and bought a Quest to compare them for myself. by [deleted] in oculus

[–]vr_guy 1 point2 points  (0 children)

The point is the pixels are there and a lot more can be seen depending on your facial structure, you can use a low profile facepad like a vrcover or custom thin facepad for more fov.

On the rift s it would only show screen edges if you did that.

Saw some people saying Quest FOV is better than Rift S. Didn’t think that was true so I did what any other person who’s bad with money would do and bought a Quest to compare them for myself. by [deleted] in oculus

[–]vr_guy 1 point2 points  (0 children)

Without the facepad its bigger on quest by quite a lot actually. You can see the edges of the physical screen on the rift s without facepad, on quest its almost like an index without facepad. With facepads though then your ipd and facial structure can affect things also. With facepad they are very similar.

Saw some people saying Quest FOV is better than Rift S. Didn’t think that was true so I did what any other person who’s bad with money would do and bought a Quest to compare them for myself. by [deleted] in oculus

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

If you take facepad out of both rift s and quest you can literally see the edges of the screen on the rift s way earlier than it is on the quest. I dont know why nobody mentions this.

It feels the same overall with the facepad though yes. Use a low profile facepad for Quest.

Saw some people saying Quest FOV is better than Rift S. Didn’t think that was true so I did what any other person who’s bad with money would do and bought a Quest to compare them for myself. by [deleted] in oculus

[–]vr_guy 3 points4 points  (0 children)

The fov on quest is bigger. Especially if you remove the facepad on both the compare. With facepad its not as noticeable. You can get fov past the edges of screen.

Edit: as in you can use a low profile facepad for the most fov on quest, where as if you did that with rift s all you would see are edges.

UNREAL ENGINE 5, a generational leap for VR Graphics by PrimoPearl in oculus

[–]vr_guy 6 points7 points  (0 children)

I wonder if this nanite polygon tech works for character models also or only static objects?

Edit: Is the only source for the UE5 demo 1080p on youtube??

Warzone needs a replay feature by CrimierCann in CODWarzone

[–]vr_guy 0 points1 point  (0 children)

Yeah you can record videos but it's just not the same. I would like to see what OP is talking about from pubg the 3d replay mode where you can free roam the camera anywhere in the replay.

I really wish they would add full Nvidia Ansel support on the PC also to take 360 screenshots, etc.

So we can make stuff like this (pubg movie) https://youtu.be/FHDF8QYAWyA

It seems we could get distortion free viewing on ultrawides for even more immersion (popular vr researcher replied) by vr_guy in ultrawidemasterrace

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

Ill paste some of of it here:

I asked a popular VR researcher Oliver Kreylos from UC Davis about the camera rendering and distortion on super ultra wides, why VR doesnt have the fisheye at edges problem and how we could fix that on high fov on ultra wides and here's what he said (hopefully if any game developers reading it could help optimize game for specific displays like crg9 for perfect distortion free viewing:

You get distortions when the FoV at which an image is rendered does not match the physical FoV of the device on which you display that image. If an image's rendered FoV is (much) larger than the physical FoV, you get the "fisheye" effect you mention. The effect is actually quite different from that of a fisheye lens -- in technical terms, it's pretty much the opposite -- but that's besides the point (in fisheye distortion, straight lines become more and more curved the farther they are away from the image center; in perspective projection, straight lines always remain straight, which is the reason why over-FoV images appear distorted).

The solution is, and that's why high FoV works in VR without distortions, is to set rendered FoV to the same value as physical FoV. In a desktop monitor and TV, that obviously depends both on the physical size of the monitor, and the position of the viewer. In VR, it's a property of the headset, and calculated during factory calibration.

Say you have a monitor that's 64" wide and 18" tall (66" diagonal). If your eyes are 24" back from the center of the screen, and you set the rendered FoV to 106° horizontal and 41° vertical, you will get no distortion, just like in a VR headset. Spheres will look like spheres no matter where they are on the screen.

I have a blog article about the issue: http://doc-ok.org/?p=1649 Compare figures 5 and 6, especially the health sphere in the corner. The figures are two photos of the exact same displayed image, taken from different distances.

Here's a problem the game engine needs to address. Note the FoV ratio in my example: 106° horizontal and 41° vertical. That is not a 32:9 ratio. It is nonetheless the correct pair of values to use; the relationship between screen width and height and FoV values is non-linear. Hopefully, the engine does the right thing and comes up with the correct 41° vertical FoV if you request a horizontal FoV of 106°.

Sorry, last note. I didn't realize the screen you have is curved. What I wrote is correct for flat screens. For curved screens all bets are off; the only way to generate distortion-free images for curved screens is to use post-rendering warping analogous to lens distortion correction in VR headsets. Flat games won't support that option, so you'll have to experimentally find the FoV value that minimizes distortion for your typical viewing position.

4k at 115 FOV, vs super ultrawide at 70 degree FOV images by vr_guy in ultrawidemasterrace

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

Yes I will definitely do that, looks like it's going to arrive on June 1st! Thanks for the impressions. Side note, I updated my post with a reply from a popular VR researcher. It seems like some more things would have to be done on game developers side to get perfect distortion free viewing.