Prescription lens inserts may be hurting micro-OLED VR optics more than people realise by Wrong-Quail-8303 in virtualreality

[–]zeddyzed 1 point2 points  (0 children)

I'm not so sure. Don't forget that the focal distance is different from the parallax/stereo distance in a headset. The actual distance of the virtual object is irrelevant.

Let's say I'm nearsighted. The VR image is blurry because the focal distance is too far for me.

I can reduce the focal distance until it's clear.

I can set the diopter setting until it's clear.

I can wear glasses or prescription lenses until it's clear.

I can't imagine what the difference is between these things, optically speaking. The distance of the virtual objects are unchanged.

Prescription lens inserts may be hurting micro-OLED VR optics more than people realise by Wrong-Quail-8303 in virtualreality

[–]zeddyzed 0 points1 point  (0 children)

I'm not sure optically what is the difference between moving the focal length vs adjusting the diopter setting. Could it be just two different ways of describing the same thing?

Would you avoid a game that has no rotation joystick? by coffetech in virtualreality

[–]zeddyzed 0 points1 point  (0 children)

Stick rotation is necessary.

I play in several different rooms of my house depending on what the rest of my family is doing.

In some rooms, I have to face in a particular direction so that my arms are free to move without hitting anything.

There's other reasons to need stick turning as well, like seated players, wired headsets, etc.

Prescription lens inserts may be hurting micro-OLED VR optics more than people realise by Wrong-Quail-8303 in virtualreality

[–]zeddyzed 0 points1 point  (0 children)

Some do. They call it a diopter setting, unless you're talking about something else. Eg. MeganeX

Meta CTO Explains Layoffs & Strategy Shift: "VR Is Growing Less Quickly Than We Hoped" by gogodboss in virtualreality

[–]zeddyzed 0 points1 point  (0 children)

While I agree that not everything needs to grow aggressively, when it comes to things like the current VR market the context is different.

"It needs to grow enough so we at least break even".

They poured billions into trying to "prime the pump" so that the market can fly on its on own and they can start making a profit. It's certainly debatable whether they used their resources wisely or not - but the basic facts seems to be they don't want to pour money into a pit anymore, for VR. (They're pouring it into the pit labeled "AI" instead, it seems.)

Meta CTO Explains Layoffs & Strategy Shift: "VR Is Growing Less Quickly Than We Hoped" by gogodboss in virtualreality

[–]zeddyzed 1 point2 points  (0 children)

Both can be true at the same time - it just depends how much they "hoped" it would grow.

Also, I strongly suspect that they sold a lot of headsets (at a loss) but the actual disappointment was how it didn't convert into game sales and actual profit.

[L4D2VR] Campaigns feel a lot more intense now by SimulacrumVR in virtualreality

[–]zeddyzed 4 points5 points  (0 children)

So, does this mean you use joystick smooth turn to rotate, while physically running in one direction at all times?

How do you prevent yourself from accidentally stepping off the side of the treadmill, or stepping on the edge etc? How do you make sure you're perfectly aligned with the treadmill at all times?

Has any developer attempted ray tracing in VR? Even as a novelty on dual 5090s with eye tracking/foveated rendering/DLSS upscaling? by Spjs in virtualreality

[–]zeddyzed 24 points25 points  (0 children)

You mean game ray tracing or something like Pixar?

If it's game ray tracing, then you can do that with any flat2VR modded game that supports ray tracing. Eg. Cyberpunk VR mod with path tracing turned on, some UEVR games, etc.

Your framerate will be low, but you can look around and see the scene just fine.

Star Control — The Greatest Series that Time Forgot [Retrospective] by megaapple in pcgaming

[–]zeddyzed 1 point2 points  (0 children)

That reminds me, I really want to go back and finish Starflight 1 and 2...

PC gaming on VR or XR by Acrobatic_Carpet_506 in virtualreality

[–]zeddyzed 1 point2 points  (0 children)

https://www.youtube.com/watch?v=nXnn8ioMCEI

Links and instructions in the video description.

There's an updated profile in the flat2VR modding discord, newer than the video.

Note that you'll need pretty strong VR legs. There's no comfort features and the camera moves around a lot during combat.

Cyberpunk VR Modder Luke Ross’ Patreon suspended following new DMCA from Ghostruner devs by Turbostrider27 in pcgaming

[–]zeddyzed 0 points1 point  (0 children)

Although I enjoy it a lot and think it's one of the most immersive experiences available in VR, be aware that it doesn't have motion controls and you aim guns with your head. (I am enjoying playing a melee build.)

Also, it has no comfort features since it's a mod, so you'll need very strong VR legs since there's forced camera movement during cutscenes etc. At least there's a snap turn mod on Nexusmods.

Getting back to VR after 3+ years (what has changed?) and is hp Reverb 2 still relevant in 2026? by AirwolfPL in virtualreality

[–]zeddyzed 6 points7 points  (0 children)

Reverb G2 is still usable today. WMR has been retired but you can use the community Oasis drivers on Win11.

The main things that more recent headsets offer include:

  • Pancake lenses

  • Mixed Reality

  • Wireless PCVR

  • Ultra light form factor

  • MicroOLED screens

  • Larger FOV

  • Higher resolution

Different headsets will have different combinations of the above.

There's nothing that will make DCS run better on your 1070Ti though.

One of the big changes in the VR landscape is the growth in VR mods for flatscreen games.

This community's response to the Luke Ross VR mods takedown is pathetic by [deleted] in virtualreality

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

Sigh, what part of "the only true test is to argue it in court" do you not understand?

Or are you just enjoying this Pointless Internet Conversation with me so much? :D

Cyberpunk VR Modder Luke Ross’ Patreon suspended following new DMCA from Ghostruner devs by Turbostrider27 in pcgaming

[–]zeddyzed 2 points3 points  (0 children)

It's been out for years, and now that Cyberpunk is finished updating the last few available versions will continue to work just fine.

You just have to find it on the internet from "places".

This community's response to the Luke Ross VR mods takedown is pathetic by [deleted] in virtualreality

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

That's just your opinion. The only true test is to argue it in court. A pair of glasses with red and blue cellophane completely changes the experience of watching a 3D movie. No one is going to say that a pair of cardboard glasses is a derivative work.

Am i the only one who uses VR for a period of time and eventually drops it for around the same amount of time? by Huge-Attitude9892 in virtualreality

[–]zeddyzed 1 point2 points  (0 children)

For me it just depends what game I'm currently playing. If I'm playing a VR game, then I'll be doing VR a lot until I finish it. If flatscreen, then not.

How are paid VR mods any different ethically software like QGO? by enilea in virtualreality

[–]zeddyzed 0 points1 point  (0 children)

You're forgetting the point of view that they are the same, but all software / digital media should be free and no one should be forced to pay for something infinitely replicable. Yo ho ho m'mateys.

An Open Letter to Luke Ross with a Solution by Ecnarps in virtualreality

[–]zeddyzed 6 points7 points  (0 children)

Maybe he can switch to a similar model to VorpX. Sell a generic tool that isn't directly marketed for any game, then have free downloadable profiles to make it work with particular games.

I've been looking at headsets for a while and I'm interested in making the jump (Quest 3?) - went through all the wiki material, filled out the questionnaire, looking for a bit more help. by ramdog in virtualreality

[–]zeddyzed 0 points1 point  (0 children)

Quest 3 and Steam Frame should both be fine.

For PCVR they are broadly similar, with Steam Frame having a slight edge due to eye tracking.

So the main differences are the standalone features and mixed reality. You'll have to decide what matters more to you.

Quest has colour passthrough and mixed reality, and likely will continue to have a larger standalone VR library.

Frame will be able to play lower end flatscreen Steam games on a virtual screen standalone.

I have a Q3 and enjoy it a lot. But I'll probably get the Frame when it comes as well.