VR Thread

Why dont you have an Oculus Quest yet Yea Forums?

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twitter.com/AGraylin/status/1016863733656707072
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Because I have a valve index

What should I get HTC or the Oculus?

Index is in the mail.

Nice, hope you're having fun

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Because there are only ports of already ecisting games beat saber =osu! Pavlov = csgo(dead game)
Minecraft=minecraft

I tried vive pro the other day at my uni and was p. disappointed with vr, the resolution is shit

Oculus if you're a casual, which you most likely are. Index is the enthusiast headset. HTC is out of the picture now until the Cosmos is released.

I have an oculus 1st Gen cv. Does anyone with that and either an index or quest know if the reduction of the screen door and increase in resolution is enough to justify an upgrade. My biggest complaint rn is trying to spot far away planes or ships in war thunder and elite.

Can't afford it yet, but it's gonna be my next big purchase. I don't care if the graphics are shit I've played enough Vive games to know that hyperrealistic graphics lose their magic pretty fast compared to really cleverly designed immersive games.

Even the original Vive has way less screen door compared to Oculus CV1.

>Vive
outdated with a low resolution screen, bad screendoor effect and godrays. Controllers are a bit clunky but the tracking is good. For 500$ its not a great choice imo.
>WMR
varies wildly but they all only have two front facing cameras and thus a limited tracking Range.
>Rift S
has really, really good inside-out tracking now youtube.com/watch?v=2Ax2Q6zPevo
big downside is the fixed IPD. You shouldn't bother if you aren't within a 3mm deviation from the fixed 63.5 mm eye distance.
>Valve Index
without a doubt the best headset right now but expensive and controllers seem to have some build quality issues, wait until you aren't on backorder forever and for them to fix early adopter issues
>Vive Cosmos
Pretty big resolution bump, adjustable IPD and Inside out tracking with 6 cameras, but we don't know much about the pricing right now and if its 900$ like rumored you might just save for the index.

Basically, get a Rift S if you are within the IPD range, Index if you have money to burn.
Quest is a sidegrade but wireless VR is fun.

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Good post, I agree.

Spent my cash on an Index last week, loving it so far. Friend got a Quest, tried theirs out. Neat device, love how easy it is to set up.

Because I don't want to be stuck on a closed platform or using wireless solutions with too much input lag.
That's why I have the rift S baby.

Quest
>mechanical IPD adjustment
>“Best for users between 56mm and 74mm"
Rift S
>no mechanical IPD adjustment
>"Best for users between 61.5 and 65.5mm"

what was Oculus thinking?

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>what was Oculus thinking?
They were thinking "let's offload this to the cheap Chinese fucks at Lenovo while we fiddle with the Quest"
Disclaimer: I love my Rift S, but fuck Lenovo

>Vive
Outdated at 1080p, but can be bought as a 'VR starter kit' at reasonable prices used, with the ability to change parts out as hardware improves, can mod the headset to swap the lenses with Gear VR ones, which are far superior to the fresnel lenses that come with the Vive. Lighthouse is the only tracking that matters. Controllers are shit, but Knuckles controllers are perfectly compatible, as an example of parts that can be swapped out.
>WMR
Super cheap, both in price and quality of product, generally at 1440p, only because almost no one's into making them anymore, tracking is inside out*.
>Rift S
Downgrade in every way to the original aside from 1440p resolution, inside out tracking*, no IPD adjustment, LCD panels, facebook, Oculus practically see this as their retard baby because facebook wants to push standalone to try and control VR market.
>Rift
Outdated at 1080p, but decent starter kit if found for the right price, zero prospects for future 'upgrades' aside from maybe adding another camera. Pretty solid otherwise.
1/2

I might get a index headset by selling some csgo items but I'd have to put down my own money for the base station and controllers. Is it possible to use controllers from different brands with the index?

2/2
>Index
The best of the best in everything aside from FoV, knuckles controllers are what the vive SHOULD of had from the beginning, 1440p, kinda expensive, but time will tell if that ever becomes reasonable.
>Pimax 5k (8k irrelevant)
Only relevant headset with a decent FoV, is 1440p, on par with the vive in every other aspect, getting 3D printed clips to use a vive deluxe audio headstrap is a must, LCD panels unless you go for the XE edition or whatever it is which is literally the same except with OLED panels (which is more expensive, and has a lower refresh rate), have to have lighthouse tracking and controllers already, unless you're OK with using pimax's lighthouses and knockoff controllers.
>Vive Cosmos / Oculus Quest / literally anything else
Completely irrelevant, standalone is shit unless strictly as a bonus feature to being able to wire into a proper PC, don't give facebook your money, time or attention. Don't bother with inside out tracking*. Wireless streaming from a PC is a meme, standalone will always be crippled on phone hardware, build a PC if you havn't already, it can be used for more than VR games.

*Inside out = inherent shit

*Forgot to add to
>Rift S
Literally a WMR with Oculus branding.

>downgrade in every way to the original except the massive improvement in visual fidelity
Also, Inside out tracking was vastly improved with the latest patch and literally all criticisms pointed at it are irrelevant now. It doesn't matter how much you squeal that it's bad when you have no argument.

>Inside out = inherent shit
but thats simply wrong
youtube.com/watch?v=c2U3-qdwTsQ
youtu.be/bU20TH_nnrA

Now that they fixed the close to headset tracking the only issues are:
>can't play with lights off
>just turn them on
and
>can't track behind your back for long durations
>IMUs can still track for two seconds so inventory management is fine
Inside out is perfectly fine. There is a reason Oculus, WMR and HTC are going this direction.

Note that both the Vive Cosmos and Rift S have side cameras and thus a wider tracking volume than the Quest in pic related.

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I went from a CV1 to a Rift S (It was a gift) and the update a week ago fixed every tracking issue I had, even my gunrig works perfectly.

Everything with SteamVR is cross compatible in the same way everything in a PC rig is cross compatible. If you want to use touch controllers with a vive you can, though don't expect the lighthouse tracking to work with constellation and vice versa, like you're not going to stick a GPU into a PCI slot.
>Inferior build quality, because literally a WMR with Oculus logo slapped on it
>No IPD adjustment / single panel display
>LCD panel instead of OLED panels
>80hz instead of 90hz
>And yes, inside out vs constellation
I'll give that the lenses are on point, which have always been oculus's strong suit, but overall, the entirety of the Rift S is a afterthought second banana stopgap measure to the product facebook actually want you to buy, the standalone headset they can control the ecosystem of.
1/2

2/2
And I'll 'squeal' until the cows come home about how inside out is a step backwards in every way to a tracking solution that relies on hard external points to track with. Constellation was an impractical way to do it as you're always going to be limited by the resolutions of the cameras in the sensors, but at least then that with enough coverage there's zero question of it tracking at all times.
>But it's too hard to set up sensors
Really? It's too hard to buy a couple camera stands, drill into a wall or find some clips with camera attach points to put around the room? If that's too much effort, I have no idea how you managed to set up a television or a computer.
>But I've tried it and it works perfectly fine!
Of course it's 'good enough', my point isn't 'good enough', my point is it's a step backwards. You can't realistically stick cameras on EVERYTHING to track them, you have computer vision overhead, practically zero possibilities for DIY tracking, no ability to body track, will always have blind spots -
>I have one and never had a issue -
99% of the time, again, I'm not refuting it's 'good enough', but it's still a backwards step to having a tracking solution that relies on a external point of reference to track from.

you actually spent $400 on the weakest VR headset out there? it doesn't even have any games except poor quality ports

Really hope we get 6 camera IO tracking soon, with two fisheyes in the back to avoid edge wonkiness. I heard it's pretty seamless anyway though.

What are some comfy VR games I can play while listening to podcasts?

Something I can play mindlessly that has goals yet don't require my full attention

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>it doesn't even have any games
besides basically getting everything popular like Beat Saber, Rec Room, Onward, Pavlov, Echo Arena, Arizona Sunshine, Superhot, Creed, Space Pirate Trainer, Job Sim, Sairento, Robo Recall, Moss, I expect you to Die and many more?
>poor quality ports
they all run at a consistent framerates or else they aren't allowed on the store
>b-but muh graphics
don't care, most SteamVR stuff is indie games anyway and porting them to Quest forces them to optimize in the first place

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Man the volvo wankery is getting a bit much.

oh, it's you again
you might as well use a tripcode at this point

seething vive/pcbro

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I have a Rift S, it's pretty great. But I would be lying if I said that the cable didn't piss me off at times.

lol at N64 graphics

I'm gonna weigh in and say that while lighthouse tracking is still the most accurate solution by a long stretch, IO tracking has the advantage of versatility and expandability. With the Quest you can do full house-scale tracking (link) and further beyond that, which you won't be able to do with all the lighthouses in the world. It also supports multiple players in a single room moving concurrently in the game without any crosstalk that would come with lighthouse-based multiplayer. So while lighthouse is ideal for limited room sizes IO still has its own advantages despite its current flaws, which can all be improved over time.

Two words,
>Closed
>Platform
If I'm going to 'invest' in hardware I bloody well expect to do what I want with it,
>But you can side-load games if you want-
Not talking strictly about software, I'm talking hardware as well. If I want better graphics, then I can stick a better GPU in my rig and continue on. If I like the controllers from one manufacturer better than the ones that came with the headset I have, then I can set that up in SteamVR no problem. Lens swaps with the OG Vive are a semi-common thing.
In a perfect universe OSVR would be a practical and realistic choice, but as is we can at least use whatever hardware config we want, much of which using lighthouse given it's so easy to implement.
I don't want a console, I want a hardware I can do what I want with it.
>Which you won't be able to do with all the lighthouses in the world.
>It also supports multiple players in a single room moving concurrently in the game without any crosstalk
But, that's literally what the 2.0 lighthouses improve upon to allow for. Granted you're going to have issues with other people occluding the lighthouses if a playspace is particularly packed, but that holds true for inside out as well, or any kind of tracking. The cold hard fact is all motion is relative, and you need to know the motion of the headset relative to the stable outside world. Computer vision is flawed by the random nature of how well a camera can capture the external volume onto its photosensor, and requires compute overhead. Compared to a laser hitting a handful of photodiodes and doing some relatively basic maths, there's no comparison there.

Fug forgot link.

youtu.be/msbTbfep_sY

Why get a quest when you can get a Rift S?

Also, my oculus touch just broke , i thought it was a battery problem but instead of the normal haptic rumble it crackles and it sounds/feels really shitty. everything about the Rift feels completely cheap, not enough african children died for it's plastic.

Also, I raise you a twitter.com/AGraylin/status/1016863733656707072 .

I have a PSVR and I'm laughing at you people talking about buying more and more hardware while I'm constantly in doubt about which new exclusive I'm going to get next.

Do you people even like video games?

Too bad the tracking is literal horse shit. I don't mind waiting for all those 'exclusives' to come to PC eventually, as everything comes to PC eventually, if they're legitimately good enough to stand on their own after x number of years.
>t. Have tried PSVR, tracking was utter shit.

Waiting for Valve index reviews and I'm a poor NEET

Personally I found that tracking was a game by case thing. Whenever I had tracking problems with my PSVR I'd just change my camera from above the tv to being directly in front and tracking was instantly improved.

You entered a thread of enthusiasts, what do you expect?. You don't walk up to a group of car enthusiasts talking engines and say "durr I just use my car to get places".

>he thinks his exclusives matter

>ace combat only has three missions
>pc has actual flight sims with VR support
>firewall zero hour
>when actual good VR shooters like Onward, Pavlov and Contractors exist
>Blood and Truth
>basically a rail shooter

Re7 and Astrobot are the only real good PSVR games, meanwhile there is stuff with much larger scope coming to PC
youtube.com/watch?v=YKdKlMHykvM
youtube.com/watch?v=J-VbAK8TFR8
youtube.com/watch?v=d5a4nWtbVyY
youtube.com/watch?v=arXnZd6pvqw

forgot pic

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Quest is really good for porn.

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The problem I kept having was mostly trying to track the move controllers, in SkyrimVR trying to use the bow and arrow was a exercise in frustration because of the constant occlusion.
Pretty much as long as the controllers were in the narrow FoV of the camera, and you wern't moving them too fast, it was mostly fine. The drifting got kind of annoying though.

>this is what the Quest looks like
oh no no no no

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In SkyrimVR I found that placing the camera in front and making sure it could see all my movements when pointing down to gran loot in the floor solved all problems. I've played it for several hours non-stop and had no problems.

How do I make my valve index not see me as shorter than I really am?

none, and this is the true one major deficit of VR versus flat games.

The best thing on VR is still a rhythm game. But my God is it good.

youtube.com/watch?v=i4RrAAF3XZk

I own HTC vive and 70% of these games are shit

I didn't know that about lighthouse 2.0 so I'll give you that, but it still has the same limitations of requiring complex setup for any given environment and definitely isn't ideal for travel or taking the headsets to other houses. I'm not saying one should replace the other, just that IO tracking has its place. Each has clear benefits and drawbacks that are inherent to the techniques themselves rather than the current tech.

Holy shit that looks fun as fuck what game?

because i didnt fall for the VR meme.

fucking losers

Sairento

sairento vr

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I wouldn't consider setting up a couple lighthouses in a room on camera stands and setting up a PC any significantly more of a hassle than setting up a console at a friends place, but even with inferior tracking, just slapping a facebook device to your face is strictly speaking easier.

I already found a handful though. I was just looking for more

Skyrim VR with mods can be max cozy

is there a VR mod for SOMA or did I imagine that?

non vr fag here and skyrim and fallout 4 are games I'm most interested in in vr, can you tell me how much going from flat to vr improves games like these 2?

Reminder that these generals exist
and

Thanks but I don't go to those boards

>VR Lewd General
Fuck me, how am I only learning of this now?

Also, /vrg/ is literally only VRchat and should be disregarded.

>/vrg/ is literally only VRChat
say that to the vast majority playing Pavlov every day

I just went from a first generation HTC Vive to a Samsung HMD Odyssey+ I was able to buy new with lithium AAs for a hair over $200 since my new living situation doesn't have enough outlets to hook up the lighthouses. I know people have their reservations about Windows Mixed Reality, but I think the Odyssey+ is a pretty viable entry point to VR. The setup is much easier than the Vive or the Rift CV1, the screen panels are high-resolution OLED that match the Vive Pro in quality, and the screen door effect is practically nonexistent. Overall, I didn't feel like I was missing anything compared to the first generation Vive with the wand controllers. You can always opt to use the Index controllers with Windows Mixed Reality headsets, too.

If you want the cheapest entry level VR experience that still has some premium features, consider the Odyssey+. Considering they can be had for $200-260 USD in good condition nowadays, it's a decent bargain.

Of course, if you're looking for the absolute best VR experience money can by, grab one of the few HP Reverb HMDs that doesn't have problems and pair it with the Index controllers.

>buying the ouya equivalent of VR
wew

>Ouya equivalent
>actual games
>sold out everywhere

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Dragons are huge and droughs are spooky.
You shoot fireballs from your physical hands
You aim and shoot guns/bows like you would in real life.
But more importantly it puts you inside the game world, so the immersion goes up by 1000%

I can't be the only one here who owns this, can I? I've got friends that play it, but I'm always down to fly around with other people.

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I hear mountain dew is pretty popular too. You saying that's not literal garbage because of widespread redneck acceptance?

The quest has great reception from press, casual users and ethusiasts alike, why would some contrarian retards opinion matter?
The Ouya failed not because of the hardware, but because of the lack of interest.
Clearly not the case with the Quest

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lmao whats the source?

None of that's different from mountain dew.

You're shifting the goalpost from ouya, a failed device, to mountain dew, something mass market, for what?

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As someone who fucked around with the original Rift for about two years, and the PSVR for about a year, I've got to disagree with you on the Rift S. The QoL improvements alone made it a worthy upgrade for me.

>Resolution is noticeably improved
>SDE is drastically reduced
>Godrays are nonexistent 90 percent of the time, and are only really noticeable when there's, say, a bright logo on a black screen
>Touch controllers are lighter
>Halo straps make it WAY more comfortable to wear for extended periods of time
>Also makes it way simpler to put on, and find the "sweet spot"
>Inside-out tracking is surprisingly accurate, and it was my pleasure to pack away all the fucking sensors
>Related to the last point, I've freed up so many USB ports on my PC
>Cord is longer
>IPD is a non-issue, unless you've got fetal alcohol syndrome or something
>Passthrough makes me wonder why I ever put up with having to take my headset off when I need to do something
>Setup is stone simple, practically plug-and-play, which is a godsend if you find yourself taking your stuff to people's houses to show them VR

Really, my only true complaint is that they're still using that cheap ass foam padding for the facial interface that eventually peels off as the adhesive weakens. It's also a sweat sponge. I'll have to buy the deluxe facial interfaces for the S, if VR Covers ever makes them.

>IPD is a non-issue, unless you've got fetal alcohol syndrome or something
or, you know, are bigger than the average population (i.e. you midget)

>rebranded WMR headset
sorry, not interested in your lenovo S

>Is true.
>Helps, at the cost of worse black levels of a LCD.
>Don't quote me on this, but that may be because there's straight up less light going through the lenses, though improvements over the last three years are going to help.
>Because they were heavy before?
>That I'll give, that's part of the reason why I'd recommend a Vive w/ DAS over a Rift
>Headsets generally are the kind of thing you have to set up for your cranium geometry, once you've got the face padding and adjustments down, this should be a non issue.
>See my tirade about inside out with what I have to say for that.
>Constellation sucked in that regard, hence why I still recommend a Vive over a Rift.
>Extension cables are a thing.
>That's very much so a issue, the guy who almost single handedly made VR as we know it today a thing went and made a VERY lengthy post about why IPD is EXTREMELY important. palmerluckey.com/i-cant-use-rift-s-and-neither-can-you/
>Vive had pass through since the beginning. Granted it's not stereo on the original, but just to see where the keyboard is or picking up controllers, it works well enough.
>"Plug and play" is a meme that usually translates to "We're going to shut off many/most user options in order to make it easy for them, and anything they might want to do outside of what we intend for them to do, oh well."
I mean, if you like the lesser facebook machine, all the best for you. That doesn't mean it's truly "good" however.