How is performance for others in Project Cars? I have everything on low and am still constantly missing frames (as soon as I pass out of the frontend menu and load the game it chugs). 970 GTX, i7 4790K, 16GB.
Redditors report a fix: https://www.reddit.com/r/Vive/comme...rs_patch_110_htc_vive_support_is_here/d338wix
Oddly enough I sort of had this problem with my G27, though I never had it spazz out that much, just some scrolling through selections and a non-working throttle in game. What fixed it for me was simply running the "calibrate pedals" in the options > controls screen.
Redditor reports a fix: https://www.reddit.com/r/Vive/comme...rs_patch_110_htc_vive_support_is_here/d338wixBeen trying to play PCars but my stupid fucking G27 racing wheel makes the controls have a spaz attack in the menus. Anyone have a fix for this?
IT WORKS!
I am absolutely blown away by the level of customer service I just received.
Bless you, Valve.
Bless you, Alan Yates!
I cannot get Vive to work under Win7. When SteamVR starts, the screen goes black for a few seconds, then I get an error:
Here's my system report from SteamVR:
http://pastebin.com/SiX0rHh8
Problem here is you are using Windows 7 when 10 exists as a free update.
http://www.htcvive.com/us/support/faqs/GUID-ABA623FC-B51F-43F7-B2B5-D4C83A37C992.html said:What are the recommended system requirements?
To use Vive, your computer must meet the following recommended minimum system requirements.
GPU: NVIDIA® GeForce® GTX 970, AMD Radeon™ R9 290 equivalent or better
CPU: Intel® Core™ i5-4590/AMD FX™ 8350 equivalent or better
RAM: 4 GB or more
Video output: HDMI 1.4, DisplayPort 1.2 or newer
USB port: 1x USB 2.0 or better port
Operating system: Windows® 7 SP1, Windows® 8.1 or later, Windows® 10
So helpful. Is this Win10 advocacy thread?
I highlighted relevant fragments:
Oh sorry. I could have sworn 10 was recommended. Maybe that was for Rift? Anyways, have you tried doing a fresh install of the drivers or download a beta driver?
brookhaven experiment: "you're out of bullets. you can punch them!"
So I played a little PCARS. Can anyone give me tips as to what resolution and performance settings I should be using. The default 720 seems so blurry thathe I can barely see ahead of me. I switched it to like 1200x900 120hz but it's still just nothe very sharp. Also I got terrible motion sickness. I'm sitting down trying to fight the nausea as I type.
How is performance for others in Project Cars? I have everything on low and am still constantly missing frames (as soon as I pass out of the frontend menu and load the game it chugs). 970 GTX, i7 4790K, 16GB.
I cannot get Vive to work under Win7. When SteamVR starts, the screen goes black for a few seconds, then I get an error:
Here's my system report from SteamVR:
http://pastebin.com/SiX0rHh8
If I wanted Valve to help, who should I contact?
The basic synopsis of CAOTS is that the user uses a tracked motion controller to provide the movement directionality and intent of movement, but not the actual velocity of movement itself, which is instead inferred by the head bounce motion of the users head mounted display as the user walks, jogs or runs on the spot.
VR Locomotion is an issue that has the potential to effect the trajectory of VR adoption and thus society as a whole. An intuitive and immersive locomotion method that works well within the necessary limitations of the systems will help to drive forward the range of possible VR experiences. At this stage, the VR industry as a whole has not settled on such a solution, but a keen and considered implementation of Controller Assisted On the Spot (CAOTS) movement that pairs well with room scale movement will go a long way towards enabling that desirable locomotion standard for a majority of all VR experiences. This in turn allows users to switch between many VR experiences without having to guess at or relearn basic traversal and navigation concepts.
In summary, with CAOTS, we have access to a VR locomotion method that
Can use standard existing room scale VR hardware
Allows for unlimited traversal within the virtual environment (VE)
Synergizes with room scale movement
Provides proprioceptive and vestibular cues that approximate actual movement and is therefore more immersive
Provides a natural sense of movement through VEs
Allows for more intuitive changes to the rate of movement.
Requires minimal training (a few minutes to get used to it).
Enhances the sense of scale of VEs, by getting users to actually use their bodies to traverse VE space.
Provides users with a fitness and health positive traversal solution
Helps mitigate and minimize motion sickness.
Decouples the direction of motion from the direction of the head and allows users to easily look around in the VE without disrupting the direction of travel.
Is compatible with a wide range of play space sizes.
This solution does not provide the user with a perfect 1:1 visual motion to vestibular motion relationship. But it does allow for users to engage that room scale mode to the extent that it is physically possible, while affording a compromise to VR locomotion that is likely going to be as good as it gets. This is especially true when taking into account the necessary constraints of mainstream consumer usage of VR which include consideration for cost, complexity, extra peripherals/components/ accessories as well as the physical limitations of the play space that most people will be able to use their VR systems in.
Yeah, I have a 980ti and the game has judder on any decent setting I try, is everything low the only way to play the game? The two times I played I got sick.
970 with an i5 here. Can run it 1080p with high textures and the very basic of AA. Everything else on low or off, or I get judder. (race with 40+ cars in clear weather)
With these games that have far draw distances (PC, ED) we are going to see pixel crawl. IN ED when I ran 4k super sampling, it cleaned up a lot of it, but still a very soft distant image. Limitation of the low res these headsets have.
I just wish I could squeeze in low shadows, they do a lot to cement the environment, but alas, my 970 cant even handle that.
So how do you guys keep the cord from kinking up? It feels like after a few mins of playing Holopoint I have to pause the game to untangle the cord.
Yeah, I have a 980ti and the game has judder on any decent setting I try, is everything low the only way to play the game? The two times I played I got sick.
Hi all,
Ready to reveal my paper on VR locomotion.
The system is called: Controller Assisted On the Spot movement (or CAOTS for short).
You can download it here.
https://mega.nz/#!08BBUDLA!OZtIYs45ww43Zg7j0L3lLMJVQup4QwUFNb18LwNhPLk
The paper includes a reasonably thorough primer on the state of VR locomotion, why it's important, and how this solution solves for a lot of the problems of VR within the practical constraints of current day VR tech.
There's actually a demo of it that you can try made by Ryan Sullivan/Deprecated Coder called RIPMotion.
http://smirkingcat.software/ripmotion/
Worth noting that it's not a direct implementation of CAOTS as described in the paper - but the key principles are there - directionality indicated by controller heading, and intentionality signaled by the user. It can be held in hand (I'd suggest is a better solution than putting it in your belt for a number of reasons, among which is, not everyone is wearing the appropriate attire), uses head bounce for velocity measurement, not arm swing. I'd also suggest turning on beginner to advanced chaperone boundaries if you haven't already, because you will drift as you run in place, and having the bounds pop up as you drift helps you recenter very easily.
Also, the implementation is rough around its edges - especially in terms of the stride length. The ideal is to get it so that it feels like your body motion is directly responsible for the motion - the paper suggests a detailed movement scaling system that provides this feedback.
Nonetheless, it's a great demo of the principles discussed in the paper and you should give it a shot if you haven't already (and if you have, try it again with the minor modifications that I suggest - holding it in hand, while taking note of things like scale, vection, the ability to look around, moving around in room space and larger VE space, etc).
I've talked with deprecatedcoder and apparently he's made some modifications and will be releasing a demo soon - so looking forward to seeing that.
You might want to try an earlier driver. I used 362.00 on both of my machines (one my main PC as a VR test, and the other my VR machine that got set up later), and both of them are running Windows 7. I haven't had a driver issue on 362.00, but I've read of others having issues on later versions. Downgrading might be worth a shot.
Anyone have a good solution for hanging the controllers on a wall? I've seen a 3D printing model but I don't have access to one so would prefer something I can buy from a shop.
Any kind of coat hanger? Just use the wrist strap to hang it from
970 with an i5 here. Can run it 1080p with high textures and the very basic of AA. Everything else on low or off, or I get judder. (race with 40+ cars in clear weather)
With these games that have far draw distances (PC, ED) we are going to see pixel crawl. IN ED when I ran 4k super sampling, it cleaned up a lot of it, but still a very soft distant image. Limitation of the low res these headsets have.
I just wish I could squeeze in low shadows, they do a lot to cement the environment, but alas, my 970 cant even handle that.
The hooks in that picture look like something you would normally hang keys from. I picked up some coat hooks thinking I would use them to hold the 50' HDMI cable I run to the 'VR Room', but that didn't work. They'll work excellently for holding the controllers though. Gonna build a shelf and get an armature to put the headset on, and then hang the controllers on either side with the hooks.that's thinking outside of the box I was trying to find something like angled dowelling to hang via the big hoop. Wrist straps would be too long though - I'd like to put them in a cupboard like this guy
What do you feel makes it better with the Vive ? Doesn't the low resolution hurt it quite a bit ? Especially when it comes to text reading.
Did you notice any graphical glitches ?
1080p? Isn't the resolution setting just for the mirrored image on the monitor?
I dropped the resolution to 640 x 480.
I cannot get Vive to work under Win7. When SteamVR starts, the screen goes black for a few seconds, then I get an error:
Here's my system report from SteamVR:
http://pastebin.com/SiX0rHh8
If I wanted Valve to help, who should I contact?
The card is indeed overclocked, however the crash happens ONLY when I try to launch SteamVR, at the precise moment when Vive screens are supposed to turn on.
Also, it does not happen on 362.00 drivers (on the same overclocked settings), but happens on all newer drivers (except the ones released today, because I did not test them yet). And it does not happen on Win10 (also on bumped clocks). So it's definitely some problem with drivers/windows 7.
Hi all,
Ready to reveal my paper on VR locomotion.
The system is called: Controller Assisted On the Spot movement (or CAOTS for short).
You can download it here.
https://mega.nz/#!08BBUDLA!OZtIYs45ww43Zg7j0L3lLMJVQup4QwUFNb18LwNhPLk
The paper includes a reasonably thorough primer on the state of VR locomotion, why it's important, and how this solution solves for a lot of the problems of VR within the practical constraints of current day VR tech.
There's actually a demo of it that you can try made by Ryan Sullivan/Deprecated Coder called RIPMotion.
http://smirkingcat.software/ripmotion/
Worth noting that it's not a direct implementation of CAOTS as described in the paper - but the key principles are there - directionality indicated by controller heading, and intentionality signaled by the user. It can be held in hand (I'd suggest is a better solution than putting it in your belt for a number of reasons, among which is, not everyone is wearing the appropriate attire), uses head bounce for velocity measurement, not arm swing. I'd also suggest turning on beginner to advanced chaperone boundaries if you haven't already, because you will drift as you run in place, and having the bounds pop up as you drift helps you recenter very easily.
Also, the implementation is rough around its edges - especially in terms of the stride length. The ideal is to get it so that it feels like your body motion is directly responsible for the motion - the paper suggests a detailed movement scaling system that provides this feedback.
Nonetheless, it's a great demo of the principles discussed in the paper and you should give it a shot if you haven't already (and if you have, try it again with the minor modifications that I suggest - holding it in hand, while taking note of things like scale, vection, the ability to look around, moving around in room space and larger VE space, etc).
I've talked with deprecatedcoder and apparently he's made some modifications and will be releasing a demo soon - so looking forward to seeing that.
Hi all,
Ready to reveal my paper on VR locomotion.
The system is called: Controller Assisted On the Spot movement (or CAOTS for short).
You can download it here.
https://mega.nz/#!08BBUDLA!OZtIYs45ww43Zg7j0L3lLMJVQup4QwUFNb18LwNhPLk
The paper includes a reasonably thorough primer on the state of VR locomotion, why it's important, and how this solution solves for a lot of the problems of VR within the practical constraints of current day VR tech.
There's actually a demo of it that you can try made by Ryan Sullivan/Deprecated Coder called RIPMotion.
http://smirkingcat.software/ripmotion/
Worth noting that it's not a direct implementation of CAOTS as described in the paper - but the key principles are there - directionality indicated by controller heading, and intentionality signaled by the user. It can be held in hand (I'd suggest is a better solution than putting it in your belt for a number of reasons, among which is, not everyone is wearing the appropriate attire), uses head bounce for velocity measurement, not arm swing. I'd also suggest turning on beginner to advanced chaperone boundaries if you haven't already, because you will drift as you run in place, and having the bounds pop up as you drift helps you recenter very easily.
Also, the implementation is rough around its edges - especially in terms of the stride length. The ideal is to get it so that it feels like your body motion is directly responsible for the motion - the paper suggests a detailed movement scaling system that provides this feedback.
Nonetheless, it's a great demo of the principles discussed in the paper and you should give it a shot if you haven't already (and if you have, try it again with the minor modifications that I suggest - holding it in hand, while taking note of things like scale, vection, the ability to look around, moving around in room space and larger VE space, etc).
I've talked with deprecatedcoder and apparently he's made some modifications and will be releasing a demo soon - so looking forward to seeing that.
Oh god project cars.
So first thing I did trying out the vive patch was select my real life car.
World was scaled way too small. Immediately apparent. So I open up the options and they let you change the world scale.
Right around 1.10 the car clicked.
"Oh shit, this is my car."
As far as I can tell 1.10 is full scale in VR for the vive.
where is that option? In the VR settings? I'll have to check that out. Does it make the drivers body look less like a toddler?
Huuuuuu nice paper, i'll properly read it in the next days
I really like this solution but it has one major problem. You have to sacrifice a controller to get "chest direction". This just highlights a major oversight by valve; needing more sensors for different body parts out of the box.
Ideally CV2 will come with a "VR Belt" that has both front and rear sensors for detecting chest/pelvis direction. As for right now, I am trying to do some math to figure out if I can get a rough estimate of chest direction by averaging vectors from the two controllers (can't use head because it should be free to move as it wishes.
Do you know if the developer is using Unreal or if he plans on releasing his research? I am curious how he is setting the speed. I assume it is just any up or down movement of the headset (normalized) multiplied by a movement value.
Redditor reports a fix: https://www.reddit.com/r/Vive/comme...rs_patch_110_htc_vive_support_is_here/d338wix
Oddly enough I sort of had this problem with my G27, though I never had it spazz out that much, just some scrolling through selections and a non-working throttle in game. What fixed it for me was simply running the "calibrate pedals" in the options > controls screen.