Accounting is out now, currently downloading. (I had forgotten that it is actually free)
There's actually enough conversation going on about individual games to warrant their own thread. It's just that people like to keep good content a secret. Yay megathreads.There's the old thread. Not exactly an OT, but frankly OTs are kind of pointless for VR games given how fast they fall off the page.
Bah. I'm all for mega-threads, as it makes information easier to find for me. I hardly ever view the main forums and just use my subscriptions.That's how you kill Vive mindshare, by keeping everything in one thread where nobody will peek in.
Well, then be informed that Accounting is absolutely hilarious and everyone should spend the ~30 minutes it takes to complete on it.Bah. I'm all for mega-threads, as it makes information easier to find for me. I hardly ever view the main forums and just use my subscriptions.
Oh, it's already downloaded and will be played next time I bust out the Vive. If someone hadn't mentioned it in this thread a month ago(?), I probably would have glossed over it when looking at the games on Steam.Well, then be informed that Accounting is absolutely hilarious and everyone should spend the ~30 minutes it takes to complete on it.
Bah. I'm all for mega-threads, as it makes information easier to find for me. I hardly ever view the main forums and just use my subscriptions.
There's actually enough conversation going on about individual games to warrant their own thread. It's just that people like to keep good content a secret. Yay megathreads.
Imagine if every one of these Accounting-related posts above me were just in the Accounting thread instead.
5 posts about Accounting in this thread since the last time someone posted in the Accounting thread.
That's how you kill Vive mindshare, by keeping everything in one thread where nobody will peek in.
(Raw Data, Onward, etc). I think the issue is a combination of small relative userbase, the fact that so many of these games are early access, and the comfort of the megathreads.
I don't think it makes sense to have an OT for stuff like Raw Data while they're still in early access. I know we've had Early Access OT's for some games, but usually only ones with particularly high user bases (to my knowledge).
I think Raw Data has enough content to justify it personally, but yeah. A lot of early access games don't. That's one of the points I was getting at though. A lot of these games are early access, thus no OT. Then on the other hand, you have something like Out of Ammo which is officially out of EA, and yet still no OT (that I'm able to find at least).
It doesn't get much mentioning even in this thread either lately, so I don't think the OT would fare well.
I seem to have missed most discussion of Out of Ammo entirely.
This short talk about it just now had me check it out on Steam. I see that it has a co-op tag, what does that actually entail? Is co-op available in the main game mode?
I seem to have missed most discussion of Out of Ammo entirely.
This short talk about it just now had me check it out on Steam. I see that it has a co-op tag, what does that actually entail? Is co-op available in the main game mode?
Quick question for you guys. Is it normal to have a little bit of small image shifting (almost imperceptible) when you are standing still, or is that indicative of an issue going on?
I ask because I noticed that when I'm just standing around, the image will shift a little bit, as do the controllers. It's almost imperceptible, once you notice it it's hard to miss when you're standing still.
I am assuming that this is likely due to my base stations being placed too far apart, but I wanted to check whether my experience is normal, or if a proper set up would show a pretty rock-steady image. Also, is there anything other than the base station distance that could be causing it?
Well get used to checking the forums, because NEW NEWS = NEW THREAD. That's how forums work.Bah. I'm all for mega-threads, as it makes information easier to find for me. I hardly ever view the main forums and just use my subscriptions.
I understand how forums work. I was around when "new news = new thread" became a thing and a community I was part of went down in flames. I get by with just a mention of things in the mega-threads just fine. I hang out mostly in community threads nowadays, so pretty much everything gets mentioned in passing at least, even if there is a dedicated thread for the news/game/whatever.Well get used to checking the forums, because NEW NEWS = NEW THREAD. That's how forums work.
the comfort on the PSVR is completely overrated. It sits nicely on your head, but due to the way the main plastic strap comes around its basically impossible to wear any headphones other than earbuds. There is a lot of plastic as you push the visor close to your face, and you really want to get it close as it has light bleed that the Vive doesnt, so you end up with hard plastic against your face.
I definitely dont think its worth owning both, but I like my toys so idc. Thumper is a lot of fun too. Hoping for some better justifications from sony first party.
It was basically like if Monty Python just yelled "fuck you" the whole time.
Is there a way to buy the VIve with steam wallet funds? I could sell a CSGO skin FN Howl. After getting a PSVR I kinda want a Vive.
It was basically like if Monty Python just yelled "fuck you" the whole time.
Is there a way to buy the VIve with steam wallet funds? I could sell a CSGO skin FN Howl. After getting a PSVR I kinda want a Vive.
What's the over-under on how..."mature" it is? Generally when playing I put up an audio/video mirror for spectators, but if this is the kind of game I think it is based off my knowledge of Justin Roiland I'm thinking it is probably something you don't want visible/audible for any passerby. I'm a huge fan of Rick and Morty, so I definitely want to play it, but I've got a feeling it's not very suitable with a group of potentially offendable spectators.
Thanks, I didn't know about the jitter test. From what I saw on reddit, normal would have been somewhere between 0.6 - 0.9 for max deviation, 0.16 - 0.19 for standard deviation, and max rotational deviation around 0.12. My results were 1.5 for max dev, ~.25 for standard dev, and max rotational deviation was normal.Jitter should be at a level where you have to be right next to something something to notice it. What values do you get when running the jitter test?
Hey guys, I've been on a vr hiatus for a few months. I see Accounting came out so I'm ready to dive back in.
What other cool shit should I try? I hear Rec Room is fun.
Bah. I'm all for mega-threads, as it makes information easier to find for me. I hardly ever view the main forums and just use my subscriptions.
That feeling would be spot on. Do not mirror the audio out if you have children or people around that might be offended by profanity or not so family-friendly humor.
That feeling would be spot on. Do not mirror the audio out if you have children or people around that might be offended by profanity or not so family-friendly humor.
When I was standing in the forest bit, holding that stump-shaped VR device with one hand and the phone to my head with another and laughing while trying to listen to the tree-dweller and phone screaming at me at the same time, I had to think about how this would look outside of VR (me standing there with one controller up to my ear and grinning like a maniac) and actually bent over laughing.The phone bit had me in tears. I know it sounds weird in the case of VR, but more games should try to overwhelm your senses like that.
I dont have to be sure I tried one, I fucking own oneAnd I have to ask, what 'hard plastic' do you keep talking about on PSVR? there is no hard plastic on the visor part that you pull in, are you sure you even tried one? Y'see that part (Sony call it the scope) is as far from hard plastic as you could get, it's absolutely brilliant compared to vive/rift gaskets, light leak is a non issue, most of us play in dim rooms for PSVR anyway and I never even notice the gap as soon as I begin playing. The plastic you refer to is a very thin, but strong, flexible rubber that feels like the kiss of an angel as it touches your face. NO HARD PLASTIC. Also you can smile, your face can breathe etc and there is zero facial drag.
the nose piece rubber is just two flaps, if you push the visor close to your face as I do as its the only way I have found to remove most of the light bleed and get a good view into the lenses then the plastic behind the rubber and above the rubber pushes onto my nose and especially the bridge of my nose. After about 10 hours of use of the PSVR so far I find myself adjusting the headset far more often than the vive. The soft foam on the vive is just much better against the face. Light bleed is a big deal, I dont want my friends sitting in the dark. VR is a social experience in my house
Just out of curiosity, have you tried the other Vive nose piece? I suppose it wouldn't matter if the current one works well for you, but I found the alternative one blocks light bleed a lot better for the shape of my face. Pretty much all of my light bleed now comes from the gaps in the sides of the foam for glasses. As a wearer of glasses, I can appreciate those gaps, but my frames are thin flexible metal, so I'm contemplating adding a layer of foam to cut off even that bit of light.Light bleed is a big deal, I dont want my friends sitting in the dark. VR is a social experience in my house
I'd like a quick way to turn off audio/video mirroring from within the headset. Often not sure if it's on or off when you're wearing it.
yea I havent tried any others as I dont get any light bleed on the vive. The only reason I want to try the others is due to sweatJust out of curiosity, have you tried the other Vive nose piece? I suppose it wouldn't matter if the current one works well for you, but I found the alternative one blocks light bleed a lot better for the shape of my face. Pretty much all of my light bleed now comes from the gaps in the sides of the foam for glasses. As a wearer of glasses, I can appreciate those gaps, but my frames are thin flexible metal, so I'm contemplating adding a layer of foam to cut off even that bit of light.
Man, Accounting was so great and refreshing. No matter the medium, good writing and funny dialogue goes a long way.
How does it act when you twist it then? I assume at some point too much twisting would still induce some coil at some point (or, worse, damage the cable).
Anyway, I want one.
If you've ever handled a 1/4" audio cable (like for a guitar), it's basically like that (relatively same thickness). It can twist, but it's relatively thick and isn't all that prone to it. At least not nearly as much as the "flat" cable is.
Technically it's just as prone to twisting as a flat cable. The twisting itself is imparted by rotation while playing with the headset on and is impossible to avoid without a device on the cable allowing free rotation. (There's a term for them, but I'm drawing a blank. They're also rather expensive and bulky for the conductor count and frequency capabilities needed for HDMI+USB.) The only difference will be how the cable reacts to the twisting. The effects on a flat cable are immediately obvious. The effects on a round cable are largely invisible until the twisting gets to the point where the cable wants to coil. How the cable behaves at that point depends a lot on the materials and design.