Zalusithix
Member
I thought that in these cases it was automatic, and not reliant on any input from game devs?
Nope. You need to target these technologies to take advantage of them.
I thought that in these cases it was automatic, and not reliant on any input from game devs?
Protip for anything who gets an error 125 where the headset is not detected. I was getting 108 one in a while before this but today was my first time seeing 125. I tried unplugging and restarting and even rebooting the Vive. I finally realized I had an Nvidia GeForce Experience driver update. Once I installed that, I started SteamVR again and it finally recognized my headset and then it told me I had new firmware updates for the headset and the two base stations. I did the required updates (annoying for the base stations as you have to take them down...) and now everything works just fine!
I reported that crash on exit, glad it was fixed.Changelog:
New checkbox design.
Correct SteamVR path is now automatically recognized when restarting SteamVR.
Desktop mode (executing startdesktopmode.bat displays a window on the desktop instead of a vr overlay).
Fixed crash on exit.
Possible fix for supersampling suddenly set to 0.1 (more logging statement when fix does not work)
Fix for high-dpi monitors.
Cleaned up application directory.
How can you set different downsampling multipliers for each application/game?
There are some games I can't really downsample at all without hitting reprojection territory and then there are others I can double.
I don't always want to close Steam VR, edit the file and fire it up again.
Does the chaperone switcher program does this? Is that still working or does it always have to be updated with each iteration/update of SteamVR (Beta)?
Its not really "they", it's just Matthias, who incidentally sits behind me at workSpeaking of OpenVR Advanced Settings - there's a new version and they finally changed the checkbox design which was beyond awful, I never new if the checkbox is checked, or not checked.
https://github.com/matzman666/OpenVR-AdvancedSettings/releases/tag/v2.1
As far as I understand it, making that possible seamlessly would need Valve to chenge how it is handled. Currently the values are only initialized once on SteamVR startup -- so even if you had some per-application tracking you'd still need to restart the system before launching an application.Checkboxes are now "normal", so I'm glad he found the time to do it. You can tell him from me that his software is amazing, but he probably already knows it
What is really needed, IMO, is per app supersampling setting.
All my VR stuff just failed. Anyone else having this issue?
What do you mean exactly?
I often have the issue that I have to reboot the headset or restart steamVR because I get no picture in the headset or I have no sound in games. I guess my USB ist not really up to the task, it's usb3.0 but does not get recognized correctly.
I sometimes get that message, don't know what it means exactly but a steam VR restart has fixed it everytime here. You can't get it to work at all anymore?
I've restarted that and my computer with no luck. Trying to roll back Nvidia drivers to see if that helps.
New Touch owner here. You lucky bastards, the stuff you had available to you for months. What we had was like early 3D gaming before they invented the dual analog sticks, it was bad use of new tech. Now wow, this is game changing. Budget Cuts blew my mind.
New Touch owner here. You lucky bastards, the stuff you had available to you for months. What we had was like early 3D gaming before they invented the dual analog sticks, it was bad use of new tech. Now wow, this is game changing. Budget Cuts blew my mind.
So what should I get? I am a big zelda fan so Forgotten Realms has looked great for a long time. I want a zombie game but arizona sunshine is too expensive and I have heard mix reaction. Any other cheaper awesome zombie games? Whats the best free stuff? How is H3, I've heard good stuff.
And I know about Raw Data, I'll get it eventually, I dont like that its early access.
Yeah, the addition of tracked controllers changes VR significantly. Rather, it fundamentally changes the way in which we interact with digital content as a whole. This is why the comparisons to last gen's motion controllers are so incredibly tiring. From an experience standpoint, the two couldn't be any further apart.
Mind you, they're not perfect. There's much to iterate on and learn from when it comes to designing games/experiences around the interaction paradigm they make possible, but they're the future. I have no doubts about that. After years of wondering "where do we go from here" with games becoming prettier, but not changing in any real meaningful way, I think we finally have the answer.
For free stuff that makes use of the controllers:
Gnomes and Goblins [Experience]
Google Earth VR [Experience]
The Lab [Games & Experiences]
QuiVR [Game - Alpha]
RecRoom [Social / Game]
Waltz of the Wizard [Experience]
As for H3VR, it's probably the best game out there when it comes to guns and interactions with them. It's mostly target shooting right now though. There's other elements such as AI machines to take down in certain modes, but they're all works in progress. Likewise there's the groundwork being laid for user created levels/scenarios. So yeah, not complete, but frankly following the game is half the fun. The dev is extremely active and updates the game at least every other week (down from at least once a week for many months) along with video devlogs to go with the updates. We're actually in the middle of an advent calendar event with a special level where every day there's a new box to find and open with a new weapon and other silly things like tactical yule logs. While it's not free, I highly recommend getting the game if you enjoy messing around with guns.
Sweet, yeah I'm going to get H3, its going to be a fun showcase to others.
Anyone have forgotten realms impressions, even better if you have tried it on oculus.
Played the Doom 3 BFG VR mod and I noped the fuck outta there pretty soon after the place is overrun by zombies. The game isnt really scary on a monitor...in VR though it's straight up nightmare fuel.
The locomotion needs a bit of work though. I dont like how your momentum comes to such a sudden halt when you stop moving, especially when running. It feels like being in a car going 60km/h and pushing the brakes all the way down until you hit 0.
Have you tried the newest version of the mod? I've read it's quite enhanced compared to the earlier releases, not the locomotion but the inventory management. I've read you have now can have a belt an/or pockets to grab and store your stuff, similar to other VR games?
So, I was playing the newly updated Vanishing Realms yesterday... And fuck man, it's great. Being able to explore in VR is just... it's on a whole other level. Even just walking around in those caves, plinking away at the rocks with a mining pick is so much fun. I can't wait till we have more games like that, with the adventuring aspect.
H3VR honestly wouldn't be my choice for a showcase game for others. Unless said others have a decent knowledge of guns and games. While you don't need to know how to field strip a rifle in order to play the game, it does require a base knowledge of how the guns operate along with understanding the interaction mechanisms of the game itself.
And when I say interaction mechanisms, there are a lot of elements. Like more than probably every other VR game I've used combined. Take the options: just on the movement side of things there's multiple modes (teleport/slide), multiple ways to trigger them (pad/button), adjustments for how fast you slide, acceleration rates, etc. Then add in all the options on the gun and magazine handling side of things. That's in one settings "panel". Then you have the gun/accessory/melee weapon spawner, and the panel for all the different ammo types.
Basically it's a game that will easily overload and confuse somebody if you just throw them in there and expect them to pick everything up intuitively right away.
So, I was playing the newly updated Vanishing Realms yesterday... And fuck man, it's great. Being able to explore in VR is just... it's on a whole other level. Even just walking around in those caves, plinking away at the rocks with a mining pick is so much fun. I can't wait till we have more games like that, with the adventuring aspect.
How necessary is space to move around?
Yeah I tried it yesterday and it's overwhelming. Where is the tutorial?
from everything I have seen, I would avoid using anything but HDMI from the GPU to vive.
I'm running dual 25 foot HDMI cables with mine. One from the gpu direct to the vive breakout, the other from a DVI adapter to the TV. I then use an active 15 foot USB 3.0 extension cable
So I moved into a new apartment and I'm trying to figure out how to hang my lighthouses. It's a rental so no drilling into walls.
In the past I've used clamps alongside high bookshelves, but I don't have any of those and wasn't planning on getting any.
What I do have are 90 degree outcroppings at pretty much every corner of my space, like so:
Is there any type of clamp that could hang onto stuff like this? It would be perfect in theory. The main alternative I can think ofgetting a giant pole or tripodisn't particularly appealing.
from everything I have seen, I would avoid using anything but HDMI from the GPU to vive.
I'm running dual 25 foot HDMI cables with mine. One from the gpu direct to the vive breakout, the other from a DVI adapter to the TV. I then use an active 15 foot USB 3.0 extension cable
I Expect You to Die is playable but they have you do some stuff that will give you hand cramps on the Vive wands.
Once version 1.0.3 is released you can turn it on by editing your steamvr.vrsettings and adding the following:
You may already have a "revive" section, in which case you can just replace that section.Code:"revive" : { "ToggleGrip" : true },
Mimicking the hybrid grip mode used in Raw Data may be a good way of handling this. I.E. Tapping the Vive grip holds the Touch grip until Vive grip is tapped again, but holding the Vive grip results in holding the Touch grip until the Vive grip is released.
I think you need to remove all files from the previous instalation of Advanced Settings, while SteamVR is not running.OpenVR advanced Settings is really useful, thanks. Changing the distance when the chaperone disappears is great etc, setting a downsampling res and restaring Steam from there is comfortable enough for me.
One question, it says when updating, Remove all old files (very important) what files are these exactly and does it stop working when a new version of steam VR comes up?