Maiden Voyage
Gold™ Member
Supersampling via the SDK is really easy and has worked in every game I've played so far.
What GPU and CPU do you have? Are there noticeable improvements? 1070 and 4690k here.
Supersampling via the SDK is really easy and has worked in every game I've played so far.
I'd still say wait it out for now, but if you have enough games you believe will justify the purchase, I will say that both headsets are good. Vive gets you roomscale for cheaper. Rift + Touch gets you better controllers. I have my personal preferences but those won't help you much.
If you want me to test games on either headset, let me know and I'll report back with impressions.
Supersampling via the SDK is really easy and has worked in every game I've played so far.
Pretty easy. Install the SDK and you run a little utility where you can set the value.
Also note some games provide supersample options in their game menus.
My touch controllers arrived today from Amazon. Do I have this right, will I definitely get Medium for free when I plug the controllers in?
I'm still waiting for my Rift, so can't check myself.
Here's the list. Note some are pre-order exclusive. Did your headset also arrive? I'm curious on your take between the 2 headsets.
No, not yet. Monday or Tuesday hopefully, but with work I'm not sure when I'll get around to trying it out. Thanks for the link.
Give Rec Room a go if you can. I'm curious as to how that game works without using roomscale. I don't have enough play space to really try it out without injuring myself.
I'm interested as well, I played it a lot on the Vive. I haven't read anything about it and assumed they had you turning on the spot with the analogue stick.
Have you tried Theblu with touch? It was always the go to thing to show the Vive to none tech savvy family members because no buttons were needed.
I want TheBlu but the price point has stopped me from buying it.
I've played a bunch of this in a space that probably couldn't be considered room scale (1.5x1.5m). Works just fine.Give Rec Room a go if you can. I'm curious as to how that game works without using roomscale. I don't have enough play space to really try it out without injuring myself.
I've played a bunch of this in a space that probably couldn't be considered room scale (1.5x1.5m). Works just fine.
Some guy on the Oculus forum wrote an awesome looking tool. He's currently only giving download links via PM. Check it out here:
https://forums.oculus.com/community...pling-profiles-hmd-disconnect-fixes-hopefully
Highlights:
- Registry tweaks to help with the Inateck/Fresco USB card
- Automatically turn on Supersampling and create specific app profiles
- UI toggle for ASW
How are people finding the player population in multiplayer focused games? Notably, Unspoken, Dead & Buried, Ripcoil, and cross-platform stuff like Smashbox Arena.
My Rift came today and I have played a few hours with the touch. Overall impressions are positive, but not without some big issues.
I like the headset, it's lighter and comfier than the Vive. The visual differences are small imo, more god rays and bigger sweet spot are the standouts. The head strap is so much better than the Vive's though and the built in headphones are better than I expected.
The Touch controllers are good, but I don't think they are hugely better than the Vive's, only slightly. I could happily live with either but I do like having analogue sticks over the track pad.
Now the biggest difference... Tracking. Coming from the Vive, the Rift's Touch tracking is serviceable at best. It really lets the whole experience down. I think I have had more tracking issues in those few hours than my entire time with the Vive, a third sensor is essential imo which makes it more expensive than the Vive, and that's my problem. If I were to recommend either to someone I would still recommend the Vive unless they were strictly playing seated sim games.
My ideal set up would be Rift headset with Vive tracking and either of the controllers.
Wow has great reviews
Thanks for posting
Dear Angelica is now on the Oculus Store.
https://www.oculus.com/blog/superhot-vr-update-coming-soon/
Some more SUPERHOT update details about the challenge modes.
This is way more than I want to do. It's ridiculous this wasn't found in testing and/or other means of product reliability. I have a Z170-A mobo with enough USB ports to throw a USB orgy and I was still having issues.
Since I Expect You To Die doesn't seem to have its own topic, I figured I'd ask here. Does anyone know if the game requires you to reach objects that are very close to the ground? Due to my sensor setup I pretty much lose tracking completely around knee level and it starts getting spotty before that. I had to give up on Accounting since the very first thing you had to do was to pick something up from the ground and I'd prefer not to repeat the same thing after paying 25.
Nate Micthell just posted on reddit regarding the January "patch" that was suposed to fix roomscale tracking issues.
https://www.reddit.com/r/oculus/com...cking_update/dd4uwni/?st=iyl8boqs&sh=47036e2d
natemitchellHead of Rift 24 points an hour ago
The January Rift update is taking a little longer than we expected in terms of testing. We're working to get it out to everyone as soon as possible. Appreciate everyone's patience. And yes, this means there's very likely two updates in February.
I'm hearing this is up for download now.
Features
You can now choose to skip updating the firmware on your controllers when repeating Oculus setup.
Improved visibility of Guardian System boundaries with better hand animations.
Improved instructions for Oculus sensor positioning during setup.
Bug-fixes
The following key user-facing issues have been addressed in the 1.11 release:
Improved experimental roomscale and experimental 360º support.
Fixed calibration issues for multi-sensor configurations and Guardian System setup.
Fixed tracking issues with Touch controllers that resulted in tracking judder or loss of hand location or hand orientation in VR.
Fixed sensor issue which prevented Touch controllers from being detected.
Fixed stability issues with floor height in VR.
Improved Guardian System.
Fixed stability issue with Guardian System boundaries moving when the Rift headset wasnt in use.
Fixed tracking issue where Touch controllers werent detected by Guardian System.
Fixed reliability issue with Guardian System boundaries triggering too soon.
Improved Oculus Rift and Touch setup.
Fixed visibility issues with VR screen for adjusting Rift headset lens position.
Fixed search issue with Oculus Store and Oculus Library in the Oculus software.
Features
You can now choose to skip updating the firmware on your controllers when repeating Oculus setup.
Improved visibility of Guardian System boundaries with better hand animations.
Improved instructions for Oculus sensor positioning during setup.
Bug-fixes
The following key user-facing issues have been addressed in the 1.11 release:
Improved experimental roomscale and experimental 360º support.
Fixed calibration issues for multi-sensor configurations and Guardian System setup.
Fixed tracking issues with Touch controllers that resulted in tracking judder or loss of hand location or hand orientation in VR.
Fixed sensor issue which prevented Touch controllers from being detected.
Fixed stability issues with floor height in VR.
Improved Guardian System.
Fixed stability issue with Guardian System boundaries moving when the Rift headset wasn't in use.
Fixed tracking issue where Touch controllers weren't detected by Guardian System.
Fixed reliability issue with Guardian System boundaries triggering too soon.
Improved Oculus Rift and Touch setup.
Fixed visibility issues with VR screen for adjusting Rift headset lens position.
Fixed search issue with Oculus Store and Oculus Library in the Oculus software.