Oculus Rift DK2 Thread

I thought I'd link this video here in case y'all don't follow the PC sim thread, as I think the VR implementation in RBR is relevant to all genres (and retrofitting VR support to old games):

http://youtu.be/0fEIrXv_vBY

Yep, spent an hour reinstalling RBR and RSRBR mods for this (a whopping 35GB :) ), the DK2 UI is a remarkably simple and intuitive way to retrofit older user interfaces. Spent some time driving as well; it's fantastic (except no FFB tuning, my wheel is rattling like a mothaf.. but ok..), especially considering we're talking about a user mod here..
 
So I just got my DK2 in the mail today. Wasn't too impressed at first. Had some issues with the config utility not seeing the 64-bit OculusVR Service and the config demo causing crashes and bluescreens.

Then I downloaded the Tuscany demo and after some fiddling, got it to work on the Oculus. My god, it had some awful framerate issues (running on a i5/GTX 770) and the juddering (persistence?) was so bad it gave me a headache within seconds. I literally said to myself "are you kidding me?" how could anyone be excited about this mess?

So a bit defeated and disappointed, I went for a walk outside and ran some errands. I came back to my desk a few hours later and started browsing oculus share and flipped through and found Vanguard V. It looked fun and had pretty good rating so I crossed my fingers and hoped that it wouldn't crash when I loaded it. And by god I'm glad it ran, because I was absolutely blown away. It feels a lot like Star Fox 64 transplanted into VR and it's fantastic. A few minutes into the first mission I was grinning like a five year old on Christmas morning (which was a problem because it kept moving the eyepiece up and out of focus lol). If you haven't given it a shot, I'd highly recommend it.

In any case, I'm pretty stoked about the possibilities of VR now and glad that I didn't give up and power on my PS4 for more grinding on Destiny. I'm currently updating Elite: Dangerous so I can give that a go. Super excited right now :D
 
So I just got my DK2 in the mail today. Wasn't too impressed at first. Had some issues with the config utility not seeing the 64-bit OculusVR Service and the config demo causing crashes and bluescreens.

Then I downloaded the Tuscany demo and after some fiddling, got it to work on the Oculus. My god, it had some awful framerate issues (running on a i5/GTX 770) and the juddering (persistence?) was so bad it gave me a headache within seconds. I literally said to myself "are you kidding me?" how could anyone be excited about this mess?

So a bit defeated and disappointed, I went for a walk outside and ran some errands. I came back to my desk a few hours later and started browsing oculus share and flipped through and found Vanguard V. It looked fun and had pretty good rating so I crossed my fingers and hoped that it wouldn't crash when I loaded it. And by god I'm glad it ran, because I was absolutely blown away. It feels a lot like Star Fox 64 transplanted into VR and it's fantastic. A few minutes into the first mission I was grinning like a five year old on Christmas morning (which was a problem because it kept moving the eyepiece up and out of focus lol). If you haven't given it a shot, I'd highly recommend it.

In any case, I'm pretty stoked about the possibilities of VR now and glad that I didn't give up and power on my PS4 for more grinding on Destiny. I'm currently updating Elite: Dangerous so I can give that a go. Super excited right now :D
Did you download the Oculus 0.4.3 runtime and updated the firmware of the rift?
 
So I just got my DK2 in the mail today. Wasn't too impressed at first. Had some issues with the config utility not seeing the 64-bit OculusVR Service and the config demo causing crashes and bluescreens.

Then I downloaded the Tuscany demo and after some fiddling, got it to work on the Oculus. My god, it had some awful framerate issues (running on a i5/GTX 770) and the juddering (persistence?) was so bad it gave me a headache within seconds. I literally said to myself "are you kidding me?" how could anyone be excited about this mess?

So a bit defeated and disappointed, I went for a walk outside and ran some errands. I came back to my desk a few hours later and started browsing oculus share and flipped through and found Vanguard V. It looked fun and had pretty good rating so I crossed my fingers and hoped that it wouldn't crash when I loaded it. And by god I'm glad it ran, because I was absolutely blown away. It feels a lot like Star Fox 64 transplanted into VR and it's fantastic. A few minutes into the first mission I was grinning like a five year old on Christmas morning (which was a problem because it kept moving the eyepiece up and out of focus lol). If you haven't given it a shot, I'd highly recommend it.

In any case, I'm pretty stoked about the possibilities of VR now and glad that I didn't give up and power on my PS4 for more grinding on Destiny. I'm currently updating Elite: Dangerous so I can give that a go. Super excited right now :D

Glad you got something working correctly, but Tuscany shouldn't be running that badly. Did you have your rift in direct mode or extended? Most demos run better (or only) in extended mode, with the rift as the primary monitor (if it's not the primary monitor, vsync will lock the framerate to your monitor at 60fps).
 
What do you guys think about the Cyberith Virtualize?

Will be meant for ultra-enthusiasts only. I'd be surprised if more than a few handful of games will be supported by it. It's not only expensive, but it takes up a lot of room as well. Then there's the safety concerns.

It'll be a niche of the niche product at most.
 
What do you guys think about the Cyberith Virtualize?
I think this and the Virtuix Omni are very interesting. For me, FPS-style experiences are not comfortable in VR at this stage, I feel very disconnected from what is being displayed, sitting down while my character is running around. Standing up feels better, but standing still combined with any kind of movement input from the gamepad becomes nasty, affecting my sense of balance, and I have nothing to hold on to, like a seat. A device that allows you to stand up and physically move on the spot while giving you some support has the potential to be the best way to experience this kind of game.

But when you consider the problems... there are so many things that need to be overcome to get this to work correctly.

For a start, I doubt the way they deliver movement input to the game is accurate enough. They would need to be combined with full body tracking if you wanted every step to be captured and animated correctly. On their own, I believe they are taking basic step movement and rotation at the waist and converting it to the equivalent of a gamepad's left stick input. If you really wanted it to look and respond correctly, you'd need full leg tracking, specially integrated into the game's animation - something that a developer would only be willing to do if such products were very popular and became one of the favoured ways to play. Possibly a bit of a chicken and egg scenario there - it may only become the favoured way to play if it worked at that level of quality.

Then there is the actual feel of walking/running/strafing (and turning while you do so). Going by what has been said by people who have tried them, I believe the Omni's curved base feels more natural for certain movements, while the Virtualize might feel less restrictive overall, due to the lack of grooves. But watching people move on both systems, neither looks natural and both look more tiring than untethered movement.

Which leads to the ultimate question... even if the flaws were overcome, would you actually want to play games in this way? An action shooter would be extremely tiring. Potentially a great workout, but perhaps the fun would start to become secondary.

I had a revelatory moment using the DK2 a while ago when I stood up and took a physical step within the bounds of the positional tracking camera. As every subtle aspect of my head movement translated 1:1 in the virtual environment, it felt totally natural, and was the first time I'd ever moved in VR (beyond leaning in my seat) without feeling strange (if you want to try this I suggest loading the 4th Floor Studio or Epic's Realistic Rendering room). I find it very hard to believe that you could replicate that exact feeling of a natural step while being confined to one of these systems. But I think the most telling evidence was the recent Crescent Bay presentation. Oculus took full advantage of this 1:1 tracking while standing, having a wide demo space, letting people take physical steps within the bounds of a wide angle camera. Having total freedom of movement and exact 1:1 tracking is likely a huge part of maintaining presence, which was their main objective with that presentation. I think it suggested that Oculus basically don't believe omnidirectional treadmills are the way forward.
 
I think it suggested that Oculus basically don't believe omnidirectional treadmills are the way forward.
I don't think there is any other option, though.

Its great to move around a small, confined space, but what if you need to run down a hallway in a game? Or across a map? There's just no way to do this and achieve the same sort of natural feeling of movement.

This seems to be an inherent limitation of the technology and I don't think there's any way of getting around it. Omnidirectional treadmills will likely be the best compromise.
 
I don't think there is any other option, though.

Its great to move around a small, confined space, but what if you need to run down a hallway in a game? Or across a map? There's just no way to do this and achieve the same sort of natural feeling of movement.

This seems to be an inherent limitation of the technology and I don't think there's any way of getting around it. Omnidirectional treadmills will likely be the best compromise.
Very true. I think there is a chance that CV1 will reduce motion sickness to the point where FPS-style games are comfortable enough sitting down with a gamepad for the majority of users, which may reduce the appeal of such a device. It may go totally the other way however - being such a vivid experience of being stood up that you feel like you absolutely must stand up as well, resulting in a huge demand for such solutions.
 
I think there is a chance that CV1 will reduce motion sickness to the point where FPS-style games are comfortable enough sitting down with a gamepad for the majority of users...
Except that motion sickness has squat to do with resolution or even framerate. If anything, going higher will only exacerbate the problem. The issue is the disconnect between what your eyes are telling you and what your inner ear is telling you. Even treadmills won't help there, because you're still not moving.

What DK2 is fixing, and CV1 will improve, is the people that have problems with latency causing a disconnect when they turn their head to look around. That's a whole different can of worms than in-game movement.
 
I think this and the Virtuix Omni are very interesting. For me, FPS-style experiences are not comfortable in VR at this stage, I feel very disconnected from what is being displayed, sitting down while my character is running around. Standing up feels better, but standing still combined with any kind of movement input from the gamepad becomes nasty, affecting my sense of balance, and I have nothing to hold on to, like a seat. A device that allows you to stand up and physically move on the spot while giving you some support has the potential to be the best way to experience this kind of game.

But when you consider the problems... there are so many things that need to be overcome to get this to work correctly.

For a start, I doubt the way they deliver movement input to the game is accurate enough. They would need to be combined with full body tracking if you wanted every step to be captured and animated correctly. On their own, I believe they are taking basic step movement and rotation at the waist and converting it to the equivalent of a gamepad's left stick input. If you really wanted it to look and respond correctly, you'd need full leg tracking, specially integrated into the game's animation - something that a developer would only be willing to do if such products were very popular and became one of the favoured ways to play. Possibly a bit of a chicken and egg scenario there - it may only become the favoured way to play if it worked at that level of quality.

Then there is the actual feel of walking/running/strafing (and turning while you do so). Going by what has been said by people who have tried them, I believe the Omni's curved base feels more natural for certain movements, while the Virtualize might feel less restrictive overall, due to the lack of grooves. But watching people move on both systems, neither looks natural and both look more tiring than untethered movement.

Which leads to the ultimate question... even if the flaws were overcome, would you actually want to play games in this way? An action shooter would be extremely tiring. Potentially a great workout, but perhaps the fun would start to become secondary.

I had a revelatory moment using the DK2 a while ago when I stood up and took a physical step within the bounds of the positional tracking camera. As every subtle aspect of my head movement translated 1:1 in the virtual environment, it felt totally natural, and was the first time I'd ever moved in VR (beyond leaning in my seat) without feeling strange (if you want to try this I suggest loading the 4th Floor Studio or Epic's Realistic Rendering room). I find it very hard to believe that you could replicate that exact feeling of a natural step while being confined to one of these systems. But I think the most telling evidence was the recent Crescent Bay presentation. Oculus took full advantage of this 1:1 tracking while standing, having a wide demo space, letting people take physical steps within the bounds of a wide angle camera. Having total freedom of movement and exact 1:1 tracking is likely a huge part of maintaining presence, which was their main objective with that presentation. I think it suggested that Oculus basically don't believe omnidirectional treadmills are the way forward.
I'd be fine with my Hydras and the virtualizer. I don't need exact foot tracking.
 
Except that motion sickness has squat to do with resolution or even framerate. If anything, going higher will only exacerbate the problem. The issue is the disconnect between what your eyes are telling you and what your inner ear is telling you. Even treadmills won't help there, because you're still not moving.

What DK2 is fixing, and CV1 will improve, is the people that have problems with latency causing a disconnect when they turn their head to look around. That's a whole different can of worms than in-game movement.
I disagree. I get far less motion sickness with DK2 compared to DK1 in all situations, including FPS-style games. I've even tested the Tuscany demo with the camera covered up to stop positional tracking, and while that brings on the nausea faster, it's still not anywhere near as fast as DK1. So it must be the lower latency, reduced motion blur, higher resolution or a combination of these things that makes it more comfortable. And this is definitely not unique to my experience - many people have been able to enjoy FPS-style experiences with significantly reduced nausea with DK2 compared to DK1.
 
Except that motion sickness has squat to do with resolution or even framerate. If anything, going higher will only exacerbate the problem. The issue is the disconnect between what your eyes are telling you and what your inner ear is telling you. Even treadmills won't help there, because you're still not moving.

What DK2 is fixing, and CV1 will improve, is the people that have problems with latency causing a disconnect when they turn their head to look around. That's a whole different can of worms than in-game movement.

This isn't true at all. Low framerates absolutely can and do induce motion sickness. There are a number of different factors that can cause issues for people. The vestibular conflict between what you see in VR and what your body feels motion-wise is only one of those factors.

I would recommend watching this video if you want to know more about this stuff: The Human Visual System and the Rift.
 
Did you download the Oculus 0.4.3 runtime and updated the firmware of the rift?

Yup. The problem turned out to be that the config wouldn't detect the x64 version of the service running, so I had to manually disable the 64-bit service and start the 32-bit one.

Glad you got something working correctly, but Tuscany shouldn't be running that badly. Did you have your rift in direct mode or extended? Most demos run better (or only) in extended mode, with the rift as the primary monitor (if it's not the primary monitor, vsync will lock the framerate to your monitor at 60fps).

Had it in direct mode. Maybe I'll try it in extended. Was weird because I just tried elite dangerous (which I'm sure is a MUCH more demanding game) and it ran smooth as silk. Same with Vanguard V.
 
Update to Richard Burns Rally VR:

V1.1 download

- Reduced number of backbuffers used by RBR (reduced latency)
- Fixed D3D error from Oculus runtime
- Fixed rift resolution issue in device initialization
- Fixed compatibility with rbr_rx.dll plugin (only cockpit was visible in-car)
- Added left shift + left ctrl as alternate shortcut key to recentering rift
- Added codriver mode

The latency fix should make it useable with vsync enabled, though by default its still disabled in the config. The compatibility fixes hopefully fix the random startup problems and make BTB tracks work that use the rbr_rx plugin.

The new codriver mode allows you to drive from the drivers seat using your standard monitor while a codriver rides with you on the codriver seat wearing the rift. So with it you can take a friend on a virtual rally car ride :) See the readme for instructions how to use it.

Very happy about the alt recentering config as I don't have a numpad on my current keyboard, and how about that codriver mode? This guy has some great ideas.
 
I think once the technology is advanced enough (maybe with inside-out positional tracking to warn users of possible collisions/obstacles) it would be practical to set up a "zone" of free movement like Crescent Bay does, and for locomotion to be entirely about teleporting a set distance instead of applying acceleration. None of the existing FPS mechanics will work but there's no reason why the genre should stick to them in VR.
 
And it's the one that no amount of resolution, framerate, or treadmills can do a damn thing about. That's my point.

Yes but you also claimed that framerate had no impact on motion sickness which is false. I do agree that increasing the Rift display specs won't solve the vestibular conflict problem. I'll drop this now as I feel like I'm mostly arguing semantics at this point.
 
A low frame rate is the only thing so far in the rift that's made me feel sick. Fortunately I can get the majority of games to run locked at 75fps.

Had it in direct mode. Maybe I'll try it in extended. Was weird because I just tried elite dangerous (which I'm sure is a MUCH more demanding game) and it ran smooth as silk. Same with Vanguard V.

If a game is designed to work in direct mode, it tends to work very well. You'll quickly find that most games work better in extended though.
 
Update to Richard Burns Rally VR:

V1.1 download



Very happy about the alt recentering config as I don't have a numpad on my current keyboard, and how about that codriver mode? This guy has some great ideas.

Yup, that is super clever. Building on that it might be cool if the codriver actually had to read out instructions to the driver who wouldn't see them on the monitor. Probably not from a virtual notebook since the resolution isn't quite there yet, and... maybe it actually harms the experience but who knows.
 
Any place other than Oculus to buy it "cheap". Imports in Argentina are closed and i am traveling to the Neatherlands, but Amazon and eBay are 600+.

Oculus does not allow different shipping and billing country's (I would be staying with a friend there, so I could order early)
 
Any place other than Oculus to buy it "cheap". Imports in Argentina are closed and i am traveling to the Neatherlands, but Amazon and eBay are 600+.

Oculus does not allow different shipping and billing country's (I would be staying with a friend there, so I could order early)
Could you send the money to your friend in the Netherlands to buy it on your behalf?
 
What's the difference between extended and direct mode? I run all the games in extended mode.

Direct mode doesn't treat your rift as another monitor with a desktop, video is sent directly to the hardware. I don't know if there are any performance benefits, but it's the most hassle free way of using a rift. Unfortunately getting games to run optimally on the DK2 is inconsistent so some just won't work in direct mode. Everything works in extended mode, but then you have to mess with moving windows around, making sure rift is primary/running at 75hz etc.
 
Got the rift and my GTX 970 at the same time earlier in the week and have been busy faffing around with it all. Been having a blast with it all in all but left me with the impression that it isn't quite ready for the consumer. It is a devkit yes but I think the demands are what they are and there is no getting around it, so at first it will mostly work for people with decent money to throw about on it. For the average consumer it is a huge commitment to buy the rift as these people are unlikely to have top range gaming PC's. I am all in personally

Anyway, some initial and random thoughts on this:


  • Perfect position: When putting the rift on there can be mm changes to the position on my head and it changes the experience massively. Turning from a blurry mess to crystal clear but even then it is only when looking at objects directly. Looking around with your eyes instead of your head changes things for the worse unfortunately. Not sure how that can be fixed but its very hard to explain to someone with no real experience in this. I wonder how many would put it on, declare it blurry and not realise if they just moved it down their cheeks 2mm it would work great. Needs more room for error, obviously eye positions vary and some will see better with the rift than others.
  • Resolution vs PPI: I strongly believe that resolution isn't the be all and end all factor that has been attributed to VR, with the talk of throwing 1440p at the issue of VR, 4K etc. and up. For me what stands out the most is the pixels, if you can sort of unfocus your eyes you can ignore it but not really. It shows up more in bright light environments or on text but the pixels really stand out in general. Seems the best games for this type of rift would be space based, need to get Elite Dangerous apparently. :) So I think if you got a 1440p or 4K pixel density screen, you could get away with rendering only 1080p.
  • FOV: The goggles don't really cover my full view so takes the immersive 'persistence' out of same games. Some it works better like Blue Marble and Ocean Rift, others make me very aware that I have a rift on my head.
  • Random Sickness: First day I played it for like 4 hours with various games and no real problems. About 2-3 hours the next day, 2 hours the day after and 5ish after that. So pretty happy with things but the odd game has made me very quezy after, especially Lava inc. At first the game ran like crap, played around with it and got it butter smooth. Lasted about a minute with it though, don't understand it as I played other coaster games without any issues and the framerate seemed great.
  • Framerate & Position: Speaking of framerate, it would be really helpful if oculus rift for the consumer version had a built in menu system as standard to show framerate (and have it turned on in game to look for drops) and allow a position reset. Some games do it, some games don't, some games do it well, some don't. Oculus can take the lead here and make a standard.
  • Wirelsss?: Consistent viewing is key with the rift but it would be great if they could cut the cable, not something I would expect but would be cool if they could do it. Dual band wifi been tried with it?
  • Best Experiences: I think the best experiences I have had so far have not been games. Sightline and From Ashes are really great, would love to see more polished versions of these. The UE4 Rollercoaster as well feeling like you're in a huge room is fantastic and looks so real. Also the MatrixVR although more of a game is very cool, the dodging bullets part genuinely had me feeling like I was in the world for a moment. SenzaPeso seems amazing but I haven't been able to get consistent framerates with it so kinda put it to the side in my head for now, but some moments are amazing. Some stuff I still can't get working right at all like Technolust, although it sounds like you have to buy it for the DK2 which if I can't test to see if it works I am not going to do. CouchKnights I want to try but camera position is massively off and not tracking. PrivateEye doesn't seem to work for the rift at all for me, was really looking forward to that one. Struggling to find info about the game though, if it supports DK2 now or where the latest download is.


Lots of ideas of what could be done with this, some great ideas already that I think will shape the future of games in VR. Would love to try a higher PPI screen in the rift though, think that would be a game changer.
 
Tsk, again the PPI argument! If the screen is warped to cover 100° FoV, for example, it doesn't matter if you are using a 4 inches 1080 screen or literally a 40 inches monitor strapped to your face: after the image is warped by the lenses they will both look exactly the same. You only make pixels smaller by using a higher resolution.
 
Perhaps the best thing would be PPD.. pixels per degree. And it can make a huge difference, regardless of what the rendering resolution is.

The pixel density of the monitor can be increased far beyond the resolution that the games themselves will render at. Having an 8-16K monitor doesn't automatically imply that the game has to be rendered at that resolution (which way too many people believe to be true). You can continue to render the game at 1080p or 1440p or whatever floats your boat. Then you're just dealing with needing good AA to cover up the jaggies, and that's something that we've been fighting with for years.

I do think it's important to get rid of the visible pixels in the display itself. No amount of AA can cover up the screen door effect. While it's not a game-breaker in DK2 (it's just a devkit, after all), it will be later on down the road, with CV1 and beyond.
 
I do think it's important to get rid of the visible pixels in the display itself. No amount of AA can cover up the screen door effect. While it's not a game-breaker in DK2 (it's just a devkit, after all), it will be later on down the road, with CV1 and beyond.

Apparently the screen door effect is basically gone in the Crescent Bay prototype so I don't expect it to be a big issue in CV1.
 
I never had a DK1, so I don't know how much of an improvement the DK2 is from experience. I have heard that Crescent Bay was much improved. Honestly, DK2 really isn't that bad. Your brain starts to tune it out after a while. Right now, my biggest problem with it is acceptable performance. In most games I have to turn settings down a lot lower than I'd like to get a solid framerate. That's one reason I picked up TrackIR as an alternative for spending too many hours in the Rift.
 
From a recent interview with Palmer and Nate Mitchell -- "The optics, the diffusers, the diffraction filters, all of those things – they can basically visually improve the resolution without actually improving the resolution significantly. So when we talk about resolution what we’re really talking about is perceived resolution, and perceived resolution is affected by so many different things that I believe that when you see the consumer product you’ll actually be like, ‘Wow! They actually improved the resolution substantially’. When we actually haven’t necessarily improved the resolution substantially."

I'm guessing a 1440p screen, with something else to help mitigate the screen door effect even further. You can get rid of the screen door effect on the DK2 by putting a laminate sheet over the screen, but it also blurs the image slightly. I'm sure they have a more favourable and elegant solution.
 
I'm guessing a 1440p screen, with something else to help mitigate the screen door effect even further.

Yeah same. I'm betting on a 1440p display with improved pixel fill from the DK2 and/or some kind of diffusion filter. So basically more or less the same as what Crescent Bay is rumoured to be.
 
Been losing my mind with Elite Dangerous lately, it's really damn impressive and the sense of it all is quite amazing. So far the Rift has not disappointed my family/friends and I one bit, also haha is it me or does the rift smell like soap? haha at least mine did.
 
Doesn't really mean much imo. Traditional FPS type games don't work all that well in the Rift.

Driving/flying would be pretty awesome. Even walking around slowly and just soaking in the atmosphere would be cool too. But yeah, running/jumping/rolling/shooting doesn't sound best suited for VR. Third person for on foot might work better though.
 
Been losing my mind with Elite Dangerous lately, it's really damn impressive and the sense of it all is quite amazing. So far the Rift has not disappointed my family/friends and I one bit, also haha is it me or does the rift smell like soap? haha at least mine did.
You must use powerful soap... the foam has a strong chemical smell that isn't particularly pleasant. Unfortunately DK1 had the same smell, so I had an almost Pavlovian response when I first tested DK2, immediately associating it with nausea. Starting to fade now thankfully.
 
Yeah, I'm fascinated by that as a proof-of-concept. I love UE4, lol.

I wonder how the speed of the GB emulator they embedded compares to how well/poorly other systems would run. Obviously it's faster, but how much faster? Surely Famicom wouldn't be a big leap.

Downloading now to check it out.
 
Wow, super impressive. The pulldown for the 60hz games isn't as bad as I would have expected.

Now if only they would release the source! I want to make Famicom World pretty badly.
 
Doesn't really mean much imo. Traditional FPS type games don't work all that well in the Rift.

Wut? I played through HL2 on the Rift and had a blast. Playing through Alien Isolation now and I can't imagine going back to a monitor with it.

On that note, I've been out of the loop but are other people having issues with their camera when playing Isolation? It usually works when I first start the game up, so I can look around corners and over desks and stuff, but after a while it just stops working. Is there a fix to this?
 
NewRetroArcade was pretty awesome.

Love the radio in the corner blasting 80's tunes. It was pretty hard to pick up and play the actual gameboys under that lighting though. They need to let you be able to sit down on one of the couches under a nice light and play those. The other thing I didn't like is the music from all the machines playing at once, on top of the radio too. I understand that's what they we're going for, having the audio barrage of a real life arcade, but once I selected a cabinet and started playing I kinda just wanted to hear the music from the game I was playing or just the radio.
 
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