How do i even watch 360 degree videos? When I bought the system I figured Oculus would have a damn web browser by now...I kinda wanna try VR Porn, but just can't do it. Something about it makes me feel real naughty. I'm just curious to see what it's like.
Need a WebVR browser. Firefox nightly or chromiumHow do i even watch 360 degree videos? When I bought the system I figured Oculus would have a damn web browser by now...
Been playing some simpler games getting my VR legs waiting for my controllers to arrive and I've run into a problem that might be a big issue for me.
I get double vision on close objects.
Like in ultrawings when doing the balloon popping game with the gun I see two gun sights and I have to aim in between the two.
Its not a issue with the Rift but me, I frequently see doubles of things up close and have to really strain to focus my vision and trying to do that in-game gave me a migraine.
This might effect my ability to play games.
Yo!
Just wanted to let you all know that a game called Herobound is currently free on the Oculus store. Haven't tried it yet but it seems to be a lite rpg that takes influence from Zelda. Looks pretty fun and free is free so just wanted to spread the word!
Sounds like you have your IPD set incorrectly.
What happens if you close one eye, like looking down a real gun sight?Its set correct, I even tried adjusting it during the game and any adjustment only made it worse.
Everything looks perfect as long as it isn't up close like a gun sight in which case it doubles.
I have weak eye muscles and cannot focus on things less than 6 inches from my eyes.
The normal tracking dot is projected a fair bit away and I have no issue with that but the gun sight is rendered right in front of me and I get split vision looking at it.
Well suck.
I have no idea why I am getting such poor tracking quality now.
I disconnected my sensors and plugged them back in - redid the setup and it still is tracking really poorly when it used to track perfectly.
One of the sensors now says "Warning Poor Tracking Quality"
This was fixed when I turned off the setting to Allow Windows to Power Down USBs...but now its back!
Man this is really bumming me out.
Going to go to best buy and pick one up in the morning as they're back in stock l, I remember reading the new bundles drop the Xbox one controller sadly but do you still get the free games?
So I got my touch and other sensor today and got it setup.
Ran into a snag with it.
I wasn't aware that there were certain motherboards and usb controllers that the rift flags as incompatible and found out that my mobo (asus p8z68 v pro/gen 3) uses Asmedia 3.0 usb which seems the rift does not like.
For some reason the USB 3.0 works perfectly fine with my headset, I plug it in and it gives me ZERO issues and says it's connected and on USB 3.0.
However if I plug in a sensor to any usb 3.0 it's like "nope, not gonna let you use that" it doesn't even let it go to a usb 2.0 speed, it's just like "NOPE" (even if I unplug the headset and only have a single sensor in it).
So I ended up plugging both sensors into usb 2.0 ports and it is working fine for me, no issues tracking or anything, it feels smooth so far.
How much does the play area size matter?
The way my room is set up, I have a roughly 2.5 meter by 3 meter space to use. However, the bed I use is a sofa bed, and if I convert it back into a sofa, I can extend that play area to 3 meter by 3 meter. Would it be worth it for me to take off all of the sheets on the bed and fold the sofa back up every time I want to play a VR game? Do any games get noticeably better with the increase in space? The experimental 2-camera setup for the Rift is recommended only up to 1.5 meters by 1.5 meters, which would imply that not many games use more space than that.
I believe the general consensus on the USB 2.0 vs 3.0 is that if it ain't broke, don't fix it. You may run into some edge case tracking weirdness with sensors, but from what I've seen that's extremely rare. You're good to go.
On a side tangent, pretty sure the mobo USB compatibility issue rests entirely on asus (and many other mobo manufacturers at the time) cutting corners.
When usb3.0 started looking like it was destined to hit consumer products en masse, mobo manufacturers scrambled to add their own implementation of the new hotness known as usb3.0. Problem is, their first efforts were fairly shoddy, and do not actually meet requirements to be usb3.0 certified. However, in a triumph against logic, they decided to name it USB3.0 anyway, because their USB ports met some (e.g. faster data transfer), but not all, requirements to be considered 3.0
I guess this has all been a round about way of saying that the rift 'doesn't like' those USB 3.0 ports only because it is acutely aware they're not real 3.0s, just asus' terrible approximation of it circa 2013
Is Rift a good choice of VR headset at the moment? I'm not sure if I should wait for next iterations, sales on Black Friday (maybe on Vive), or just grab the current deal on Rift.
I've used DK2 before and it was kinda disappointing, haven't followed VR since that but kind of getting the itch again. Saw that LG is also making one and what I've read that looks great too.
Any opinions? Thanks.
Is Rift a good choice of VR headset at the moment? I'm not sure if I should wait for next iterations, sales on Black Friday (maybe on Vive), or just grab the current deal on Rift.
I've used DK2 before and it was kinda disappointing, haven't followed VR since that but kind of getting the itch again. Saw that LG is also making one and what I've read that looks great too.
Any opinions? Thanks.
Yea, but it still seems weird that the rift is A-ok with the headset being plugged into one and labels it as usb 3.0 connected, but with a sensor it's like "NOPE."
You'd think the headset would require more bandwidth vs a single sensor, since it requires usb 3.0 and the headphone use the USB for positional audio and things.
If you're using an inateck USB hub you might need to update the drivers. This happened to me and that was the culprit.
Im just using my on board USB connections. I did perform an update for those a while back. Still all wonky
I kinda wanna try VR Porn, but just can't do it. Something about it makes me feel real naughty. I'm just curious to see what it's like.
Been playing some simpler games getting my VR legs waiting for my controllers to arrive and I've run into a problem that might be a big issue for me.
I get double vision on close objects.
Like in ultrawings when doing the balloon popping game with the gun I see two gun sights and I have to aim in between the two.
Its not a issue with the Rift but me, I frequently see doubles of things up close and have to really strain to focus my vision and trying to do that in-game gave me a migraine.
This might effect my ability to play games.
I kinda wanna try VR Porn, but just can't do it. Something about it makes me feel real naughty. I'm just curious to see what it's like.
To be honest it's not all that great. They still haven't figured out how to film it properly.
Newegg has Oculus Rift + Touch for $374 if you check out with MasterPass.
https://slickdeals.net/f/10422200-oculus-rift-touch-bundle-374-00-399-25-w-masterpass-checkout-and-promo-code-mpbts17?src=SiteSearchV2_SearchBarV2Algo
This deal appeared several days ago but I don't see it mentioned here, skimming the thread. Saw this while looking for a new headset and just thought I'd let y'all know.
Yeah, its amazing how much better the final CV1 Rift is than DK2 was. The stats tell a little of the story - DK2s resolution was 640 by 720 per eye, CV1s is 1200 by 1080 per eye, DK2s max refresh was 75hz, CV1 runs at 90hz. Its quite a bit sharper, smoother, and just feels more real, and less apt to VR sickness. And the addition of a second sensor (or third if you feel inclined) makes a HUGE difference, as you can now setup a very solid standing and room-scale VR, where you are actually taking steps in real life to take those same steps in VR. And the Touch Controllers give you your virtual hands which move exactly as your real life hands do.Is Rift a good choice of VR headset at the moment? I'm not sure if I should wait for next iterations, sales on Black Friday (maybe on Vive), or just grab the current deal on Rift.
I've used DK2 before and it was kinda disappointing, haven't followed VR since that but kind of getting the itch again. Saw that LG is also making one and what I've read that looks great too.
Any opinions? Thanks.
I'd order 1 or 2 of the inateck 4 usb ports hubs to spread out your runs. But they're fairly inexpensive and it might solve your overall issue having better ports.
If you're using an inateck USB hub you might need to update the drivers. This happened to me and that was the culprit.
Has anyone used the VR Covers from VR Cover? I'm sweating a lot and looking for something a little more comfy and maybe something that'll breathe a bit better. Any other VR Covers out there? I'd love to get it from Amazon for prime shipping but I didn't see any on there besides a bunch of disposable covers.
I have one. I really like it-- it's way more comfortable on my face than the foam, and is washable. Only downside is that it's not the easiest thing to figure out how to put on, but once you get it figured out it's not bad.
I spent 3 hours last night trying to sort out driver problems with my Inateck card. I have no idea why Oculus recommends that thing with such screwy drivers. If I use windows default drivers (which Inateck recommends), only one of my sensors will be detected as USB 3. If I use the Inateck drivers, I lose wireless sync on my sensors at random. I finally gave up and moved all my other USB devices to the card and left all my motherboard ports open for Oculus use.
Well suck.
I have no idea why I am getting such poor tracking quality now.
I disconnected my sensors and plugged them back in - redid the setup and it still is tracking really poorly when it used to track perfectly.
One of the sensors now says "Warning Poor Tracking Quality"
This was fixed when I turned off the setting to Allow Windows to Power Down USBs...but now its back!
Man this is really bumming me out.
Yeah, its amazing how much better the final CV1 Rift is than DK2 was. The stats tell a little of the story - DK2s resolution was 640 by 720 per eye, CV1s is 1200 by 1080 per eye, DK2s max refresh was 75hz, CV1 runs at 90hz. Its quite a bit sharper, smoother, and just feels more real, and less apt to VR sickness. And the addition of a second sensor (or third if you feel inclined) makes a HUGE difference, as you can now setup a very solid standing and room-scale VR, where you are actually taking steps in real life to take those same steps in VR. And the Touch Controllers give you your virtual hands which move exactly as your real life hands do.
The software quality is something else as well - youve waited long enough, you have tons of very high quality games to choose from. Heck, you get a number of free games with the CV1, and they arent throwaway games in the slightest. And theyve really gotten their own system software dialed down - you dont have to run any software, just put on the headset and it loads you into Oculus Home, a VR envirionment where you can load your games or buy new ones. And the install setup is a very smooth process, ending with a very awesome VR demo.
The next iteration of Oculus isnt going to hit until at least 2018, and the Vive looks like it is doing incremental updates, getting a new headstrap and new motion hand-controllers that strap to your hands. I personally wouldnt wait, the VR we have right now is amazing, and relatively cheap.
It doesn't help.What happens if you close one eye, like looking down a real gun sight?
Have you spoken with an ophthalmologist? Is it something that can be helped with focusing exercises?
I know this is not a troubleshooting thread, but it seems to be the most active for Oculus so I figured maybe someone here can help me out...
Got the Oculus + Touch. Going through the setup, everything okay until the "Continue in VR" portion. Getting an orange light above the Rift, have sound but no video. Have tried reinstalling graphics drivers, reinstalling Oculus software, switching USB ports and mixing 2.0 + 3.0 ports. I once got a white light above the lenses, but still no video. I am plugging the Oculus into the GPU's HDMI port and using TeamViewer to stream to my Mac in order to work with the setup app on my Win10 PC.
AFAIK my mobo is Rift compatible, as is my GPU. I ordered a DisplayPort to HDMI adapter since I read it may fix the issue. Can anyone who has had a similar experiene help me out?
MOBO: MSI Z170-A PRO ATX LGA1151
GPU: GeForce GTX 1060 6GB G1 (has only 1 HDMI port)
Been playing some simpler games getting my VR legs waiting for my controllers to arrive and I've run into a problem that might be a big issue for me.
I get double vision on close objects.
Like in ultrawings when doing the balloon popping game with the gun I see two gun sights and I have to aim in between the two.
Its not a issue with the Rift but me, I frequently see doubles of things up close and have to really strain to focus my vision and trying to do that in-game gave me a migraine.
This might effect my ability to play games.
Yeah, its amazing how much better the final CV1 Rift is than DK2 was. The stats tell a little of the story - DK2s resolution was 640 by 720 per eye, CV1s is 1200 by 1080 per eye, DK2s max refresh was 75hz, CV1 runs at 90hz. Its quite a bit sharper, smoother, and just feels more real, and less apt to VR sickness. And the addition of a second sensor (or third if you feel inclined) makes a HUGE difference, as you can now setup a very solid standing and room-scale VR, where you are actually taking steps in real life to take those same steps in VR. And the Touch Controllers give you your virtual hands which move exactly as your real life hands do.
The software quality is something else as well - youve waited long enough, you have tons of very high quality games to choose from. Heck, you get a number of free games with the CV1, and they arent throwaway games in the slightest. And theyve really gotten their own system software dialed down - you dont have to run any software, just put on the headset and it loads you into Oculus Home, a VR envirionment where you can load your games or buy new ones. And the install setup is a very smooth process, ending with a very awesome VR demo.
The next iteration of Oculus isnt going to hit until at least 2018, and the Vive looks like it is doing incremental updates, getting a new headstrap and new motion hand-controllers that strap to your hands. I personally wouldnt wait, the VR we have right now is amazing, and relatively cheap.
I've said it here before but I would not be surprised if there is a financial reason why Oculus is only recommending the Inateck card (and another even more expensive card if you run a search on Amazon using the chipset they recommend). There are tonnes of cheaper USB 3.0 PCIE cards that work. My OEM USB 3.0 PCIE card costs only $9 (no link though as I bought it from a local site) and it works perfectly.
There are tonnes of confusion on this issue and despite that, Oculus has never clarified what works and what doesn't even though they clearly have a blacklist being implemented at the software level (you can find it in the game directory), leaving the userbase to figure things out themselves.
Either Inateck is paying Oculus a fee for recommending its cards or someone at Oculus owns a stake in Inateck or something along those lines. The whole situation stinks and I can't believe they are getting away with it.
Just bit the bullet and ordered one.
So.. uhh.. how long until they actually Charge my account/ship this thing?
Yes that works.
The key to finding out whether these USB 3.0 cards work or not is the chipset. The card in your link has the following chipset:
Chipset: NEC uPD720201
My USB 3.0 PCIE card has the same chipset and it works. Don't buy the overpriced Inateck shit that Oculus is suggesting.
Have you plugged in any new USB devices recently? Could be affecting bandwidth if you're using the onboard hub.
I had a problem that sounded similar to yours this morning- consistent hiccups in the tracking, but it turned out to be because I was listening to youtube in the background while playing Minecraft in VR. Paused it and everything was fine.
I know this is not a troubleshooting thread, but it seems to be the most active for Oculus so I figured maybe someone here can help me out...
Got the Oculus + Touch. Going through the setup, everything okay until the "Continue in VR" portion. Getting an orange light above the Rift, have sound but no video. Have tried reinstalling graphics drivers, reinstalling Oculus software, switching USB ports and mixing 2.0 + 3.0 ports. I once got a white light above the lenses, but still no video. I am plugging the Oculus into the GPU's HDMI port and using TeamViewer to stream to my Mac in order to work with the setup app on my Win10 PC.
AFAIK my mobo is Rift compatible, as is my GPU. I ordered a DisplayPort to HDMI adapter since I read it may fix the issue. Can anyone who has had a similar experiene help me out?
MOBO: MSI Z170-A PRO ATX LGA1151
GPU: GeForce GTX 1060 6GB G1 (has only 1 HDMI port)