Quest arriving tomorrow! First time back into VR since original Vive and DK1/2 before that. Ready to try standalone VR!
Heading to bestbuy to pick up a quest pre-order tomorrow, no way i'm trusting delivery on my street. I'm excited to be able to finally show my grandparents what I work in.
I'm psyched to see what it can handle and if I can code/do art efficiently enough to make something that runs on it.
I'll write up a little experience comparison with my time in the vive/pro, rift cv1, windows headsets and Samsung odyssey. I'm curious to see what standalone can accomplish.
Yep, it do. They've claimed that it's “Best for users between 56mm and 74mm”
The rift S doesn't for some reason though. Feels weird.
My Rift S shipped on the 20th. Should be here sometime next week.
Mine are in transit from Eindhoven. With a bit of luck... I miss the delivery today and can pick it up at the nearest UPS pick-up at the end of the day.
Blade & Sorcery is such a good sword-fighting game. Honestly such good melee physics. You haven't swung a blade in VR properly until you've played it.
Honestly, guys.
Such good melee combat.
so what if you just
https://files.facepunch.com/forum/upload/185499/6d59a41b-3b83-4cd8-9ca4-395152b27bf9/64568378.webm
"Parry this you fucking casual."
Pimax will be available on amazon in the next hour. $150 off.
https://www.youtube.com/watch?v=xOwtpPjGg78
https://www.amazon.com/gp/product/B07JZL5QK3/ref=as_li_tl?ie=UTF8&tag=marcinlammi-20&camp=1789&creative=9325&linkCode=as2&creativeASIN=B07JZL5QK3&linkId=f712349ffd879941581bee7320b9e511
https://www.amazon.com/gp/product/B07JZL5QK3/ref=as_li_tl?ie=UTF8&tag=marcinlammi-20&camp=1789&creative=9325&linkCode=as2&creativeASIN=B07JZL5QK3&linkId=f712349ffd879941581bee7320b9e511
https://www.amazon.com/gp/product/B07JZL5QK3/ref=as_li_tl?ie=UTF8&tag=marcinlammi-20&camp=1789&creative=9325&linkCode=as2&creativeASIN=B07JZL5QK3&linkId=f712349ffd879941581bee7320b9e511
So many headsets yet I only have one pair of eyes...
https://files.facepunch.com/forum/upload/133700/aaf2d330-2cb7-4572-9b55-b2492e0f81f7/20190521_175502.jpg
I don't know my IPD, but the Quest is super clear for me, and my glasses fit inside it.
Gave VRChat a whirl, along with Beatsaber. Beatsaber is crazy!
But in VRChat, a lot of avatars are PC only still. I want to be a yoshi
And is there a way to change the movement to the analog stick? The weird teleporting bothers me a bit, where it shoots off a clone of you that walks to the point you wanna teleport to.
Be careful with the glasses, if they even just gently touch the lenses you're fucked.
It's ok, the Quest came with a Glasses spacer plastic bit that goes beneath the foam one.
It's so snug.
Quest could end up being really popular, the Oculus trailer of it has over 6 million views in only 1 day and it's rising fast.
"No PC" is causing serious interest in the general crowd. The first VR console pretty much.
I wonder if they're advertising it on Facebook itself.
https://www.youtube.com/watch?v=IBEykSr1l88
So it was pretty awesome. Still in heavy development but it's the closest you're going to get to becoming a cyberdemon presently. Also works pretty damn great for how short it's been in development. Going to try and leverage my time and experience to help bring this thing to market. Sorry for sideways photos. Am currently some 200 miles from my computer.
https://files.facepunch.com/forum/upload/133737/fe2b41b0-3533-471f-9be6-5e1074c41252/20190521_174152.jpg
are those VR Heelys?
quest is a nice idea but i think its going to be severely limited by its SoC
I think less fidelity is a reasonable trade at the moment as PC VR gets higher and higher resolution.
I agree that long term it isn't great - but at least in the short term I'm ok with more stylized games that run at high super sampling on my PC.
Fairly much, yeah. There's an invisible circle it places in the center of your playspace that, when you go outside it, activates the motors in the skates to bring you back to the center. The strength of the pull is attenuated to how fast your feet are moving plus how far outside the circle you are.
Your current location, meanwhile, simulates your finger using the vive trackpad. If you can imagine that invisible circle you're bound to as your trackpad projected onto a top view of your playspace, your moving foot is where "your finger would be placed on the trackpad".
It's a little hard to explain in text. Easier to just see it in motion. I'll see if I can upload some of the video I took there when I get back tonight!
How easy is to to use? I would have thought the boots would make you feel off balance if they're moving underneath you.
"It does take some adaption to it moving back but it's not too bad overall. It's a pretty slow move back and you only really feel it when you stop. I was paying a lot of attention to it though and it's still in early development."
Other store manager who got to try them out personally. I mostly watched and filmed. It looked pretty easy to operate though they are currently sort of heavy. To be expected though, heavy is cheap and they're building new generations of this technology every four weeks or so lately so they've not really been focusing much on the ergonomics given how much each version has changed.
Still a few glitches in the current version's rotating disks that are a little awkward in the transition from angular to straight movement and the motors are still being played around with a lot so it's not perfectly stable yet. We're still feeling confident after being able to personally try it out that these things are going to be awesome when they're out for sale to arcades. Definitely keep an eye on this tech. There's a lot of more intimate features that make it a really cool piece of kit that would take bit too much to explain for a forums post.
well you'd certainly feel immersed stomping around in a mech game with those things but I get the feeling that running or stomping are bad ideas
On this devbuild yes. The tech can't hold up to that sort of shock yet but this is the proof of tech stage of development rather than the ruggedization and aesthetics stage of development.
But for that matter, the other infinite treadmill solutions also can't handle anything more than a brisk walk.
You can get pretty fast with it even on the current build but no more than a brisk jog. I feel like the top speed would get pretty decent once this thing isn't held together with zip ties and duct tape.
If yet to grab the new right / left Touch controllers in the correct hand on first try. This was easier when the tracking ring wasn't symmetrical :v
Quest is awesome. Tetherless is game changing.
Ok! Two full days with quest and I've had a bunch of poorly organized first impressions. First, that pass through mode is wild. It reminds me a bit of the vive's, but the stereoscopic effect is something. It's somewhat like being disoriented and drugged, the scale warping and fuzzy monochrome is a trip. I put it on while talking to a friend and had a full conversation and it didn't feel quite real. Painting the boundaries is easy and cool now, but the guardian feels a bit aggressive. It's got the same activation distances as far as I can tell, but it's solid now and feels more intrusive. Transparency may be a bit too computationally expensive for the system, I've seen it taken out of most of the ports I've played thus far, more on that later. I have enjoyed the simple "standing" guardian, it highlights just the boundry area around your hand in a subtle red. It also takes advantage of the pass through feature for when you stick your head out of the play space and fades in pass-through more readily. I'll for sure be using that in non-roomscale games and when showing people VR for the sake of the walls.
The teatherless experience is pretty rad. I keep holding the headset as though I need to account for a cable. I also have a really odd habit of turning all the way back around to prevent wrapping myself with an imaginary cable. It's really cool to not have to worry about it, but the increased weight makes me move my head and body a bit slower generally, I'm hoping I'll get used to it over time. I do really enjoy the ability to just pop it on anywhere and do a 6dof standing experience. It's great to bring around and show people VR. I'm excited to put builds on it and show friends for quick feedback. I was sitting on the couch with a friend and popped it on and played a fishing game while screen casting it to their a smart tv.
On the topic of casting, it feels pretty beta all things considered. It's WiFi networked, so you'd need a shared router between the headset and whatever you're viewing on, it cant simply pair to the phone as far as I can tell. I was able to get it going somewhat with my phone and the headset both on friend's cellphone WiFi hotspot, which was pretty neat. The streaming on my home network has been hit or miss, it doesn't seem like all games work with it. The android smart tv connect only worked once as well, but that feature is understandably marked beta. Hopefully it'll get better with software updates. Still though, I'm glad for this feature so that I can guide new players through some of the less intuitive nature of early VR.
Speaking of which, the store doesn't seem to be as picky as I had thought. That fishing game was a bit of a mess as far as user interactions go. Not to overly badmouth a free game that I enjoyed, and it may not reflect on the store as a whole, it had some issues that I feel have sorta been worked out by now. The reel tolerance zone on the reel was way too small, I kept loosing grasp of the reel because the upside-down donut on the new controllers are too close together to comfortably stay in the collider without smacking them together. That's going to take some getting used to. trying to grab hold of a fish hanging off of the physics active rod had me flailing around frustrated. It felt a bit like a mobile game in a strange way. That said, it was fun to just chill in it for a minute. I'm likely gonna end up picking up ultrawings to have another chill game to just relax with wherever. I'm curious to see how the store selectivity plays out in the coming months now that devkits are functionally on shelves.
Cross buy is an interesting draw too, seeing as I have an original rift. I don't feel too bad picking up super hot again, or having not picked up moss on Oculus, seeing as they are two of the six games that aren't on oculus cross buy. Plus pavlov is now confirmed, yet is staying off the rift store as they don't want a PC platform without the workshop content. Cross buy might be enough to get me to pick up a few games I've been looking at on the Oculus store instead of steam, like Orbus. The overall vibe I've been getting form the quest is that it's a pretty locked down platform. Carmack has confirmed that they're not planning on letting games get access to the tracking cameras, so no optical finger tracking yet. I don't really mind though, that's quite the Pandora's box to open. It's already something to be bringing cameras like that into a home.
Speaking of cameras, the tracking is solid 6dof but not as good as Vive or rift tracking. Under ideal conditions, which are incandescent bulbs or another form of indirect light, it can keep track of the room and head tracking just fine. Playing while the LA sun was setting with my lights on caused it to get pretty confused at times, losing tracking at moments and asking me to reset the guardian whenever I took it off and put it back on. Under stable light it's solid though, much better and more consistent than PSVR. Hand tracking is passable. It feels a tiny bit shaky at times, but that might just be me having a tremor and not being used to the lighter controllers. It can certainly loose tracking around my hips or too far out to the sides, especially when i'm wearing my more billowy clothes. It may also have something to do with my height, I'm about 193cm/6'4", so it's got a bit of a ways to look down. I haven't found it to be too distracting though. Then again, I've have a lot of tolerance for it after filming some mixed reality under tungsten studio lights. Your mileage may vary, especially compared to a Vive. I will say I'm not sure it's quite as good as the Samsung or other windows headsets, but I haven't had enough time in those to really say for sure.
The screen is lovely. Colors and brightness are solid, no real issues with resolution. One pleasant surprise is that fixed-foveated rendering works for me. It's fairly subtle in the way that it lowers the resolution around the edges. I really have to be looking to the side for it or for a sustained amount of time to notice. The fps drop isn't terribly noticeable from 90 to 78 thankfully. It's is a slightly different aesthetic, similar to how there's a medium/manageable difference in feel between 24/30 in video. I'm excited to eventually ruin myself by trying the Index, as a 144fps fanatic, but that's neither here nor there. Optics are pretty nice too, plenty decent FOV and I can't see too much distortion, but I might not have an eye for that. Godray/light flaring are reduced, but Fresnel rings are more visible than the original Rift under worst conditions, similar to the Vive but not quite as pronounced as the pimax 8k if memory serves correctly. The IPD slider works fine for me, which is nice. I really glad they didn't give that up. The glasses spacer insert is great for friends with glasses, though I'm still nervous about the lenses and glasses. Interestingly my girlfriend thought it was clearer with the spacer. Not everyone's facial structure or eye placements are the same after all.
Now, for the visuals, I'm pretty impressed. The thing's a phone, I'm amazed how well some ports have transferred. Textures are obviously lower quality. Some models look a little lower poly, though that may be in part a cut back in physically based rendering lighting tricks. Lighting and post processing effects all together are waaaay cut back, though this is to be expected. It still looks passable, and robo recall at least had some baked in soft shadows. Don't expect any real-time lighting though. Also, Beat-Saber now has the blocks shrink out of existence when you fail a song, which I found hilarious. Performance is pretty solid so far. I've had some screen tearing, which feels odd seeing as it's only in one eye due to the whole alternating frames per eye thing. I haven't had too many frame drops, apart from that time I played during a sunset. That was the most concentrated the tearing issues have been as well. Overall, I'm really impressed at what can be accomplished on this with either unity or unreal. It's actual VR, not some phone attempt.
Audio is fine, though I have one concern. It's plenty loud, bass is weak but that's to be expected with the design. It has a headphone jack as well, which is great. My concern is that, seeing as it's not grounded, mine has been having a bit of an issue with static buildup. I think something electrical malfunctioned for a bit and my right side headphone started buzzing like it was clipping or blown. A full restart seems to have fixed it. Hopefully there's no wire loose. There's also a slight static hiss with headphones on dead air, which is an acceptable tradoff for wireless VR for me. Also, the built in sound is loud enough to hear clearly a few feet away, which helps with the lack of sound in the casting mode. Knowing people can hear my headset will take some getting used to though, I keep forgetting it the same way I forgot my friends couldn't see my eyes during a conversation in pass through mode.
It's a bit heavy, or its weight isn't distributed as well as the original Oculus. My shoulders are tensing up with it on my head, similar to how they used to with the PSVR. I like the overall design though, it all feels sturdy enough. It's rad that it has a USB-c port for charging/data transfer. The battery has generally lasted me 2.5-4 hours depending on the game. Not to echo everyone, but this thing is gonna pop off in sales. It's the first time we've had real 6dof vr in a standalone package, and it's good. I don't fear people getting a bad first impression of VR with it like i did with the 3dof devices. It costs as much as a game console. On top of that, it doesn't have the association with gaming as strongly as the PSVR. Not that I don't believe in a gaming VR, but it's got such a broad appeal to suits now. This is the most accessible and non-intimidating VR has ever been. I'm excited to see the sales. In chatting with some folks at a few nearby best-buys, it seems like the Go was popular enough to sell out multiple times in the holiday season. I have a good feeling about this. I also feel a bit nervous about how the economics of making VR games will change as a result. If this sells as much as I think it could, it'll be pretty popular in the next 5 years or so to target standalone. Then again, it could bring more people into PC VR overall so who knows.
All in all, I love the thing. It's got some trade-offs, of course, but it's a big first step into VR's mainstream future.
Moving between the untethered Quest and the tethered Rift S makes you aware of how liberating it is to not have to worry about a cable.
Luckily my DisplayPort extension cable arrives tomorrow, so that I can walk around my space without feeling the pull as much.
Facebook Initially Thought Oculus Quest Might Be "Impossible"
Interesting article with background on the Quest development cycle.
So, pavlov on the quest is a pretty neat proof of concept. It's very frame-y, but the mechanics are all working. I'm excited to see where it goes.
That said, cheeking a rifle leads to some pretty distracting tracking loss of your closer hand. I think it might be too close to the cameras to be tracked well. At least I've still got my rift.
First impressions of S after playing VRchat for a couple hours and some H3VR later:
Good:
- Screen sharpness about equivalent to Vive Pro, the extra subpixel and small res bump make a huge difference in text readability and overall clarity
- New lenses are very clear and have much reduced god rays
- Halo strap fits my head well and is about as comfy as the OG Rift, if not more
- Setup was piss easy, took only 2-3 minutes since I already had the Oculus software installed and only had to download a small firmware update
- No sensors needed, many USB slots got freed from my PC
- Passthrough+ is stereo correct and everything is correctly scaled. Very handy for taking a look outside
PlusMinus:
- Tracking. It has both great advantages and disadvantages. Expecting software improvements to reduce the latter - happened with OG Rift launch too.
- Controllers, the new tracking ring makes them more top heavy which is a bit annoying since the point of balance is above your hand instead of in the middle of it. Also less wall-punch finger protection
- Field of view is pretty much identical to OG Rift
Bad:
- OG Rift's nose rest area is better (the soft pleasant fabric) compared to S's soviet gasmask rubber gasket
- Greyish blacks in dark areas, and less contrast overall, because of the LCD memes
- Stock audio is pure ass, so headphones into the 3.5mm jack on the side of the headset is a must. But supposed improvements are coming to that as well (effect remains to be seen)
- FPS games tracking has issues (tried H3VR). Two handed rifles will occlude controllers sometimes, and reloading revolvers in particular is a pain in the ass due to the tracking ring placement. Two-handed gun tracking can be improved by tilting your closer controller forward to reduce occlusion, but it's not ideal in combat situations (you have more on your mind there than keeping track of controller tilt).
Other notes:
- Bug where one frame of static flashes in the vision at random times. Known and fix is coming via firmware update soon™
- Related to the above, there's a blackscreen bug that is also being fixed via firmware. Haven't encountered it myself (yet) but some have.
- The close range tracking of controllers is getting improvements according to big boy Carmack who is working on it, so FPS games might become better as the patches start rolling out
- Stock audio's volume and bass are getting improved via firmware soon™
- Microphone bug where the mic sounds staticy at random times. Noticed in VRchat. Possibly related to the visual frame of static bug.
- The S doesn't come with a microfiber cloth for lens cleaning, so you'll have to buy one separately. A weird decision considering OG Rift and all other headsets I know of come with one.
Experienced some hard VR nausea earlier today when I played vivecraft for the first time and climbed a mountain, then built a one block wide bridge to another mountain and looked down beneath me.
Also just played a township tale and spent an hour in the tutorial with other people dicking around and very slowly attempting to do all the tutorial stuff. It was a blast and I think I'll definitely be playing more of it.
As promised, effectively the "Iron Man Suit Mark 1" version of the device EKTO VR is developing; though technically it's the "Mark IV" as this is the fourth generation of the device.
https://youtu.be/rMdO8Ld-FI0
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