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Advanced technology is indistinguishable from magic

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File:nene1.png (596.36 KB,900x506)

 No.387[View All]

A thread for random tech chatter
If your talk ends up being well thought out and has lots of replies, consider crossboard-linking your discussion into a thread
115 posts and 14 image replies omitted. Click reply to view.

 No.1871

To kind of clarify after watching. He's saying it's as good as a fresh graduate from a CS class who only did things for homework assignments and prepared for interviews. Basically for the entry level positions that existed solely to onboard juniors

 No.1872

Legal spyware

 No.1873

do not update to windows11

 No.1874

why am i not allowed to extract multiple files from 7z at once...

 No.1903

going to attempt to learn python again

 No.2066

>>1873
It's 'aight

 No.2067

>>2066
it is not!

 No.2068

File:4b1f070149.png (482.47 KB,1504x1239)

I'm actually surprised by how cheap a game console is compared to all the other tech things I bought recently.

 No.2150

sometimes I'm shocked that computers even work

 No.2312

what are my choices for a decent vr set that's good quality?

 No.2314

File:1466084666545.jpg (192.72 KB,1300x1244)

>>2312
My recommendation would be: Quest 2 if you just want something cheap and don't mind buying used, Quest 3s if you're getting into VR for the first time and want something new but decently priced, Quest 3 if you're okay spending a bit more but want the best standalone headset, and Quest Pro if you have more money than sense and get really into VR and want face and eye tracking for some reason. You can consider Pico if you don't live in North America, but I'm frankly unsure if they'll continue selling in Western markets because their sales have been quite poor; they also have a reputation for dropping support for their last headset as soon as they release a new one. If you buy used, I would caution that you don't end up buying the headset by itself. With the Quest headsets, I'm fairly certain you can only enable hand-tracking after you've set the headset up using the controllers.

Below is a more in-depth comparison, with dropdowns, for the headsets I mentioned.

Worldwide:
Quest 2: Good quality, very cheap ($100 - $150 used)+++ Lots of third-party accessories
+++ Usable for PCVR via local WiFi streaming (does not use internet)
+++ 120Hz displays
+++ Very wide selection of standalone apps & games
++ Wireless (Battery life ~2 hours, extendable to ~10 hours with a 10,000 mAh USB C PD battery pack or longer with a larger battery)
++ AA battery-powered controllers (30 hours or more with a single rechargeable AA)
+ Fairly high resolution (1920 x 1832 per eye)
+ Hand-tracking
+ Can use either the default controllers or the Quest Pro controllers (Quest Pro controllers are self-tracking)
+ WiFi 6
+ Good microphone
~ Decent FOV (97° horizontal, 93° vertical)
~ Standalone (OS built into the headset itself, does not require a PC to use)
~ No longer in production; You will have to buy used.
~ Controllers have a tracking ring
~ Single LCD display
- Black and white, low-resolution passthrough (Uses the IR tracking cameras)
- Controllers need to be within line-of-sight of the tracking cameras, otherwise they lose tracking
-- Uncomfortable to use with glasses (Prescription lens inserts available from third-parties, such as VR Optician)
-- Fresnel lenses (high glare in contrasty scenes, slight chromatic aberration at lens fringes, "low detail"; easy to get used to, however)
-- No manual IPD slider (3 notch settings; may be an issue if your eyes aren't a "normal" distance apart)
-- FOV dependent on IPD (FOV ranges between 85° and 97° depending on IPD)
-- Poor default comfort (You likely will want to buy a third-party headstrap, replacement facial interface, controller grips, glasses protectors so your
glasses don't scratch the lenses, etc.)
-- Requires a Meta account, and need to use the Meta/Oculus app to setup headset (Only required on first setup; headset can be used without internet)
-- Still receiving updates, but slated to lose support eventually

Quest 3s: Good quality, decent price ($300 new, ~$250 used) -- minor upgrades over the Quest 2+++ Lots of third-party accessories
+++ Usable for PCVR via local WiFi streaming (does not use internet)
+++ 120Hz displays
+++ Very wide selection of standalone apps & games
++ Wireless (Battery life ~2 hours, extendable to ~10 hours with a 10,000 mAh USB C PD battery pack or longer with a larger battery)
++ AA battery-powered controllers (30 hours or more with a single rechargeable AA)
+ WiFi 6E
+ Fairly high resolution (1920 x 1832 per eye)
+ Hand-tracking
+ Can use either the default controllers or the Quest Pro controllers (Quest Pro controllers are self-tracking)
+ Currently in-production. Can buy either new or used.
+ Actively receiving updates.
+ Color passthrough (passthrough quality is highly dependent on indoor lighting; higher brightness will look better)
+ Controllers do not have a tracking ring
+ Good microphone
~ Decent FOV (97° horizontal, 93° vertical)
~ Standalone (OS built into the headset itself, does not require a PC to use)
~ Single LCD Display
- Controllers need to be within line-of-sight of the tracking cameras, otherwise they lose tracking
-- Uncomfortable to use with glasses (Prescription lens inserts available from third-parties, such as VR Optician)
-- Fresnel lenses (high glare in contrasty scenes, slight chromatic aberration at lens fringes, "low detail"; easy to get used to, however)
-- No manual IPD slider (3 notch settings; may be an issue if your eyes aren't a "normal" distance apart)
-- FOV dependent on IPD (FOV ranges between 85° and 97° depending on IPD)
-- Poor default comfort (You likely will want to buy a third-party headstrap, replacement facial interface, controller grips, glasses protectors so your glasses don't scratch the lenses, etc.)
-- Requires a Meta account, and need to use the Meta/Oculus app to setup headset (Only required on first setup; headset can be used without internet)

Quest Pro: Good quality, over-priced (~$900 new, ~$800 used)+++ Usable for PCVR via local WiFi streaming (does not use internet)
+++ Very wide selection of standalone apps & games
++ Wireless (Battery life ~2 hours, extendable to ~10 hours with a 10,000 mAh USB C PD battery pack or longer with a larger battery)
++ Controllers are self-tracking and do NOT need to be within line-of-sight of the tracking cameras
++ Pancake lenses (minor glare in contrasty scenes, "high detail" and very clear to see through)
++ Manual IPD slider (55-75mm)
++ Comfortable to use with glasses (Prescription lens inserts also available from third-parties, such as VR Optician)
+ 90Hz displays
+ WiFi 6E
+ Some third-party accessories
+ Fairly high resolution (1920 x 1800 per eye)
+ Hand-tracking
+ Eye-tracking
+ Face-tracking
+ Can use either the default controllers or the Quest Pro controllers (Quest Pro controllers )
+ Currently in-production. Can buy either new or used.
+ Actively receiving updates.
+ Controllers do not have a tracking ring
+ Good FOV (106° horizontal, 96° vertical)
~ Color passthrough (uses a mix between the black and white tracking cameras and the color passthrough camera, which results in color-fringing similar to an analog TV station that has poor reception)
~ Rechargeable controllers (~8 hours of usage; does not use AAs)
~ Standalone (OS built into the headset itself, does not require a PC to use)
~ Independent displays per eye (Displays use LCDs with local dimming, which can cause bloom)
~ Ability to remove light blockers so you can see downwards and slightly within your peripheral vision
- Poor microphone (Tends to have popping)
- Tends to get noticeably warm with usage
-- Poor binocular overlap (May be more nauseating and harder to adjust to that usual)
-- Integrated headstrap (There is no real availability for altering the default comfort)
-- Requires a Meta account, and need to use the Meta/Oculus app to setup headset (Only required on first setup; headset can be used without internet)

Quest 3: Very Good quality, decent price ($500 new, ~$350 used)+++ Lots of third-party accessories
+++ Usable for PCVR via local WiFi streaming (does not use internet)
+++ Very wide selection of standalone apps & games
+++ 120Hz displays
++ Wireless (Battery life ~2 hours, extendable to ~10 hours with a 10,000 mAh USB C PD battery pack or longer with a larger battery)
++ AA battery-powered controllers (30 hours or more with a single rechargeable AA)
++ Pancake lenses (minor glare in contrasty scenes, "high detail" and very clear to see through)
++ Manual IPD slider (58-71mm)
+ WiFi 6E
+ Fairly high resolution (2064 x 2208 per eye)
+ Hand-tracking
+ Can use either the default controllers or the Quest Pro controllers (Quest Pro controllers are self-tracking)
+ Currently in-production. Can buy either new or used. (128GB model discontinued)
+ Actively receiving updates.
+ Color passthrough (passthrough quality is highly dependent on indoor lighting; higher brightness will look better)
+ Controllers do not have a tracking ring
+ Good FOV (110° horizontal, 96° vertical)
+ Good microphone
~ Standalone (OS built into the headset itself, does not require a PC to use)
~ Independent displays per eye
- Controllers need to be within line-of-sight of the tracking cameras, otherwise they lose tracking
-- Uncomfortable to use with glasses (Prescription lens inserts available from third-parties, such as VR Optician)
-- Poor default comfort (You likely will want to buy a third-party headstrap, replacement facial interface, controller grips, glasses protectors so your glasses don't scratch the lenses, etc.)
-- Requires a Meta account, and need to use the Meta/Oculus app to setup headset (Only required on first setup; headset can be used without internet)

Europe/Asia Only:
Pico 4: Good quality, fairly cheap (~£200/~€200 used)+++ Usable for PCVR via local WiFi streaming (does not use internet)
++ Wireless (Battery life ~2 hours, extendable to ~10 hours with a 10,000 mAh USB C PD battery pack or longer with a larger battery)
++ AA battery-powered controllers (20 hours or more with a two rechargeable AAs)
++ Pancake lenses (minor glare in contrasty scenes, "high detail" and very clear to see through)
++ Manual IPD slider (62-72mm)
++ Comfortable to use with glasses (Prescription lens inserts also available from third-parties, such as VR Optician)
+ 90Hz displays
+ WiFi 6
+ Some third-party accessories
+ Fairly high resolution (2160 x 2160 per eye)
+ Hand-tracking
+ Actively receiving updates.
+ Good FOV (104° horizontal, 103° vertical)
+ Fairly good comfort
~ Decent selection of standalone apps & games
~ Decent microphone
~ No longer in production; You will have to buy used.
~ Controllers have a tracking ring
~ Color passthrough (Non-depth corrected; Appears like a 2D image rather than stereoscopic 3D, causing difficulty picking up items or interacting with things IRL)
~ Rechargeable controllers (~8 hours of usage; does not use AAs)
~ Standalone (OS built into the headset itself, does not require a PC to use)
~ Independent displays per eye (Displays use LCDs with local dimming, which can cause bloom)
~ Integrated headstrap (There is no real availability for altering the default comfort)
-- Requires a Pico account (Only required on first setup; headset can be used without internet)
--- Questionable long-term support (Pico also isn't doing well in the VR market)
--- Not available in North America (Pico is owned by the ByteDance, owner of TikTok)

Pico 4 Ultra: Good quality, over-priced (~£440/~€500 new)+++ Usable for PCVR via local WiFi streaming (does not use internet)
++ Wireless (Battery life ~2 hours, extendable to ~10 hours with a 10,000 mAh USB C PD battery pack or longer with a larger battery)
++ AA battery-powered controllers (20 hours or more with a two rechargeable AAs)
++ Pancake lenses (minor glare in contrasty scenes, "high detail" and very clear to see through)
++ Manual IPD slider (58-72mm)
++ Comfortable to use with glasses
+ 90Hz displays
+ WiFi 6E
+ Fairly high resolution (2160 x 2160 per eye)
+ Hand-tracking
+ Currently in-production. Not really any used headsets available.
+ Actively receiving updates.
+ Controllers do not have a tracking ring
+ Good FOV (104° horizontal, 103° vertical)
+ Fairly good comfort
~ Decent selection of standalone apps & games
~ Decent Microphone
~ Color passthrough
~ Standalone (OS built into the headset itself, does not require a PC to use)
~ Independent displays per eye (Displays use LCDs with local dimming, which can cause bloom)
~ Integrated headstrap (There is no real availability for altering the default comfort)
-- Basically no third-party accessories
-- Requires a Pico account (Only required on first setup; headset can be used without internet)
--- Questionable long-term support (Pico also isn't doing well in the VR market)
--- Not available in North America (Pico is owned by the ByteDance, owner of TikTok)

More Technical Comparisons from VRcompare:
https://vr-compare.com/compare?h1=0q3goALzg&h2=dC53TrTC0&h3=pDTZ02PkT&h4=-MpSqv-rB
https://vr-compare.com/compare?h1=W8bStYZ3H&h2=1qnvNfJKq

 No.2317

Got a SIM card for my laptop. Only took a few minutes for stuff to update and to find cell service and direct me to a portal to active service, but then actually having my laptop receive internet from my cell provider took like 12 hours. It genuinely makes me wonder if there's just some guy somewhere that has a dashboard like "+1 (555) 555-5555 has activated their service plan. Enable data? Y/n" because it seems incomprehensible why it should take so long and it seems like a pretty standard issue. When I set up my phone a few years ago the same thing happened where it was taking forever, and just calling some number to complain caused my phone's cell service to activate a few minutes later. I don't understand why this isn't a faster process -- and if it is automated, what's the issue that's causing it to take so long?

 No.2318

>>2314
Very detailed post. I'm thinking that i would want the pro because there won't be much improvement in the tech besides easier use

 No.2319

I'm also a glasses wearer and slightly hypertrophic (astigmatism) so i need glasses

 No.2322

File:0-d0d04571b209cb88.jpg (85.54 KB,800x800)

>>2318
>>2319
I honestly think the Quest Pro would be a bad first choice for VR... Maybe I should have been more forceful in my rhetoric, but genuinely, the only reason to buy a Quest Pro is for the face and eye tracking. The Quest 3 is a significantly better all-around headset. If you need to wear glasses, I would recommend getting a pair of lens inserts from VR Optician. Lens inserts just snap onto the lenses of the VR headset so that you don't need to wear a pair of glasses inside the headset. Not having to wear glasses within the headset also improves FOV because your eyes will be closer to the displays and is significantly more comfortable for longer usage.

 No.2323

>>2317
Internet speeds seemed oddly bad compared to my phone, but then I remembered that when I was installing the antennas in my laptop, there were these copper pads connected to the antenna wires. I didn't thinking much of it, and just put the copper pads on top of some foam padding that was where the copper pads needed to go. Turns out, maybe those copper pads need to be completely flat and not bumpy to get good reception... Thankfully, I was able to lift the foam padding with their adhesive still attached, and then press those copper antenna pads flat, and then put the foam padding on top of the copper pads. And, well... Now things seem to be working a lot better. I was getting like 1-4 Mb/s before, and now I'm getting closer to 12-20 Mb/s, so big improvement.

 No.2327

>>2322
From what their store website says they won't even ship a pro to me in Canada. So idk. I might just need to pay the sort of premium on lenses after I get a 3 and see what the problems are.

But my other point was is the technology actually going to get much better?

 No.2328

File:1438338732715.png (258.43 KB,918x669)

>>2327
>is the technology actually going to get much better?
VR hardware, for all intents and purposes, has the potential to improve, but I don't believe any mass market devices -- at competitive and affordable prices -- will significantly improve within the next few years.

If I really had to guess, I would say that within the next 2-3 years it's possible that Meta will release a 2560 x 2560 per eye headset, likely running at 90Hz. 120Hz if you're optimistic. It's unlikely that it would include face- and eye-tracking since Meta has said that they cancelled their plans for a Quest Pro 2. FoV would likely remain the same as the Quest 3 at 110° HFov x 96° VFoV. Price would likely be the same as, or potentially higher than the Quest 3. General design is likely to follow the trend of the Quest having removable facial interface and headstrap, allowing for third-party accessories, as opposed to having an integrated battery counterweight headstrap (like seen on the Quest Pro). I would expect that Google/Samsung, Lenovo, and potentially Apple are all targeting similar specifications.

To understand VR development, you first have to understand that there are two philosophies of VR: mobile SoC powered standalone VR, and PC powered wired VR. The hardware exists for >=150° FoV, for >=120Hz displays, for high contrast uOLED displays, for 4K x 4K per eye resolution, for face-, eye-, and hand-tracking, inside-out tracking, and wireless VR. Putting all of that into a single headset, however, has various challenges.

The PC side of things is currently much closer to that than standalone is, but everyone can see that base station SteamVR tracking is a dead-end and that inside-out, wireless VR is the future; particularly as Valve has ceased production of SteamVR 2.0 base stations and given HTC full rights to produce them in their place. PCVR, as a result, is currently in a hardware lull, waiting for Valve to release the headset they've been working on for the last few years to see what they do. Valve, and SteamVR, is really the linchpin that PCVR relies on for hardware direction and software support, which is why the rumors about what they're doing with their next headset are so significant. Regardless, PCVR tends to appeal to more niche, high-end users so they can easily charge >=$1K for a headset by itself. The options are essentially Bigscreen Beyond ($1000, headset only, ~$600 SteamVR basestation and controllers setup required in addition), Pimax ($1000-2000 range, headset only, requires SteamVR setup), and Varjo ($1-4K, enterprise subscription required for some headsets, SteamVR setup required), and Valve Index (completely out-of-date -- nearly 6 years old -- overpriced at $1K, and now completely outclassed by the Quest 3).

Standalone, by contrast, is much more mass market focused, and price conscious. Currently, the biggest thing holding it back is mobile SoC performance: high resolution displays are available currently, but there aren't many SoC's available that can do much more than around 2160 x 2160 per eye. Apple's Vision Pro is standalone and runs at ~3660x3200 @ 100Hz, but to do so they essentially put a desktop class M2 processor and a co-processor inside and the headset itself costs $3500 -- but in typical Apple fashion, they refused to design the headset with controllers so it's unusable for gaming. As a result, if you wanted to use it for PCVR and have controllers, you could potentially integrate it into a PC SteamVR-tracked setup, but that would cost somewhere in the range of an additional $750. Standalone, wireless PCVR is also limited by WiFi development. By my hazy calculations, 2160 x 2160 @ 120 Hz per eye would require 31Gbit/s, which... That's a far cry even for WiFi 7 6GHz, which tops out at 5.8Gbit/s. So, naturally, wireless standalone PCVR is based on transcoding on the PC and decoding video on the headset. The primary app for which is Virtual Desktop, which tops out at 200Mbit/s. You can at least use HEVC 10-bit encoding, or AV1 10-bit encoding, but either way standalone PCVR streaming is certainly compressed compared to wired PCVR. It's a bit better than YouTube compression, I would say, and it's something one can get used to and ignore. At most, you may notice color banding. Wired PCVR snobs will say the compression is unbearable, but I wouldn't put much stake in their opinions. The one truth, however, is that all of that transcoding and decoding and wireless sending and receiving does add some additional latency. For a typical WiFi environment, at the maximum bitrate and resolution, it's somewhere in the 50ms range. For a very poor WiFi environment (like in a multi-story apartment with overlapping WiFi signals), and using the 2.4GHz band as opposed to the 5GHz or 6GHz band, it could lean towards 120ms of latency -- this would be an usual, worst-case scenario, however. So long as you have at least a WiFi 6 AX router, and the access point is located in the same room as you want to play VR, you should get more towards the 50ms latency range. Having an access point in the same room is very important. If you have a house, for example, and your access point is on the second floor and you want to play in the basement, that would be more akin to a worst-case scenario because of WiFi attenuation through multiple walls.

As far as the development of standalone VR itself is concerned, Meta is the biggest and most influential company in this space, but there's been a lot less VR news since the AI boom. The Quest 3 was in the pipeline for a while and released a little over a year ago, but since then there's basically been a drought in terms of new hardware news and releases, with the exception of the Quest 3s which is essentially just a Quest 2 revision. Again, lots of people are putting their faith in rumors that Valve is working on a VR headset and hoping it gets announced some time this year to introduce more interest in VR. The biggest shakeup in standalone VR is that Meta has said that they'll allow other manufacturers to use their Horizon OS, which is the OS that the Quest headsets use, for their headsets going forward. We know that Lenovo is working with Meta to release their own VR headset using their OS. Meta's Horizon OS is Android-based, but Google has previously announced that they were working with Samsung to design their own headset using their own Android-based OS. Prior to the release of the Apple Vision Pro, there were rumors that Samsung was designing an Apple Vision Pro competitor, but since the Apple Vision Pro release I haven't heard any follow-up news on this front, especially since their announcement that they were working with Google to design a headset. Presumably, they've likely scrapped their Apple Vision Pro competitor headset and are now working on a Quest 3 priced headset in the $300-500 range. Apple has also said that they're working on a lower-priced more mass market VR headset, but it's anyone's guess what that will take the form of.

 No.2344

>>2322
I'm actually quite curious about how glasses will be needed because I don't do things right up in my face normally and I dunno if it's normal for me to not be able to read something up against my nose.

This VR stuff is very difficult to judge on a first time if you don't have perfect optical.

I assume most people buy the glasses for AR, but if I need actual astigmatism lenses I'm going to need a custom order. Conveniently my sister can do custom orders on prescription lenses for me and possibly make them herself but this is quite a nightmare.

 No.2345

File:17261d796d.png (183.49 KB,716x675)

Lenses will always be cheaper than contacts so it would make more sense to buy what I need... but man... they really did not think this through. It should be an absolute requirement for glasses to be usable with them
(pic are 2week contacts)

 No.2351

File:20250127_184631.jpg (1.61 MB,1848x4000)

This stupid technology. I have no idea how bad the image quality will be without lenses. So i might not even be able to use it if I get it. Then I might get motion sickness and have to train myself not to experience it.
My glasses are myopia grade but i have +0.75 on both eyes so at a cerain range i can't see up close

What the fuck are they doing? Do they really expect me to buy and swap lut lenses depending on if it's AR or VR?
This technology is never catching on

 No.2355

OH WOW so the VR set uses lenses inside and these conflict with your eye's focal length if you have myopia(nearsight) worse than 20:20 vission. This is so fucking stupid. So I guess I don't need to worry about any farsighted issues related to myopia astigmatism. So I could probably just get standard minus lenses.
PROBABLY because there's like zero information outside of Reddit anecdotes for a very common visual acuity issue
Jesus christ. what the fuck are they doing

 No.2408

File:tv-size-distance-chart-139….png (14.47 KB,547x461)

>>2344
>I dunno if it's normal for me to not be able to read something up against my nose.
It's not. Most things are done at approximately arms length or farther. Because the screens and lenses are a fixed distance, regardless of how your brain can interpret flat images as having depth, the fixed focal length makes it hard to clearly see things that are held at extremely close distances. You can only generally clearly see things clearly beyond about 10-20cm from your face. Your eyes will struggle to focus any closer.

A few years ago there was much hope about this issue being resolved because one company had developed solid-state "vari-focal" lenses that were extremely thin (consider, to otherwise adjust focal length you need would an additional, secondary lens that moves between the primary lens and the screen, which would add considerable bulk; think about an adjustable 1-4x gun scope, for reference). Combined with eye-tracking and 3D depth information, you could therefore dynamically adjust focal length, which would greatly improve comfort. Unfortunately, it seems that technology is going to be stuck in the lab.

>I assume most people buy the glasses for AR
No. They buy they lense inserts because it is generally still the case that if you cannot clearly see something at X distance IRL, you will not be able to clearly see it in VR at said distance either.

>these conflict with your eye's focal length if you have myopia(nearsight) worse than 20:20 vission
Yes, but consider the resolvable detail within a VR headset. Most headsets are in the range of 20PPD (pixels per degree). Typical human vision is approximately 60PPD, with younger people closer to 80PPD. 40PPD is seen as the baseline for "close enough" to human vision. As such, because the resolved detail of displays and optics is so much lower than what your eyes are capable of resolving, diopter corrections within ±0.5D are likely insignificant enough to not need any correction. Greater than ±1D would likely benefit from corrective lenses. 30PPD is apparently approximately equal to 20/40 vision for reference. The Quest 3 is approximately 22PPD. The Apple Vision Pro is around 33PPD.

You can mess with these sites for a rough idea of things:
https://phrogz.net/tmp/ScreenDensityCalculator.html
https://www.billauer.co.il/simulator.html

It's a shame, but there's no one site that provides PPD to 20/X vision measurements.

 No.2409

>>2408
>It's a shame, but there's no one site that provides PPD to 20/X vision measurements.
Sorry, I'm stupid and tired. The approximate PPD to diopter equation is probably something like: Diopters = 1 - PPD/60. For the Quest 3 at around 20.7PPD, that's like -0.65D. This is not a correction factor. This a rough equivalence in visual acuity between Diopters and PPD in terms of the ability to resolve detail.

 No.2410

Alright. I got the Q3 and I'll see about ordering some lenses in my typical prescription

 No.2411

>>2410
If you want to play PCVR, a word of caution: buy Virtual Desktop on the Quest store, NOT from Steam. The Quest store one is the one that lets you do PCVR streaming. The Steam one is for people who have a VR headset that connects directly to the PC.

 No.2413

I wonder if tarrifs will be applied retroactively. I maybe bought it too late, but i think our retaliatory tarrifs will be lighter

 No.2414

dumb retaliatory tards.

 No.2415

>>2413
Tariffs are typically applied when the item entries into the country, not whenever an item was purchased.

 No.2416

>>2415
so is meta going to add another X% to my bill when it crosses the border... assuming it's crosssing the border

 No.2456

File:41tWw9MMeLL._AC_SL1000_.jpg (13.55 KB,716x295)

>>2416
Forgot to mention, buy a lens cover and always put it on the lenses when you're not using the headset. Helps prevent scratches, but more importantly, if you accidentally leave the headset out and it's facing a window, it will prevent the displays from being burned by the sun. Indoor lights aren't powerful enough to burn the displays, but the sun absolutely is.

 No.2461

It's pretty cool. You can actually adjust it for glasses but it's a bit awkward. I thought it came precharged so it died on me when I was setting wifi password.

Looking at the world through monitors feels very mecha. It's neat

>>2456
it's fine. I'll just stick it into my filing cabinet when not using

 No.2462

I'm a little surprised how there are no paper manuals and only a walkthrough programmed into the device.

 No.2463

what I didn't anticipate is how much it's geared as a console and less of a peripheral. Have to get various applications and such to connect to PC. Not just a simple blutooth system

 No.2464

So if i wanted to project a video fully into my device how would i do this? Do you need specialized apps or what?

 No.2465

Like if there were a video that is designed to be used with vr, how does it get used in the device

 No.2467

Man, this thing really burns your eyes with glasses. You definetly 100% need lenses if you have myopia.
I'm super disoriented now too.

I was wondering now how I can make a more immersive AR space, because currently it just throws you into a wide area with some walls, but I was hoping that Meta would use AI (for all their hype around it) for this potentially useful situation of interpretting space and placing objects around it... building a room. Sadly not, I guess there's a manual way to do it somehow

>>2463
>>2464
>>2465
Disregard. I found out enough about it

 No.2468

the battery life is also kinda sad. But I probably wouldn't want to wear it for 4 hours anyways

 No.2469

>>2465
>video that is designed to be used with vr
you're watching porn arent you

 No.2470

thou shalt not commit sin with technology

 No.2471

doujin games are hard to get working. They distribute APKs to side load in USB debug or .exe that are supposed to be run in SteamVR and all sorts of format differences. No monopoly has formed yet. Meta link is mostly compatible luckily

 No.2472

File:51PqsVxk64L._SL1500_.jpg (33.37 KB,1500x1500)

>>2468
The first-party solution for this is the Elite Strap with Battery (there's a cheaper one, without a battery, so watch out). Personally, I would recommend just getting a 10K mAh USB C PD battery bank and either velcro the battery to the headstrap to provide a counterweight, or put it in your pocket and stream the USB C cable down your back. I wouldn't recommend tethering yourself to a physical outlet to stay charging. You can wear out the USB C port, and some people have reportedly had the USB C port melt from an internal short forming due to the port loosening.

 No.2474

Already tired of glasses with this

 No.2476

File:C-1738876028275.jpeg (90.52 KB,800x450)


 No.2477

so how do you go about creating applications for this

There's some interesting ideas like Engineering creating parallel lines for Installing Items On walls

 No.2489

File:Screenshot_20250207_173441….jpg (289.19 KB,1080x2340)

Geh... Tarrifs on german import

 No.2491

dumb dutard

 No.2495

got my lenses. it just seems way more comfortable

 No.2496

File:com.oculus.vrshell-2025021….jpg (523.17 KB,3840x2160)

peak lazy

 No.2533

File:6393997_sd.jpg (57.98 KB,1760x1391)

I like this mouse, but I absolutely loathe it. Nice feel, weight, the all important side buttons, but the scroll wheel is the cheapest piece of shit that starts failing after a month of use. Once it starts jumping it only gets worse from there until it stops working altogether.




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