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File:Shobon VR.jpg (1.89 MB,1920x1080)

 No.20137[Last50 Posts]

I'm a VR now.

 No.20138

you're vr right now?

 No.20139

shobooon

 No.20140


 No.20142

I think I'll be waiting a few more years for my own VR attempt. Well, I still need to see if there's some public place around town where I could try VR and see if I can even handle it without nausea.
Apart from that, I think the software isn't there yet, however it seems like a really fun thing to take part of if you're into 3D stuff.

 No.20143

>>20142
I feel a bit the same way even though I just go the thing. For the most part, the hardware is up to spec, but there is definitely a clear lack of system-selling software available at the moment. Given Valve's continued development into VR hardware, and Oculus (Facebook) endeavoring towards mass-market adoption via extremely competitively priced devices, I think it's only a matter of time before it gains real popularity and mainstream AAA development begins. At the earliest, I wouldn't be surprised if VR really takes off this holiday season considering just how well the Quest 2 has done so far.

 No.20153

the only "system sellers" I'm aware of right now are half life alyx, beat saber, boneworks, and maybe walking dead saints and sinners (which is the best walking dead game, if we exclude the adventure games). superhot VR is too indie for me to think of a system seller, or I'd count that too. and one of those four (boneworks) you have to have an iron stomach for. oh and pavlov, probably. I think that's popular enough to be considered a system seller. that still only makes five games.

although really, the most VR headsets I've seen being sold are for social experiences like Vrchat or Rec Room or Neos and so on. even without the software, the real physical presence it brings to a multiplayer interaction is unable to be replicated by any desktop system I can think of.

I'm actually kind of afraid of VR getting more popular. one of the reasons I like VR games so much right now is cause it's almost entirely passion projects from people who don't want to data mine me or sell me loot boxes. if more system sellers means those people come in and take over, then I don't think I want that, honestly.

 No.20165

File:1617260654626.jpg (183.84 KB,525x514)

I want to try VR before buying it but no shop has VR to try for free before buying. I miss when game stores used to let you use their products before buying the newest console. Those were the days...

 No.20166

>>20165
Probably tough during still-corona-times to let people share equipment.

 No.20167

>>20166
The "vaccine" is already available, if policies are still in place for that fake virus they're no longer temporary policies, but just the new SOP.

 No.20178

I think I'm going to need to buy those controller protector things. I tried playing Super Hot and accidentally punched my wall really hard...

 No.20180

>>20178
Controller protector? Is it to protect the controller or you? Maybe you can get one of those paddeded rooms for crazy people. Maybe >>20167 has an extra heh

 No.20181

File:61vNa75OuuL._AC_SL1500_.jpg (86.03 KB,1492x1254)

>>20180
I'm not interested in this particular one, but they're silicone covers you can put over the controller itself. I'm not sure they'd help if you get hit by them, but I'd imagine getting hit by something covered in silicone would be a lot better than hard plastic. Same goes for the walls too.

 No.20619

I got a new face pad thing for my Quest 2 today. It raised my FOV by ~10 degrees. It might have just been because HMDTest is static when doing the test, but it made me kind of motion sick. I think being closer might have exacerbated the lacking IPD settings a bit, but I'm not sure yet. Over all, I'm pretty happy with it, but I'm still getting a few things for it to hopefully make it just a bit better.

 No.21384

>>20153
>system sellers
Have you never heard of koikatsu party? Or VRchat?

 No.21388

Played a bunch of VR games recently so I'm gonna make posts for each one instead of having one super long post. Apparently because the Quest 2 is android-based, you can just install the APKs for games through a third-party program like NoPayStation for the PS3, PSP, and Vita. So, basically I installed a bunch of games that I otherwise would have had to pay for. Not sure how up-to-date any of them are, though... Them not having nice cards and instead showing up under "unknown sources" is kind of a bummer, but you get what you pay for I guess :P

>>21384
Those are good games, but they're not what I'd consider system sellers in particular. When I think of a system seller, I think of a game that the majority of people are going to buy to play -- as in, the person's reason for buying a console in the first place is to play some game. Examples I can think of would be Halo 3 on the Xbox 360, Breath of the Wild on the Switch, or Wii Sports on the Wii.

 No.21391

File:f5af6b424f2cb434b79353e87b….png (2.64 MB,2048x1152)

Beat Saber is very fun and cool, but some of the levels are kind of hard. I've been playing through the campaign mode because I figured that would give me some practice enough to play harder songs from the sound packs. The levels I'm at currently are still "normal" difficulty, but the direction on the blocks disappears after a few seconds, which can get pretty hard when like 10 blocks all start stacking up really quickly. I tried playing it over Airlink through my PC and the PC graphics are definitely nicer, but all-in-all I don't think it makes much of a difference. Regardless, the short test I did on PC proved to me that my network has low enough latency to play beat saber which is cool I suppose. Although, Airlink can get kind of janky at times.

 No.21392

File:steamuserimages-a.akamaih….jfif (181.49 KB,1051x1051)

Job Simulator was fun too. I wish the robots would show a little more emotion, though. I've picked up a bad habit of throwing items at NPCs, and they don't really respond other than making an angry face for a few seconds. The office part was fun. It reminded me a lot of the movie Office Space. I played a little bit of the chef job, but I didn't play it to completion. The transitions and use of space is really clever, but it makes for a lot of moving around. I like it thus far, and plan to finish it, and I'm excited to see how Vacation Simulator is once I do.

 No.21393

File:gorn.jfif (229.38 KB,1920x1017)

GORN is interesting to say the least... but the controls are a little weird for movement. Stick movement doesn't feel right, but "arm swinging" movement makes it hard to get away from enemies or really move quickly at all. I'm not super good at it. I had an interesting moment playing it; I got a little too close to my desk, and ended up slamming my hand into it. Made sure to turn on the "strict guardian mode" after that happened so I didn't move around too much. The combat is a little wonky, but it's good enough. It's definitely streamlined a fair bit on the Quest 2, but there was never I moment I though it looked bad at all. Not sure if I'll play it much since I'm not a super big fan of the whole ultra violence thing. Maybe for stress relief or something.

 No.21394

File:boat ride.jfif (114.63 KB,1240x1240)

I played just a little bit of The Walking Dead Saints & Sinners. Mainly just the tutorial really. Killing zombies by impaling their skull didn't really work for me. I would try doing it, but it wouldn't push in, and kill the zombie. Having to then pull the screwdriver or knife out of the zombie's skull afterwards felt especially weird because there's a very clear physical disconnect; you'll have pulled your hand clearly away, but in-game you'll still be trying to pull your knife out. At the very end they had an NPC come out and say, "would you like to leave the tutorial or stay a little longer", but just before that they give you a gun with infinite ammo. Obviously, I tried killing the NPC, which actually worked to my surprised but they just kept respawning with new unique characters. Eventually after I killed them like 5 times, when I finally walked out one of those Tell-Tale Walking Dead cards popped up, "Tutorial Guy will remember that", which I found pretty funny.

 No.21395

File:star-wars-tales-from-the-g….jpg (80.39 KB,1280x690)

I also played a tiny bit of Star Wars: Tales from the Galaxy's Edge. Long title. The controls were, in my opinion, not very good. The teleport movement works okay, but a problem I constantly had was that movement and snap-turning weren't bound to different thumbsticks. In fact, both thumbsticks get used for movement, but with the same movement options on both. The issue I have with that is regularly when I wanted to turn, I would end up teleporting, and then get pushed up against a wall. Forward/backward on the thumbstick is teleport, and left/right is snap turn. Can you see a problem? The little bit of the game I played made it seem pretty interesting, although there was a moment where I felt aimless because upon finishing a quest it didn't tell me to return to a place I had previously been, so I just wandered around the same place for a while wondering if I had missed something or if the quest locator thing just wasn't working. All in all, seems like it'll be a fun game, so I look forward to playing it some more.

 No.21396

File:superhot.jfif (284.45 KB,1920x1080)

I played a little bit of SUPERHOT as well. Well, just the demo really (this was before I found out about the whole piracy thing...). I found the game really fun, but like with GORN, I ended up getting a little too into it... While I was playing, I ended up punching my wall... The mechanics are pretty simple, but I guess I'm just not super good at the game because I ended up having to repeat levels a lot. I didn't really get to a point where they ever explained how movement works, or if it's entirely room-scale (meaning, to move you have to physically walk in the real-world, which is problematic if you have a small play area), or if you're really just sort of supposed to stay in the same area the whole time. Definitely a cool game that I look forward to playing some more of.

 No.21397

File:ss_367c524b19639831d4f6e52….jpg (418.74 KB,1920x1080)

I also played Spice & Wolf VR. I think it's similar to what people have said the Yuru Camp VR game is like. From what I can tell, it's structured into "chapters" that are basically scenes that you experience from the point of view of Kraft Lawrence. The game is entirely stationary, so a seat is pretty mandatory. I only watched through one scenes (about 7 minutes long), but I really enjoyed it. Being able to see Horo walk around, and act the expressive way she does was really charming, and I enjoyed it a lot. My only gripe is that I think the APK I downloaded of it is a Quest 1 version, because the resolution seemed strangely low and blocky compared to other games I've played. I played it over Airlink to see if that was just the way the game is, but it looked fine on PC, so oh well. Anyways, the subtitles felt a little bit finicky at times. They're not configured to be rendered in front of things, so when Horo gets up close, it can often happen that the subtitles get covered up inside of her model, meaning you have to slightly look away to be able to read them. I'm pretty sure there's an "interactive" mode that's greyed out in the main menu, so I guess once I watch through the whole thing I'll be able to mess around with Horo? I sure hope so, because that sounds like something I would definitely want to do.

 No.21398

File:h3vr.jfif (369.65 KB,1011x1010)

Finally, I played some Hot Dogs, Horseshoes, & Hand Grenades over Airlink streamed from my PC. The controls are slightly wonky, but they make sense, so I can't really fault them. I had a lot of fun going to the virtual gun range and shooting, but an issue I have is that the sights don't seem calibrated. What I mean by that is in real life, you adjust your sights to be accurate with whatever eye you're dominant in. In H3, however, the sights don't seem to be calibrated to whichever hand you pick up a weapon with. Instead, they're aligned directly in the center of the weapon. When aiming, then, I'd often have a biased grouping of shots off to the side rather than the center where I was aiming. I'm hardly the best shot in the world, but that's the way it seemed to me, given my real world shooting experience. When I tried keeping both eyes open and aiming sort of between the ghost images of the sights I was able to line up a centered shot, but that's really hard to get used to, and isn't really ideal. All of that out of the way, I really found the game a lot of fun. I tried out a few handguns, an AR10, and a P90. It took me a while to realize that the little ball hanging off the end of my virtual controller represented the grip location when cocking guns, because it took me a while to figure out why I couldn't cock the AR10; I was thinking maybe they didn't realize that the charging handle was functional, and that they programmed it to cock like an AR15 and similar, but nope, it was just me being stupid. The P90 was a lot of fun, because of the low recoil, but loading its magazines really sucked. I also accidentally attached the scope attachment backwards which was funny for little bit, but then I couldn't figure out how to get it back off so I ended up having to spawn another one...

 No.21399

I downloaded a whole bunch of games so I'll probably post more about games I've played recently and what I thought about them. In particular, I have downloaded: all of the the Vader Immortal games, Journey of the Gods, Sniper Elite VR, the Yuru Camp VR game, Thrill of the Fight, Please Don't Touch Anything, Jurassic World Aftermath, A Rogue Escape, Vacation Simulator, Space Pirate Trainer, Keep Talking and No One Explodes, Fruit Ninja, an I expect you to Die. On the PC side of things, I instead on playing BONEWORKS, VR Kanojo, Spice and Wolf VR 2, and also Viva Project. That's a lot of games so I might not remember to give thoughts on every single one of them, but I can't exactly say my reviews are so in-depth people would care if I missed one or another.

Also, not that it matters, but I installed a custom home so now my home app menu area is the bridge from the Enterprise of Star Trek The Next Generation which is really cool.

 No.21403

>>21394
stabbing in that game doesn't work the way you'd think it would, you have to make a wide swing instead of fast swing. it also gets easier to stab and remove the knives from their head as you make better ones, so that "disconnect" was their way of handling knife tiers.

>>21399
BONEWORKS is amazing and is just short of being my favorite VR game ever, but if you had a problem with disconnect in walking dead then I have a feeling you're gonna struggle with it, since your whole body in that game is a physics object that moves around somewhat independently of you. also make sure you read the graffiti in the opening level, that's where 90% of the story is and everyone who ran through it complained about nothing making sense later.

it's amazing how you played so many games and only two of them are the ones I myself have played.

 No.21405

>>21397
You get the spice and wolf experience firsthand? Dang, hadn't even heard of this game and now I wish I had VR to play it... Well, that goes for most of these games as well, hopefully the price of VR drops sometime in the near future. I guess you haven't finished it yet, but is it just a take on what the anime's covered or does it go further into the LN?

 No.21407

was looking up pirated h-games and they're not too uncommon now that those developers are using Unity and it's integrated toolset for adding VR peripherals. Also some autotranslation mods for UI and stuff.

Would get one but it's not like a I have a spare $500 to spend right now dot dot dot

 No.21408

>>21407
all I can say to that is wait and save your money if you really do want one, all the cheap ones are garbage. the samsung odyssey+ used to be the most affordable good option and it was still almost $300. the pandemic nonsense absolutely destroyed the pricing on that, though. if you buy a cheaper one you'll probably just regret it and turn into another person saying VR is a gimmick and you hate it.

 No.21409

File:spice-and-wolf-vr-2-10-18-….jpg (385.67 KB,1920x1080)

>>21403
Oh, thanks for the tips. I'll be sure to try doing a wide swing instead. I was actually doing exactly what you said and doing a fast swing thinking that'd make more sense for stabbing.

Also thanks for the tip on BONEWORKS. Normally I like messing with and looking at everything, but if it's just some graffiti (maybe like the mole man in Portal?), that sounds like something I probably would have missed too. The full body physics thing seems like a cool idea. I'm slightly anticipating some unnerving physics interactions after hearing people getting their guns stuck in narrow hallways or their crowbar stuck around their neck, but that sort of stuff seems a little rare compared to the over all great things people have to say about it. I'm just a little bit worried about how intense the movement is. I think I saw there's one section where you climb onto a sort of overhead conveyer. For one, I'm pretty afraid of heights, so I'll see how that works out, but the whole movement you can't control seems pretty disorienting as well. I suppose that disorientation is just one of those things you eventually learn to overcome in VR, but it's a little hard for me still.

>>21405
Maybe I didn't phrase what I meant exactly correct. From what I understand the game takes place in just one location and then there are a number of scenes between Lawrence and Horo as you stay there to avoid the rain one day. The explanation for just staying in one place is that you're technically a ghost that lives in this place and you're just inhabiting Lawrence's body to see from his perspective while they stay there. The second game looks to be a bit more interactive and they're proudly showing off their daughter, Myuri. I'll probably say more about both when I play through them. I must say, though, a full Spice & Wolf VR game that covered actual scenes from the anime or LN seems like it would be pretty amazing.

Here's the link to the store page on Steam:
https://store.steampowered.com/app/1065970/VRSpiceWolfVR/

 No.21414

File:1627852827304.jpg (162.79 KB,804x1072)

wonder when we'll be able to communicate with each other easily via virtual avatars like kinda an irc, that'd be really cool and then we could have an online /qa/ meetup

 No.21415

>>21414
will isn't this already possible? like with second life, vrchat and some dead japanese mmos?

 No.21417

File:kingspray_basketball.webm (5.1 MB,480x360)

forgot to mention how cool VR art is. stuff like sculptrVR and kingspray graffiti feel like things you could never do anywhere near as effectively in a flatscreen game.

>>21415
there are entire games dedicated to this purpose, I believe gaia online was one but I dunno if it's still around (and I wouldn't want to use that even if it was, to be honest). VRchat has no text chat to speak of, though, so I can't really say it's like irc. in fact the only social VR game I know of with a text chat function is vircadia, which has an active player base of 2. on the weekends. and it very rarely goes higher.

 No.21479

>>21415
>>21417
I was thinking of something more along the lines of a multiplayer koikatsu.

 No.21481

>>21479
do you mean something like VRC, but with a built-in anime girl character creator?

 No.21482

>>21481
Well kinda, but also with the sex stuff included.

 No.21492

File:anime_girl_Vrc.png (2.53 MB,2124x2905)

>>21482
VRChat (and related games) has a LOT of sex stuff if you know where to look. try looking up "dynamic penetration system". ChilloutVR's the only one I know of that actually allows it in their rules, though.

 No.21493

>>21492
>"dynamic penetration system"
Damn... that's more advanced than any of Illusion's stuff

 No.21612

Been playing A LOT of Beat Saber. I must say, it's a phenomenal game. It perfectly scratches my itch for wanting to play challenging games that I can improve in. That and there's the added benefit that all the moving around I have to do almost counts as exercise.

>>21492
I've been seeing a lot more NSFW avatars lately. I wonder why that is.

>that actually allows it in their rules, though.
I said it in #qa already, but this sort of stuff confuses me immensely. When it comes to making avatars for VRChat, there's a tick box for NSFW, but then constantly in the loading screens there's info boards that say "Using a NSFW avatar in EITHER a public or private world can result in a ban." It just doesn't make sense.

On an unrelated note, I wish there weren't so many kids on VRChat. It just feels creepy when there's kids saying stuff like "How old are you?" "Oh, I'm 14" "No way! I'm 13!" With all the dumb safety stuff in VRChat, you'd think they would have a way to segregate all these kids into separate areas.

 No.21619

>>21612
the influx of kids is 100% because of the quest and quest 2. I was on quest-VRC briefly right when the first quest came out and moving to PC it astounded me how many more relatively mature adults there were. that's one other reason why I'm excited for chilloutVR to get bigger- no quest support.

as for the box, that's probably just something VRC planned for then scrapped, and never got around to removing because until competition started popping up with NEOS and the aforementioned chilloutVR they were the prototypical lazy monopoly.

 No.21629

>>21619
>I'm excited for chilloutVR to get bigger- no quest support.
Whatever the case, I'd much rather some completely open platform takes off, rather than Facebook's recently announced plans for a "metaverse." VRChat, although it has the playerbase now, just doesn't strike me as being able to pull off anything more than it currently can without a considerably more optimized engine. Even on desktop mode, the game runs pretty awfully without top of the line specs. Not to mention, the game feels very tied down by the lack of consistently new content, as well as the very large number of low quality worlds. There's definitely something to be said about the openness there, but VRChat feels very... "un-curated." I don't think a in-house team of people making worlds would be able to capture the same passion individuals making worlds have, but it would definitely help to flesh out the game more. Also, the UI could be a lot better.

>as for the box, that's probably just something VRC planned for then scrapped
Now that you mention it, you're probably right. Being NSFW-friendly definitely strikes me as something Oculus wouldn't allow.

 No.21631

I read all your reviews and looked at the images and sadly it seems like most of the games/experiences are lacking atmosphere save the Holo and zombie ones. The Star Wars one might qualify, but it's just been done to death so much that I can never feel myself immersed into anything Star Wars. I guess most games would be aimed at normal people that just want to do some gimmicky thing for 20 minutes and then hit the club or something, but it's disappointing that no one cares about immersion.
Speaking of immersion, you could try messing around in Skyrim VR, though I think that still needs mod improvements and you may not want to juggle them all around.

 No.21633

>>21631
how are you defining immersion? interactivity? art style? I could try to figure out what to recommend you (if anything exists) but "immersion" is too vague a concept. in my mind boneworks is the most immersive VR game there is, but precisely because of stuff that would cause massive disconnect in a lot of other people's minds (every part of the game being a physics object, your weapon can get stuck on things, etc)

 No.21634

>>21629
the only fully-open VR social games I know of are project vircadia (which exists, but is very clunky and bad) and project vsekai (which is more promising, but also currently vaporware. Neos is this weird half-way point where it's not open source or truly freedom respecting but it also gives its users way too much power (which could be good or bad)

 No.21635

>>21631
I'm not sure I understand. In their own ways, I've found all of the games I've played to be fairly immersive. Frankly, I'd argue it's hard for a good VR game to not be immersive. Pretty much every VR game requires that you directly interact with the world around you, such as by picking things up, throwing punches, making gestures, and simply observing things from within the game world itself.

>normal people... just want to do some gimmicky thing for 20 minutes
This is a very different argument from immersion, and frankly it has a lot more merit. VR, although it's definitely in the "rising mainstream" stage of its life cycle, still doesn't have full mainstream adoption, so AAA experiences that are directly targeted at VR are few and far between. Even Skyrim VR, or Fallout 4 VR, are still fundamentally games that were never designed for VR, and only ever ported to VR instead. A lot of people were hopeful that Medal of Honor VR would be a real AAA experience for VR, but a lot of people seem to think it just didn't make the mark and wasn't very good. As it stands, VR games are still largely the territory of indie developers.

That I know of, the only really expansive games out for VR would have to be Half Life: Alyx, BONEWORKS, Star Wars: Tales from the Galaxy's Edge, Vader Immortal, and The Walking Dead Saints and Sinners.


To tie back into back into immersion, I absolutely maintain that Beat Saber is probably among the most immersive games I've played. I'm not particularly fond of most rhythm games, but I absolutely adore Beat Saber. In some moments, I sort of reach a zen-like state where I can get so focused that my mind goes blank and I simply react without thinking. I suppose when 3-4 blocks are flying at your head per second, there's not much processing power left over to be thinking random thoughts like, "I sure hope I don't step on my cat."

 No.21636

>>21612
Beat Saber works like Osu! where you download beatmaps, right?

 No.21660

>>21636
Pretty much. I'm not too familiar with Osu!, but the way it works for Beat Saber is you need to install some mods to get custom songs into the game, but there's a centralized server thing that you just download stuff from from within the game itself, I believe.

 No.21839

Showed the family some VR games and let them do whatever. They had fun. Compared to regular games, mother picked up on it a lot quicker.

 No.21847

File:racket_nx_gif.gif (7.06 MB,600x250)

I tried racket NX a couple days ago. it gave me tennis elbow because of the hard-swing mechanic. it's amazing how that game is so simple but yet is still a game that can only really work in VR. it's also really cool looking.

>>21839
it's pretty well noted at this point that once you get past any sea-sickness issues, VR is even easier to get into than flat games. the average mind isn't built to understand the level of abstraction "push button to jump" can bring, but every human mind understands "use hand to pick up object"

 No.77544

Unarchived at request, but I have to move the files over.

I'm trying to fix something else at the moment so I'll correct files in a few

 No.78797

File:1489549942865.png (167.12 KB,350x407)

Anyone else get this weird sort of nausea after being in VR? It's like the movements you make with your head feel amplified and sluggish at the same time.

Anyways, after a long hiatus of not messing in VR for a while, I decided to spin up VRChat with Facebook being down to keep the children floodgates closed for a few hours. It was okay. I'm still too shy to really speak, and current living situation doesn't leave me any privacy whatsoever so I don't like talking much because of that either. Regardless, using maybe it's mainly due to my PC having outdated hardware, but Oculus Air Link absolutely chugs at times. Like the screen just absolutely freaks out into seizure-inducing mode, and other times the viewport doesn't track with head motion and you turn and then see blackness everywhere besides a rectangle where you were looking before, and it's like there's a lag to it following your vision. I didn't have the same issue while tethered via USB 3.0, so probably a latency or bandwidth issue, then. If the leaks I've been hearing about Valve's new VR headset are true, I really can't wait for WiGig 2, since that's supposed to have stupidly high bandwidth (like 60 Gbps or something) which would allow for basically uncompressed video streams for wireless play. But, I guess if my PC can barely handle the Quest 2 at native res without dipping into the 20s on VRChat, that it almost definitely couldn't handle a "next gen" VR headset at a higher resolution, which I guess means I probably need to get better hardware, but PC components are still expensive as heck, so fat chance of that, and god knows if prices will even go back to normal when supply comes back (all signs point to no). Really, it would just be good if there's some new silicon for VR headsets that isn't complete dogshit like Quest 2 where everything gets turned down to poop graphics to run because the hardware is so weak. Every now and then I think about just how much more powerful the Apple M1 is compared to the Qualcomm XR2 and it really baffles me that Apple or anyone else has petitioned Apple, or even the Qualcomm has made a better chip based on Apple's work. Also the Quest 2 has such terrible battery life. 2 hours. what the heck man. I don't want this stupid USB tether from my PC already, and I don't want to have to carry around some stupidly heavy battery just to get a few more hours of play time of already jittery gameplay. Can we just figure out batteries already? That would be nice.

So, yeah. I'm dizzy and can't think straight. Thank you for reading my stream of consciousness blog on the state of VR.

 No.78934

File:20211006014035_1.jpg (211.97 KB,1920x1027)

>>21492
>>21493
>"dynamic penetration system"
Saw someone playing with this recently. This person could spawn a static Utsuho that they had set up with a dynamic penetrator hole, and then a dynamic penetrator futa cock on their Nue avatar, and demonstrated how it worked. Unfortunately, I didn't get any screenshots or videos of that. I guess maybe I should remember to turn on that Nvidia ShadowPlay thing if something like this happens again...

 No.78935

>>78934
cocks

 No.78936

File:20211006014301_1.jpg (Spoiler Image,246.35 KB,1920x1027)

>>78935
giant cocks

 No.78937

>>78936
3(THREE) amelias what the hell

 No.78939

the vtuber gangbang is real

 No.78940

File:09687f7cf8fe3110036e0eb02c….png (689.7 KB,1151x1400)

Never got into VR until now mostly cause no money to spare. This year I have some extra money saved, which hardware should I get? Does it work on Linux btw? In case I want to mess around with programming some stuff for it.
Other than VR chat what is some nice animu geimu(lewd or not lewd both fine)?

 No.78941

File:nuu8zc9pnqx5yszigbyl586acw….mp4 (Spoiler Image,22.53 MB,1280x720)

>>78937
They set their avatar to be publicly cloneable so people could see how dynamic penetrators work. One hand would hold a cactus wand thing, and the other hand would hold a can. Basically, it was to demonstrate how the "cactus" homes in on the "can" and would sort of slink inside. Basically this.

 No.78945

File:VR Headset.png (100.76 KB,512x512)

>>78940
There's been some hardware rumors and leaks going around, so personally I would hold off for a few more months to see if anything gets announced before the holiday season. Oculus is poised to release an "Oculus Pro" which is rumored to be an upgraded version of the Quest 2 and allegedly they may also release another headset alongside it. There's also been rumor/leaks about Valve making a new possibly standalone VR headset called the "Deckard", but that's more speculative, and no one really knows when that's coming out (Q2 2022, maybe?). HTC also has a conference coming up where they've been teasing what people think is a new headset, really slim headset, but people aren't sure if it's meant for businesses or consumers.

>animu geimu
Unfortunately, I don't think there's much. That I know of, there's the Yuru Camp and Spice and Wolf games, but those are mainly just little plays that you sit and watch. Although, in terms of lewd games, I suppose there is that VR Kanojo game, and also Viva Project. Besides those, I would really recommend VRChat if you're willing to suffer social interaction with other human beings. In terms of just gameplay, however, I think some easy generatl recommendations would be: Beat Saber, Half Life: Alyx, SUPERHOT, The Walking Dead: Saints & Sinners, BONEWORKS, Hot Dogs, Horseshoes, & Hand Grenades (AKA: H3VR), Job Simulator, and Vacation Simulator. There's also quite a number of good Oculus Quest games, but you can find lists for those pretty easily.

What you choose to go with depends on what you're looking for in a VR headset and how much you're willing to spend. Basically, there's 3 or 4 main competitors right now: Valve (Steam), Oculus (Facebook), Vive (HTC) and maybe HP.

In regards to Linux support: Unfortunately, the state of VR currently is just the Windows is the go-to platform. I believe all SteamVR headsets will technically run on Linux, but I'm pretty sure for most games it does this through the Proton compatibility layer. So performance and compatibility is likely to be spotty and unpolished compared to Windows. That said, all headsets, with the exception of Oculus headsets, and Windows Mixed Reality headsets are SteamVR headsets.


The Quest 2 and the Index are basically the two main headsets currently:

Oculus Quest 2:
+++ Standalone VR / No Wires Necessary For PC SteamVR (Note: compressed dynamic bitrate video stream, even when wired, and requires a good router to support wireless "Air Link")
+++ Price: $299, base 128GB model
+++ Very Durable
++ Refresh Rate: 120Hz
++ Resolution: 1832 x 1920 per eye
+ Weight: 503g
++ Controller Battery Life: 30 Hours
+ FOV: 89° Hor., 93° Ver.
~ Controller-less Finger tracking
-- Preset IPD slider (Can be problematic for people who's eyes don't fall near the 3 settigns provided)
-- Facebook Integration (No Facebook integration other than needing an account)

Valve Index:
-- Tethered VR (infinite battery-life, and typical RGB passthrough video)
-- Price: $999
-- Widespread Reports of Parts Breaking (Off-set by warranty covering most/all damage)
+++ Refresh Rare: 144Hz
+ Resolution: 1440 x 1600
-- Weight: 809g
+ Controller Battery Life: 8 Hours
+++ Standard, manually adjustable IPD slider
++ FOV: 107° Hor., 104° Ver.

Check out this site, for more detailed specs and comparison charts: https://vr-compare.com/

(1/?)

 No.78946

>>78940
If you're interested in Full-body tracking (particularly for VRChat, Neos VR, or ChilloutVR), I would strongly recommend you take a look at SlimeVR[A], since it claims to have decent tracking, long battery-life, no occlusion, and is MUCH cheaper than Vive Trackers. I suppose, you could look into Vive Trackers, if you get an Index, since they require base stations to work, although they are very expensive. For one Vive Tracker 3.0[B], it's $129, and for a Vive Tracker 2.0[C], it's $99. A full set of five trackers from SlimeVR is $165.

Personally, if you can't wait for new headsets to come out, I would go with the Oculus Quest 2. That said, the $299 price comes with a slight caveat: you're likely going to want to buy a few things to go with it. If you wear glasses, you're going to want to buy some anti-scratch rings so you don't scratch the lenses (~$15)[1.1]. Alternatively, VR Cover sells a scratch resistant lens protector, or VR-Wave sells custom prescription lenses.[1.2,1.3] The default strap has plastic notches for adjusting the tightness, which can be quite painful, so you'll likely want something to help with that, personally I use an "AMVR Head Back Padding" which just slides right onto the strap and provides extra head support (~$18)[2]. I would personally recommend against getting the Oculus Quest 2 Elite Strap, as these have a tendency to break after some period of use ($50 base, or $129 with built-in battery and case)[3,4]. Alternatively, you can go the semi-homebrew route and get a "FrankenQuest"; this is a combination of the HTC Deluxe Audio Strap (~$100)[5] and custom adapters (~$15)[6]. The Deluxe Audio Strap or DAS has the advantage of having on-ear speakers like other VR headset, which provides better audio than the built-in Quest 2 has. Then, you'll probably need a case -- there are many different designs, but the price is somewhere around $25 [7]. Next, you may want a replacement facial cover and pads, for which I would recommend VR Cover's stuff ($29 for a standard replacement set) [8]. VR Cover also has a controller grip [9], which I think GREATLY improves the VR experience so that you can "let go" of the controller -- this is helpful for games such as VRChat where you may want to use the capacitive button sensors to make hand, finger gestures (this is how you typically control facial expressions in VRChat). Also helps so you don't go tossing your controllers while playing a game if the standard straps aren't good enough by themselves ($29).

So, in reality, you may expect to spend around $100 on top of the Quest 2's price, or maybe a bit more, if you want any of the accessories I've mentioned.

In case you're wondering... Yes, you can pirate games pretty easily for the Quest 2, as well as on PC. On PC, it's the typical matter of finding torrents and the like, but the Quest 2 is a little unique. You'll need to download a program called "Rookie Sideloader"[P], which basically downloads the game onto your computer, and then installs it onto your Quest 2. It works a lot like NoPayStation, but automates the install process since you need to have your headset connected to your computer.

As far as more legal things go, there's also SideQuest which is an alternate storefront for games that aren't yet on the Oculus Store. You can also download things like custom home areas, and because the Quest 2 is just running a very heavily modified version of Android, if you have an APK, you can install them to your headset using either SideQuest or the aforementioned Rookie Sideloader.

Full-body Tracking:
[A] SlimeVR Trackers https://www.crowdsupply.com/slimevr/slimevr-full-body-tracker
[B] HTC Vive Tracker 3.0 https://www.amazon.com/HTC-Vive-Tracker-3-0-PC/dp/B08WFS5BMY/
[C] HTC Vive Tracker 2.0 https://www.amazon.com/VIVE-Virtual-Reality-System-Tracker-pc/dp/B0748ZY323

Amazon Links:
[1.1] Anti-Scratch Ring https://www.amazon.com/dp/B089FB5W1N/
[1.2] VR Cover Scratch Resistant Lens Protectors https://www.vr-wave.store/products/oculus-quest-prescription-lenses-new
[1.3] VR-Wave Presciption Lenses https://www.vr-wave.store/products/oculus-quest-prescription-lenses-new
[2] AMVR Head Back Padding https://www.amazon.com/gp/product/B08V55VHMX/
[3] Oculus Quest 2 Elite Strap https://www.amazon.com/Oculus-Quest-Elite-Enhanced-Support-Comfort/dp/B08F5TZW2J/
[4] Oculus Quest 2 Elite Strap with Battery, and Case https://www.amazon.com/Oculus-Battery-Carrying-Enhanced-Comfort-Playtime/dp/B08F5T3F9Y/
[5] HTC Vive Deluxe Audio Strap https://www.amazon.com/HTC-Vive-Deluxe-Audio-Strap-pc/dp/B06Y2GDXMC/
[6] DAS FrankenQuest 2 Adapter https://www.amazon.com/Headset-Adapter-Deluxe-Compatible-FrankenQuest-PC/dp/B093BQ688H/
[7] Typical Case https://www.amazon.com/gp/product/B07ZJ4QCB7/
[8.1] VR Cover Facial Interface & PU Leather Foam Pad Replacement Set https://us.vrcover.com/products/facial-interface-foam-replacement-set-for-oculus%E2%84%A2-quest-2-dark-grey-black
[8.2] Minimal Foam Pad Replacement (For greater FOV) https://us.vrcover.com/products/minimal-foam-replacement-set-for-oculus%E2%84%A2-quest-2-dark-grey
[8.3] Slim VR Cover Foam Pad (Thinner than minimal pad?) https://www.amazon.com/gp/product/B0813DLJK2/
[9] VR Cover Quest 2 Controller Grips https://us.vrcover.com/products/controller-grips-for-oculus%E2%84%A2-quest-2

Other Things:
[P] https://www.reddit.com/r/QuestPiracy/comments/jcvfzo/the_definitive_quest_piracy_guide/

(2/2)

 No.78947

Those are some hefty posts!
I'm not sure what I'd buy if I were to buy something soon. Well, I at least know I won't buy something that Facebook has a killswitch to, that's for sure. I want to buy and own something.
The stuff that can also track seems like it'd be fun just to use for making animations instead of only using it for socializing, so I guess I'd go with one of those.
Someday...

 No.78948

>>78947
People have fun with full-body tracking.

 No.78967

File:1633548945738.jpg (444.74 KB,851x987)

>>78945
>>78946
Thank you a lot for writing such a complete and well thought reply anon!
>Oculus Quest 2
>Valve Index
>hold off for a few more months
The Quest price it sure interesting but if I understand it well it seems to be a "Standalone VR" device so it has it's own OS and storage, etc, and I find the concept kind of off-putting, at least for the kind of person that I am I like much more the idea of a visor as a "computer peripheral" than as a "separate console", so I have to discard it for this reason. It is a shame cause its VR technology and price look very good.
About the Index the whole package is very expensive but it seems you can buy the components by themselves, 500$~ visor, 250$~ controllers(expensive!) and 250$~ stations(what the hell is a station? I couldn't figure it out), so what if I buy only the visor? Is that a retarded idea? You can probably still play a lot of stuff with keyboards right and if I like it a lot I can think of investing another 250$~ for the controllers.
Or maybe I'll just wait, I found this through the comparing website you linked: https://www.deca.net/decagear/ do you have an opinion about it?
>geimu
I definitely want to try the Spice and Wolf and Yuru Camp ones just cause cuteness.
I am skeptical about the gameplay of the games with a gameplay but I can't talk without trying.
One game I always wanted to try was the VR version of Custom Maid 3D.

 No.78968

Another thing about controllers, is there a big difference between a controller that allows to "move" all fingers compared to one that doesn't?

 No.78983

>>78967
>>78968
>"Standalone VR"
It is, but it's also possible to use a USB 3.0 cable, or your WiFi to play VR games from your PC. I think the flexibility is nice, personally, but it is true that it technically provides a lesser experience than something natively connected to a PC, I think. At the same time, however, not having cables dangling, or getting wrapped around your arms or legs is a major convenience. Cables are less of an issue if you're willing to set up a ceiling-mounted pulley system, but that's a bit more effort than not having to do that at all. Here's what I mean, by pulley system: https://www.youtube.com/watch?v=H53QmxZ-rOs

>it seems you can buy the components by themselves
You can technically, but ultimately you're still going to need all of the components. From what I understand, mainly the reason why everything is available for individual purchase is because the Index is rather fragile and has some long-term reliability issues so people often need to use the warranty to get replacement controllers, or replacement base stations. I would only look at buying individual parts if you think you can get some used parts for cheaper (albeit, then you wont have the warranty to cover damages).

>what the hell is a station?
Unlike the Oculus Quest 2, the Index does not use "Inside-out tracking" (tracking via cameras on the headset itself). Rather, it uses base stations. The base stations themselves have a spinning laser inside them that shoots an invisible laser out as they spin, which provides tracking data to the headset and controllers for where they are within 3D space. The base stations need to be connected to a wall outlet to work, but they don't actually connect to your PC at all. You can technically get only one base station, but one base station only covers stationary tracking. You need two base stations for roomscale tracking. The difference, as you might expect, is that stationary tracking only covers a small space, whereas roomscale lets you walk around whatever room you're set up in.

>so what if I buy only the visor?
I think if you only buy the headset, if you didn't also buy at least one base station, you wouldn't get 3DoF, or Three Degrees of Freedom, tracking (Forwards/backwards, Up/Down, Left/Right). Instead, you would only get rotation tracking; this type of tracking is very nauseating because if you lean in any direction, or move your head up or down, your view doesn't move with you at all, instead it would just turn whatever direction you're facing. Every single headset uses 3DoF as opposed to basic rotation tracking. If you did also buy a base station to go with it, however, then you're technically fine as far as tracking goes.

>You can probably still play a lot of stuff with keyboards right
Well... Not really. If you forgo the controllers, you're basically looking at only being able to play sim games like Elite Dangerous, and maybe some flight simulators, or racing games but those might require a flight stick or racing wheel instead. There is one program called VorpX, however, that allows you to play non-VR games in VR, and for those you would still be able to use keyboard and mouse like usual. I would suggest looking that up if you're interested in doing that sort of thing. Not all games are supported, but they do have a compatibility list on their website if I remember correctly. That said, if you strictly wanted to use a VR headset for productivity or media consumption, you could get Virtual Desktop, which allows you to access your desktop like usual but do all sorts of scaling to the size of your desktop, so you could technically have a 100 inch monitor or something like that.

If you look at Steam for VR games you'll notice it tells you what inputs it supports. Fallout 4 VR, for example, supports playing stationary, or roomscale (walking around in your room). But, the only input it supports is via the controllers.

>do you have an opinion about it?
The Decagear definitely looks cool, but their claims are pretty large and no one has seen a working consumer version reviewed yet, so it's hard to say since you can't actually buy one yet either. Just one thing to note is that the per eye resolution is quite high at 2160 x 2160; unless you have a very recent and high end graphics card, you'd likely have to run at a lower resolution for stable and high frame rates. Higher frame rates keep lessen motion sickness.

>is there a big difference between a controller that allows to "move" all fingers compared to one that doesn't?
Not really, no. The way all controllers work is that they have a dedicated "grab" button, so you pick things up by coming close to something and then pressing and holding "grab". Having finger tracking is almost entirely cosmetic. Some games might have buttons you need to press (like in Half Life: Alyx, I think), but that's not a typical issue you'll run into.

>Thank you a lot for writing such a complete and well thought reply anon!
Happy to be of some help!!

 No.78984

File:tripod-mini-ball-head_15__….jpg (46.24 KB,1247x1200)

Forgot to mention: base stations need to be placed up high, either secured to the wall by being screwed in, or you can attach them to a tripod and have them set up that way.

 No.79099

File:[SubsPlease] Sentouin, Hak….jpg (272.36 KB,1920x1080)

So, uhh... you know... have you... umm... boobies?

 No.79113

File:Ankha.mp4 (17.92 MB,400x400)

>>79099
What kind of question is that?... Of course.

 No.79115

>>79113
I've always wanted to be a fury egyptian woman

 No.79116

>>79115
In VR, you too can become a fury egyptian woman with big ol boobers and massive hips!

 No.79117

File:1528503565563.png (587.73 KB,1440x810)


 No.79118

File:1439086614567.gif (198.87 KB,396x396)

>>79117
o-ok.

 No.79120

>>79116
Hell yeah!

 No.79121

>>79116
im fine with this

 No.79274

File:g9nj5lmphrd61.png (213.9 KB,2777x527)

Was able to play VR for about 2 hours straight on my Quest 2 without the battery dying by using a cheap battery pack. Mine's 13,000 mAh, so this chart someone made estimates I should get around 6-8 hours of continuous playtime. Not too bad.

 No.79311

I've been messing around with Nvidia's CloudXR lately, hosted on Google Cloud Platform. The theory of it is pretty simple: suppose you already have a VR headset, but your PC may not be up to task of actually playing VR titles for whatever reason. In that case, you could leverage the power of "Cloud computing;" therefore, rather than relying on your weaker PC, you could stream gameplay from a more powerful computer somewhere else.

All told, I was expecting the latency to be pretty terrible, especially after seeing the fumbled launch of Google's game streaming platform Stadia. Much to my surprise, however, the latency was near imperceptible. It's honestly pretty much realtime with the only real contributing factor to latency being the ping time itself. In my case, the server I'm connecting to has a ping of about 40ms. Considering the streaming is realtime, I would have to assume that the overhead in streaming latency is very minimal, probably meaning the total latency is less than or around 100ms.

Also, it bears mentioning, however, that CloudXR is still in development, but for a project still in development it certainly shows remarkable potential. To that end, however, some things have been a little quirky. I tried connecting via the Windows CloudXR client while using an Oculus Quest 2, which SteamVR on my PC correctly identified as being an Oculus Quest 2 and served the appropriate controllers. On server end, however, for some reason it didn't detect that I was using Oculus controllers and instead served me the default Vive controllers which are not fully mapped. The only control that was mapped were the triggers, which is less than optimal to say the least. While connecting via the same method, I also tried two games. The first I tried was VRChat. SteamVR would launch as would VRChat, however, something strange would happen: SteamVR would run into a "Critical Error" and then suddenly crash before VRChat had fully launched. Despite SteamVR crashing (which would subsequently disconnect the CloudXR client, since CloudXR uses SteamVR for operation), VRChat would continue launching just fine when viewed from VNC... I'm not really sure if that means that there's some sort of bug with SteamVR itself or CloudXR or perhaps if there's some issue with VRChat that makes all this happen. At any rate, I also tried launching Museum of Other Realities, which did in fact launch correctly, however, the aforementioned problem of having Vive controllers prevented me from making it any farther than getting past an initial privacy policy window that you had to accept before continuing in the game. That said, while in Museum of Other Realities, the stream felt completely natural and in no way appeared choppy or laggy or anything of the sort.

I've sent off an email to see if I can get the Oculus Quest 2 client to see if that results in any better compatibility (which it presumably will), and will update my thoughts accordingly if that means I'm able to test CloudXR further and actually play some games.

 No.79335

>>79311
Hmm. I think I recant what I had said about latency to an extent. It's definitely vrey minimal, but it is noticeable. The application's behavior is very unpredictable, however. Sometimes the client will crash unrecoverably to the point where a full restart is needed. Sometimes you can disconnect (i.e. taking off the headset) from the server and then reconnect. Sometimes trying to connect just results in a black screen which requires a restart to fix. In one instance, I had an extremely tolerant stream - I could take off my headset and resume playing, and even relaunch the client and connect again, while in that likely glitched state I was even able to launch VRChat. Interestingly it ran much better than usual with about a +10 FPS boost. I saw someone mention online that Oculus Air Link has an inherent flaw in that it constantly renders a home area in the background that you can't do anything about. Presumably launching another way caused that not to happen. The stream was also a lot more smooth than Air Link. Air Link has a feature called "Asynchronous Spacewarp". A common annoyance from it, however, is that it causes smeary trails because it interpolates motion on the headset itself, but because it doesn't have any rendering or depth information, it makes terrible predictions. Having that disabled because it wasn't running caused a massive visual improvement. I have no idea why anyone at Oculus thought that looked good, because it's not. At all.

So, in conclusion, CloudXR is very promising and works well at some things, but over all, it needs more polish.

 No.79338

File:[MoyaiSubs] Mewkledreamy M….jpg (232.23 KB,1920x1080)

I'd really be uncomfortable beaming my personalized escapism content to the big data-harvesting mega corporations doing this stuff. Doesn't that concern you at all?

 No.79339

>>79338
Well, sure, but I doubt they'd be harvesting enterprise customer data. Tracking usage for billing is one thing, but I find it hard to believe that they would snoop in on someone's virtual machine and hoover up data stored on the drives and inputs and stuff. Maybe they do, but that seems like more than they'd be willing to do, especially since I'd imagine they have a lot of enterprise customers who'd be very unhappy if their corporate information was being stored on separate data collection servers. That'd probably run afoul of corporate espionage laws.

As far this eventually being developed into a commercial product, maybe. For all intents and purposes I don't really see much difference between this and connection to first party game servers to play some online FPS. But, suppose Facebook comes along and says, "Oh, sure, we'll let you stream and play your PC games so long as you agree to our privacy policy and TOS," then, yeah, I'd feel a lot more skeptical and cautious.

 No.79350

viva project looked really cute, that and spice and wolf are the only things i'm considering getting a VR headset for, but two games isn't quite worth the expense...

 No.79590

File:ET_lzdMU0AAlXjX.jpg (488.78 KB,1448x2048)

I'm really wishing I had a VR setup myself lately now.

I swear, the Japanese are really good at finding creative ways to work around overall shitty situations and still bring fun back; possibly one of the few net positives to derive from 'rona.
These VR based conventions and concerts look amusing to try at least once.

 No.79592

>>79590
man that looks SICK. I wanna "go", lol.

 No.79594

File:Tokyo_Game_Show_VR_image1.png (471.27 KB,1402x790)

>>79590
Yeah. Each year so far there's Vket, or Virtual Market, and even big hardware companies show up to make display area things, and game developers for showing off game ideas, as well as obviously people who make their own avatars and worlds. It's very cool. This year Tokyo Game Show even had a VR experience.

 No.79597

File:[Serenae] Tropical-Rouge! ….jpg (129.6 KB,1280x720)

>>79590
>>79594
Are there any recordings of it? I'd like to at least see some highlights or something. It does seem like, as usual, we'd need to rely on Japanese to make really fun stuff while Western stuff is focused on real life crap. Sigh... why re-create real life? Wow, I can throw a virtual basketball! I can shoot people! Weeee....

 No.79598

>>79597
I'm not super interested in the commentary of this video, but here's a walkthrough of whole bunch of places in Virtual Market 6.

 No.79599

>>79597
And here's Tokyo Game Show, which is still pretty cool, but a lot of it was small exhibits with normal non-VR videos of the game being advertized.

 No.79600

And, speaking of VR stuff that's going on, tomorrow starting at 1PM EST is (Oculus) Connect, which is ostensibly going to be the biggest VR event of the year. Oculus is expected to announce two new headset: one for AR and another for VR. There also will probably be a whole bunch of VR game announcements. And, if you're a fan of John Carmack at all, each year he does a presentation on VR stuff there (last year he apparently had to be pulled off stage because he was constantly bad-mouthing just how awful Facebook is). If you only care about Carmack, his keynote presentation is scheduled for 5PM EST tomorrow.

Here's everything that's going to be going on:
https://uploadvr.com/facebook-connect-2021-schedule/

And, here's how you can tune in to each stream:
https://uploadvr.com/watch-facebook-connect-2021-livestreams/

 No.79631

VR stuff starting very soon

 No.79633

>>79631
Eww, Zuzkerberg. Just tuned in and it sounds like he's talking about augmented reality.
As expected, it's about real life stuff like looking at pictures and just straight person-to-person socializing and not cool escapism.

 No.79634

File:waterfox_u76YtRajYa.png (926.22 KB,892x602)

*vomits*

 No.79635

>>79633
They announced GTA San Andreas for VR.

 No.79636

File:waterfox_bZSOwmXnzi.png (1.31 MB,1152x730)

>Wow, I can throw a virtual basketball! I can shoot people!
>They announced GTA San Andreas for VR.

sigh

 No.79637

>>79636
>this type of gaming isn't for me. I'm mad!!!

 No.79638

>>79637
Who are you quoting?
I'm not mad, it's just boring how I was able to predict it without trying to. There's so much potential, but understandably most people will only see VR in these normal ways.

 No.79639

Who the fuck are you people quoting?

 No.79640

Well... Hopefully the Carmack presentation is actually interesting...

Seems to have been an investor-focused stream. The hardware they focused on was for AR and was like a 30 second CG reel, and the majority of the stream was devoted to showing off what they mean by "the metaverse," and also spouting off about NFTs for buying custom shit.

I am disappointed beyond (Zucc - "'Meta' is Latin for 'beyond'") belief.

 No.79641

File:[MoyaiSubs] Mewkledreamy -….jpg (341.52 KB,1920x1080)

So about uhh.. 2 and a half hours until Carmack? I hope he lays out some cool stuff, but things ironically grounded in reality in that it's attainable soon instead of Facebook's "what if" presentation.

>>79639
You can ctrl + F my green post to find both sentences, and one of them was directly above it...

 No.79642

>>79641
>So about uhh.. 2 and a half hours until Carmack?
Yep. He is technically the "Consulting CTO" for Oculus, and he gets an entire like 3 hours of speaking time, so he clearly hold a significant amount of sway. Hopefully they refer back to the scene where the one lady carried in a huge case and Carmack announces some new VR hardware or I'm going to be seriously disappointed.

 No.79645

File:FCzss4xVIAAgZe6.png (14.03 KB,669x215)

What the heck... Right after a name change, Facebook is also "retiring" the Oculus brand. It's like they want to tank their VR division or something...

 No.79646

Well, uh, after that disappointment I'm gonna check out EmuVR later and see how it is. It looks pretty cool.

 No.79648

File:67c65227b99ec24d4b76631bde….png (403.94 KB,919x976)

Fuck facebook or whatever they're called now, I am not buying or using anything made by them.
Also why are people surprised that shit made by normalfags for normalfags is boring and uninspired?
I hope that different developers pick up VR, both the hardware and software, cause it would be seriously a huge disappointment if it gets all centralized into facebook "metaverse".

 No.79649

>>79648
>Also why are people surprised that shit made by normalfags for normalfags is boring and uninspired?
Because Facebook announced they dumped $10 billion into VR development this year alone and are hiring 10K developers in the EU to make their "metaverse."

 No.79651

>>79649
A lot of money doesn't necessarily mean that the end result is gonna be inspired or creative... I don't think people like us are the target audience honestly.

 No.79655

File:[Serenae] Tropical-Rouge! ….jpg (234.05 KB,1280x720)


 No.79656

Carmack is truly a genius. He has the technical/programming knowledge, but he's also amazing at speeches. It's a pretty damn rare combination I'd say.
Also he just remarked on privacy and stuff. "Maybe people don't want co-presence, maybe they want to be alone and get away from that stuff". I wonder how he wrestles with this stuff as a facebook employee, err "meta" employee.

 No.79657

File:508dd6e92ec169be137a630acf….jpg (158.93 KB,1215x750)

Whelp. That was truly disappointing. Not only after leaks and hints at new headsets in the works directly from Oculus themselves and leaks which show they have hardware that's basically production ready seeing as they have demo animations being leaked and headset and controller UV maps being leaked. And then... nothing. We got literally 10 seconds of a AR headset that's not even going to be released until next year, and a whole load of marketing BS about NFTs and the metaverse, and then a rebrand of the whole company to "Meta". And in a blogpost of all things it gets announced that Oculus, the very company to make consumer VR a reality, gets nuked and is being absorbed into this new "Meta" company. And worse of all, out of the entire conference, I think like 2 games got announced total? GTA San Andreas and Blade and Sorcery, and one of those was an off-hand announcement without even any footage!!

What the hell are they thinking!?

The only thing this reminds me of is the 2013 E3 conference for Playstation where Sony decided, "Vita? What's that that?" and didn't mention it existing at all, and instead only focused on the PS4 launch. Like, seriously, just how out-of-touch could you possibly be? The only silver lining of this entire thing was Carmack talking about internal company politics and the hardware side of developing stuff.

This sucked. I'm sorry for anyone who watched alongside me, because this was awful.

I should've pointed out the Pimax conference, because that was flipping amazing. Pimax announced they're making a standalone headset that's 200Hz, with camera-based full-body tracking, uses split-rendering from a PC and the headset itself, combined aspheric and fresnel lens design, "12K resolution" (something like 5000 x 3000 per eye resolution), QLED displays that have a better contrast ratio than OLEDs, and whole bunch of other crazy stuff.

What the heck. I'm seriously completely clueless how this big of disaster got made.

 No.79659

File:connect2021.zip (11.95 KB)

Carmack's notes since he didn't get to everything that he wanted to talk about. There's some interesting lines in there that I wonder what he meant like "Body as heat sink, blood as liquid cooling", but then there's also things I really wish he would've gotten a chance to talk about like "Video commerce, Adult video" since it doesn't really seem like any brands want to touch explicit stuff even though it will undoubtedly become supported discretely.

 No.79680

File:EaPLVbSX0AUdJ0T.jpg (441.81 KB,1680x1200)

>blood as liquid cooling
have a thing for this actually

 No.79681

>>79680
horrifying, but it would be a good visual gag for explaining the vampiric nature of facebook sucking the personal data out of users.

 No.79682

>>79681
what the fuck anon

 No.79683

>>79682
what?

 No.79684

>>79680
There's a machine that cycles blood like this to slowly warm it up. Used for frostbite and other cold-related emergencies.

>>79683
chicken butt

 No.79698

>>20137
>>20139
>>20140
LOLE!!!!!!!! LOLE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 No.79701

>>79698
Are you mocking shobon???

 No.79862

File:FCdnKOQWQAgC2pI.jpg (748 KB,1447x2046)

So, you're going to Comic VKet, right? We need a kissu emissary

 No.79904

>>79862
Hmm. I'll go. Their webpage says there's 377 booths, however... I'm not really sure how I'd cover all of that. Taking screenshots in VR is somewhat difficult. I suppose I could try recording my time exploring and post a few videos, but editing it down to interesting parts might be a bit difficult.

Hmmm. I'm not very fond of streaming, but this does seem like the sort of thing that streaming would be good for.

 No.79912

>>79904
Hmm, I can only give basic advice in editing. You can setup keybinds in that one recording/streaming program I can't remember. (it has 3 letters.. OCR? No, uhh...)
Wait, is your VR thing connected to the PC at all?

 No.79913

File:Screenshot 2021-11-03 2103….png (312.2 KB,919x381)

>>79912
OBS. Yeah, I'll be connected to a PC. It seems like it's going to be taking place in VRChat, at least going by last year's video, but they also have some other applications for non-VR stuff. I'll obviously go to the VRChat one. I don't think anyone would care for a phone screen recording.

 No.80083

File:[MoyaiSubs] Mewkledreamy M….jpg (183.01 KB,1920x1080)

>>79913
Do you want to do a test run? I'll be here all day and stuff.
One thing I thought of is that you can stream and others can hit the record button on the window. But uhh.. what time is this in USA time?

 No.80105

>>80083
I don't think time is too much of a concern, the event lasts from 11/6 10:00 (JST) to 11/14 23:00 (JST). Technically, then, I guess it actually opens in a little over an hour from now. In a little bit, maybe either here or #qa, I'll post a link to make sure everything looks right, and that it's not too much of a nauseating experience watching.

 No.80117

There's a test stream! https://www.twitch.tv/nwbx01

 No.80118

>>80117
huh, isn't Comiket usually around Christmas?
I guess Vket goes on its own rules.

 No.80120

File:test.mp4 (9.3 MB,1280x720)

>>80118
They're already getting ready for the December one

 No.80122

File:senran.mp4 (16.05 MB,1280x720)

Didn't mean to capture the brave browser thing at the top. oh well
PAGING THE SENRAN GUY!

 No.80123

>>80120
This is the first time in what feels like forever that I've looked forward to the development of a new technology instead of just recoiling in disgust.

 No.80124

File:it's here.mp4 (24.14 MB,1280x720)

Although he checked out a lot of stuff, I don't feel like compressing and rendering them all, so I'll just do the important one.
It was just a test stream, too.

 No.80126

>>80118
Virtual Market 6 was in August, I believe. That would have been interesting to show because it's more VR-focused, so more advertising stuff like avatars like >>80122, and also things like avatar accessories. This is Comic Vket, so basically VR Comiket, but of course there's some limitations in that you obviously can't page through booklets and things. Here it's just a few select pages.

 No.80127

>>80123
Yeah, I know exactly what you mean. If you just go by the Western VR stuff there's nothing that stands out, just a bunch of "now you can talk to grandma or plan a business meeting more efficiently" but this stuff gives me hope of virtual worlds instead of, well, just another form of facebook.

 No.80129

>>80122
Never have I ever wanted a VR set so much in my life...
VR Comiket looks cool. 1000x better than IRL ones thats for sure. I dont get Vket though. Isn't Comiket a place for creators to sell their doujins and stuff? How would that take place in VR? I guess you go to Vket for the virtual copy and Comiket for the hard copy.
>>80105
When will you be streaming, anon? Do you have like a schedule or something for it or just when you feel like it?

 No.80130

>>80129
It's a VR recreation of a convention venue that you can walk around and interact with, and the booths have links to buy digital copies of doujinshi. You could just buy them the same way you'd do any other online shopping, without having to attend Vket, so it's more about the experience of exploring the venue.

 No.80132

>>80130
How does the physical goods selling work?
For some popular circles these will be gone within minutes after the items are put on sale because there is no line to wait. Unless they manufacture only after all orders are placed?

 No.80136

File:2021-11-05 21-46-30-1.mp4 (15.34 MB,1280x720)

>>80132
I'm not sure how it all works in regards to supply and stuff, but clicking to buy anything here takes you to a website. Like for >>80124 it's here https://sora777.booth.pm/ There's physical things like key chains available, but I have no idea how the supply works.
You can buy without even going into VR. But you'd definitely be missing out on exploring and possibly interacting with the creators themselves.
Oh yeah, he went to a private solo instance because some people were being annoying with their constant talking. It seems like you can mute other people though so that's good, too.
The music is so nice.

 No.80137

>When will you be streaming, anon? Do you have like a schedule or something for it or just when you feel like it?
I don't have any particular schedule currently. Since it's going to be the weekend, I'm guessing people won't be too busy, so if it's alright with everyone, I think I'll try to stream at around 4PM EDT tomorrow.

>>80132
I would assume it works the same way that Booth.pm works for selling physical goods. I think your concerns about things selling out are probably valid, but at the same time, from what I've seen looking at people's Booths every now and again is that they're restock things every so often if they sell out. For physical goods, most seem to announce things in advance, so if you're interested in that sort of thing, it's probably better to buy them in advance than waiting for an event like Vket to happen when a lot of people might take notice and want to buy things.

 No.80139

>>80136
>>80137
Well looks like some goods are manufactured to order, which isn't too bad.
Is there any way to talk with the booth owners? Seems like the venue is empty from these videos. But I think even if it exists there won't be any chance for popular circles.

 No.80142

>>80139
>Seems like the venue is empty from these videos
I decided to start a private world because some people seemed annoyed by others talking in the background. Having to load other people's avatars can also be pretty intensive and lead to worse framerates, so it was something of a win-win. If people would like, I can join a populated world and see how that goes.

>Is there any way to talk with the booth owners?
Hypothetically, yes. In practice, I'm not so sure. It looked like each world was limited to a maximum of 40 concurrent players. I also joined a US server so there probably wouldn't have been any chance of seeing any booth owners. I suppose tomorrow I can try joining a Japanese server and seeing if they're any different, although the timezone difference might make it so that catching them "in-person" would be unlikely too. The booths were also separated into a North and South world, but each one I think probably had about 200 or so booths, so having each and every one staffed would be impractical because of that player limit.

 No.80218

Do you still plan on doing the VRKet stream again? It's fine if you don't want to

 No.80220

>>80218
Yep. I'll be streaming at 4, so 15 minutes from now, at: https://www.twitch.tv/nwbx01

Yesterday didn't work out because my computer was being stupid. It also would have clashed with the seasonal stream I think.

 No.80223

File:waterfox_HMuX7ZJ8OK.png (1.08 MB,998x726)

watchin'
kind of funny how the repeat-to-infinity thing still happens

 No.80240

File:brave_M4EnkiaLKY.png (351.44 KB,421x469)

safety cat pose!
he's looking at the music section now and it's pretty nice

 No.80245

File:brave_UMRrIyhWEQ.png (1.59 MB,1313x654)


 No.80246

>>80245
I liked their music too. Here's the link for their Vket page with more links to their website and stuff:
https://music.vket.com/v3/catalog/633

 No.80410

File:iceland-145875724544182273….mp4 (13.15 MB,1280x720)

Icelandverse

 No.82955

I forget who mentioned it, but someone said something about doing Just Dance in VR or something like that a while ago and I managed to find a video of exactly that.

 No.84553

Saw this and it made me realize that a VR Vocaloid rhythm game, or even just official Beat Saber maps, would be pretty awesome. I've heard that the Japanese have really taken to the Oculus Quest 2 and basically see it as the VR headset so hopefully Crypton or SEGA thinks about making games for it.

 No.84569

>>84553
Aren't you supposed to be playing Billie Eilish beat saber maps from Meta? (Tm) (R) (Tm)

 No.87108

File:waterfox_JhWApyKcCm.png (322.08 KB,1002x723)

Something interesting, or maybe just an interesting coincidence is that the Koruri creator which is featured in this thread (and on kissu in general) has adapted to 3D well enough that he created the mascot for some 3D VR script business thing, and it has an English version so I'm linking that one:
https://hatchpot-vr.studio.site/en

 No.89741

USB-C PD is cool. I got an Anker USB-C PD power bank and it was able to keep my headset at 100% power the whole time while playing when I would have usually burned down to 50% or so after an hour, and the battery itself was at least greater than 75% (just shows 4 dots for charge). Neat. Supposedly, according to one of those battery chart things, since it's a 10000mAh battery, it should last anywhere from 6-8 hours.

 No.90077

File:OculusScreenshot165326202….jpeg (367.6 KB,1536x1536)

Forgot to post about it, but I finished making my SlimeVR tracker a while ago. They work surprisingly well, but some things get a little janky. Sitting and sitting crisscross look a little weird, and laying down on the ground can be a bit janky there too. Anyways, I spent probably the longest I've ever gone in VR today. Around 4 straight hours. That's probably not that impressive for tethered play, but for my Oculus Quest 2 that's certainly quite long since the battery only lasts 2 hours if you're lucky! My Anker USB-C battery worked great! I need to see about 3D printing some quite release clips because strapping on velcro straps every time takes quite a while.

I spent some time wandering around VRChat and playing around with my SlimeVR trackers. That was fun. I played some putt putt which was nice, but without any feedback I was pretty bad. I think I scored 96 on a par 73 course or something... After that, I flew around in the Test Pilots world. Flying jets there is always fun. I also visited some other random places. I took a look at the one Tron ring battle thing, but it was in use, so I didn't play it. Then I visited the new popular movie world. After that, I played a little bit of BONEWORKS for the first time. The story seems neat. It kind of reminds me of portal with the mole guy's wall scrawling. I made it past the first section, but the game crashed on the level load to the next area ;_; . After that, I played some Beat Saber before finally retiring. Fun.

Also, I noticed upgrading my network to WiFi 6 really substantially helped with Oculus Airlink. My old router was 1750 Mbps and it struggled pretty badly on the fixed 200 Mbps streaming setting, so I would have to set it to auto where things often got pretty ugly and smeary from ASW. My new router is 3000 Mbps and it handled everything like a champ. I was able to stay at a fixed 200 Mbps with no issues. The only times I noticed ASW kicking in were when SteamVR was getting jittery.

 No.90078

File:C-1653268896349.png (3.67 MB,2560x1440)

>>90077
gorufu

 No.90696

Surprisingly competent video.

 No.90697


 No.90699

>>90697
Wait, VR Chat is Unity? I'm not sure how I feel about that, I kinda want to tinker with it but not "learn a game engine" tinker with it. I was hoping for something more specific...

Kinda weird how so many of the avatars have that 00's LiveJournal look to them. I don't mean that in a bad way, it's just like I went back in time. Cool.

 No.90700

>>90697
I hate VR CHAT but I don't think that is a mystery at all or that people are going through bad times or whatever. People probably just want to see the avatar they are using, it would be kind of boring to select a character to play as and never actually see it.

 No.90702

File:waterfox_JknnWtzzei.png (667.98 KB,899x493)

>>90699
Ah, to clarify I mean the stuff earlier in the video and not the "generic anime" look stuff if the stuff isn't ripped straight from a game. These guys here, this is totally 00s forum signature stuff. Crazy.
Speaking of going back in time, that guy's channel goes back 10 years and he was a literal prepubescent kid back then. I'M OLD!

 No.90756

>>90699
>I kinda want to tinker with it but not "learn a game engine" tinker with it. I was hoping for something more specific...
There's an SDK that you do stuff with. It's not like you're running blind. They've got some barebones documentation stuff you can follow:
https://docs.vrchat.com/docs/creating-your-first-avatar
https://docs.vrchat.com/docs/creating-your-first-world

 No.91029

File:VRChat_1920x1080_2021-08-0….png (1.01 MB,1920x1080)

I really like this world. It's pretty fun flying around jets and potentially shooting down other people if you're good enough.

 No.91055

>>90702
It's a demographic thing. VR Chat is used pretty much exclusively by highschool and college students, which used to be the internet as a whole. That sort of thing got increasingly marginalized as the internet generation started aging out of it, but you can still see pockets of it in youth dominated areas like this one.

 No.91542

>Furality Online Xperience is the virtual reality furry convention that not only takes place in VR, but celebrates the VR furry fandom. This three-day VR experience immerses you in a highly themed environment with panels, performances, vendors/marketplace, dances, and meetups all from the comfort of your home.
>Furality is a special place where thousands from the furry community come together to bring a sense of belonging and friendship to our attendees. Virtually become your fursona, experience new social and educational activities, and explore places that exist beyond the limitations of the physical world.
>Registration is required to access all worlds and events during the convention weekend in VRChat.
https://furality.org/

I saw someone bring this up recently. I really enjoyed wandering around Vket last year so something like this seems neat if you're a furry, I guess. The next Vket is in a few months, and I'll see about going to that again.

 No.92178

File:VRChat_1920x1080_2022-06-2….png (3.09 MB,1920x1080)

New music Vket

 No.92182

>>91542
Oh. I completely forgot about that thing. Well, I would have relied on someone else to stream it anyway so I guess it's not a big deal.

 No.93896

File:FYhypjsVUAYyd6c.png (908.05 KB,1920x1080)

VRChat announced that in an effort to combat crashers -- people who have malicious avatars for the express purpose of causing other players to crash -- and people with exploit clients, they're going to be introducing Easy Anti-Cheat.[1]

The mass casualty of this decision is that mods, which have long existed in a gray area where they have been prohibited by the TOS but with players not receiving bans, will become completely unusable. Moreover, Easy Anti-Cheat, means that any fleeting Linux support which previously existed through Proton is now gone. Of course, that's not to mention that EAC, like other anti-cheat programs, is a blackbox rootkit.

As with most things, the mods people use by and large have not been of the malicious variety but instead respond to various issues people have with the game as well as adding features where the devs have not. For instance, some examples of some common mods include: game optimizations, protection against the aforementioned crashers, personal mirrors, avatar scaling, full-body tracking improvements, among many other completely non-malicious other mods. One of the more egregious examples, which will become completely unusable, are accessibility features for the deaf. VRChat has a large community of deaf or hard of hearing players, so there are a number of accessibility mods such as ones that allow focusing on the voice of a single player, adjusting voice cutoff distance, as well realtime voice captioning.

At the crux of things, this update simply does not address what it claims to address. The issue of crashers largely resides with VRChat to deal with, not an anti-cheat program. Most of these so-called "crashers" simply create an avatar in Unity as they otherwise would and are able to upload it fine. The "exploit" here is that people create shaders or utilize sound effects or particles that are so unoptimized and terrible that they cause users to crash. This is not something that an anti-cheat program will fix. Crashers will still exist with this update. Another issue not solved by this update are "rippers", people who steal the private avatars of other players. Again, this update does not solve this issue either. As it is, avatars for VRChat are quite literally downloaded and stored in a cache folder where they can easily be accessed and then have their obfuscation removed, allowing them to imported into Unity and then uploaded like any other avatar would. Nothing about this anti-cheat program fixes that either.

Needless to say, this announcement... hasn't gone over well. On their feedback forum, there's a post with 17.2K upvotes[2] describing why the update is counterproductive, user-hostile, and flatout unwanted. For context, at time of writing, VRChat currently has around 70K online users. Need I mention it again, these are upvotes on a forum which most people do not browse. Pretty much all VR communities I'm a part of have been abuzz with complaints over this. Moreover, the VRChat Discord server itself is currently unusable in the general channel. For the last ~8 hours, the general channel has been completely wasted and filled with dozens of messages every second from different users complaining. The VRChat Steam page has also taken a significant hit from users leaving negative reviews, which currently amount to around ~4K negative reviews in the last day, compared against ~3K positive reviews from the beginning of the month. VRChat currently has a subscription available for allowing users to access certain features such as having an extended favorite avatar collection greater than the default limit of 25, and more than the default 4 collections of worlds, which also have a cap on number. Many users are now reportedly cancelling their subscriptions, some going as far as suggesting a week-long boycott to cause a noticeable drop in player count.

[1] https://hello.vrchat.com/blog/vrchat-security-update
[2] https://feedback.vrchat.com/open-beta/p/eac-in-a-social-vr-game-creates-more-problems-than-it-solves

 No.93897

>>93896
Holy crap dude, that's a lot of words! Also, why do people do Wikipedia-style citations in imageboard posts? You can just put a link to what you're talking about in the text itself; Kissu even lets you inline them.

 No.93898

>>93897
Inline links are often non-obvious and have the clear drawback of not immediately telling the user where the link they're hovering over leads to. Personally, I prefer leaving cited links like this, but that's neither here nor there.

 No.93899

File:[SubsPlease] Teppen - 04 (….jpg (218.97 KB,1280x720)

>>93896
Ah, EAC claims another victim, huh. I complained here about its effects on Elden Ring's modding, and that's a freakin single player game with minor multiplayer interactions that the majority of people never use competitively.
I simply stopped playing online because modding was too much fun and this was just a month after the release. Now there's lots of other mod stuff out that means people just won't be playing online any more. A really stupid decision.

> as well realtime voice captioning.
This sounds amazing. I want to do VR Chat eventually, but I don't want to listen to people. Why the hell would I enter a virtual world to hear normal voices? I could tell what country people are from and possibly other information that has no place in a virtual world.

>Another issue not solved by this update are "rippers", people who steal the private avatars of other players.
Interesting that there's a term for that. Those 3D program captures have been a thing for like 15 years if not longer. I think one of the programs was called NinjaRipper.
I used a couple just to see what it was like and although it's a big mess when you import it, you can see the gist of things. A cache folder, huh. Sounds interesting.

I guess the summation is that a company did the least amount of effort required and went with a blunt instrument, huh. Such is life.

 No.93900

>>93897
It's not really Wikipedia style, that's how you link things in books and papers as well.

 No.93901

>>93898
You can still just put a newline link in the place of a citation, like this:
https://kissu.moe/

I think it looks better and flows better. But that's just me.

 No.93902

>>93899
>I don't want to listen to people.
If you really want to, you can disable player voices. There's audio options for that.

>Those 3D program captures have been a thing for like 15 years if not longer.
I think the difference in this case is that in large part a lot of the assets being stolen are from people who are genuinely trying to make a living off of being able to sell avatars or costumes and things like that. Or otherwise people have avatars they've made for themselves that end up getting stolen.

 No.93903

>>93896
I don't really follow VRchat but i wonder what other sort of cash shop they are trying to implement? Putting any anti-cheat in a game that isn't a competitive multiplayer game always comes across as trying to protect monetization.

 No.93904

>>93899
>NinjaRipper
My experience with Ninjaripper is that it can just rip any model or texture asset on screen. It doesn't really matter what sort of obfuscation is happening as i think NJ does the ripping based off of what DirectX is rendering on screen. Implementing EAC will cause complications for NJ iirc but it's nothing that can't/won't be bypassed.

 No.93905

>>93903
The only speculation at the moment is that because a majority of the mods people used covered general quality of life features, these features will eventually come to their optional game subscription, VRChat Plus, and so banning mods essentially forces what were free into paid features. Of course, this is only speculation, but VRChat has large multi-million dollar investors so its possible some of them are getting antsy about monetization and questions what the purpose of VRC+ is, since it really doesn't offer much at the moment.

 No.93906

>>93904
People aren't actually using any dedicated programs like that. Seeing other peoples avatars requires that they be downloaded the same way going to YouTube or any streaming service implicitly means you're downloading whatever you're viewing. In VRChat's case, however, we're talking about potentially 200MB avatars being loaded between worlds, so avatars aren't actually cleared from the cache folder unless the user decides to clear it themself. This prevents unnecessary downloads and can help with people with slower internet connections. However, because these files hang around indefinitely, they're essentially only thinly protected with some obfuscation preventing immediate usage, but this is easily circumvented. In essence, VRChat's solution to people stealing avatars is to do nothing surrounding actually improving obfuscation, but is to instead implement EAC which wont do anything because the avatar files are easily accessible once the program is closed anyways. It's farcical how much of a non-solution EAC is.

 No.93960

File:Summary Collage.png (772.74 KB,2160x1440)

>>93896
Update: the proposed update, despite immense backlash, went live yesterday saying in an update, "we do not have plans or intent to revert or roll it back." One of the key points users online were begging for was to at least postpone the update until the accessibility features mods provided were implemented into the game. As you might imagine, this action has yet again not gone without massive criticism.

Many are now boycotting the game, and there is a sizeable portion interested in leaving VRChat for either ChilloutVR or NeosVR.

ChilloutVR appears to be the community choice and is the easiest to port over avatars and worlds from VRChat, but at the moment is struggling with the massive influx of players and users trying to sign up for an account; the game went from an average player count of 7-8 players to over 1000 in the span of 48 hours and is currently undergoing "emergency server upgrades" to accommodate players. Notably, ChilloutVR has a much more permissive TOS, which explicitly allows modding so long as it is non-malicious.

NeosVR, while it hasn't had the same server issues as ChilloutVR, has more systemic issues with the game itself. The lead developer strongly pushed crypto while the rest of the dev team rejected it. To complicate matters, this ousted developer still controls the NeosVR site. The game has also gone without any updates since Novemeber 2021 so future prospects and continued support seem extremely shaky.

 No.93961

>>93905
>optional game subscription, VRChat Plus
Ah, that would do it, yeah. Modding is definitely a thorn in the side of stuff like that, at least when it comes to developers that can't or won't create new things to compete with them. Well, when the rival/enemy is Facebook it's still easy to look like a user-friendly underdog even with stuff like this.
I remember hearing about some other VR Chat-like program that's already been on Steam for a while, Neos VR, but from what I heard it's overwhelmingly furries instead of just a large population. I heard people talking about it about half a year ago so I wonder how things are going there. I'm sure there's some people talking about it in protest of VRChat now.

>>93906
Yeah, I understand. Does your cache clean itself regularly or do you need to do it manually? How big is yours?

>>93960
Oh, you just mentioned Neos VR and I guess it's not going too well.
HMm, interesting.

 No.93965

>>93961
>Neos VR, but from what I heard it's overwhelmingly furries instead of just a large population. I heard people talking about it about half a year ago so I wonder how things are going there. I'm sure there's some people talking about it in protest of VRChat now.
Neos is definitely gaining a lot of users at the same time as well. The part about it being filled with furries is definitely true, although I suppose that could change if a number of people move there. Neos had a fairly decent player size around 200 players so it has been doing significantly better than ChilloutVR.

>Does your cache clean itself regularly or do you need to do it manually? How big is yours?
The cache only clears if you do it manually. From about 5 days of very casual playtime (2-5 hours), I've accumulated an 8GB cache folder, so it definitely needs to be cleaned out regularly unless you play with a the same group of people all the time and don't go to public worlds where you could be loading a lot of different avatars. From experience, I can easily attest to the fact that if you venture through public worlds its very easy to get to around 50GB worth of cached files in around a week.

 No.93968

File:CVR account registration.png (61.19 KB,574x392)

Oh, an update on CVR. Apparently they have over 10K people trying to register. I think this gives a bit more insight into just how swamped with people they are. Literally over a 1000x increase.

For context, Thrill is someone prominent in the VR community and Marmeladensalat is one of the ChilloutVR devs.

 No.94000

>>93960
Images like that make me want to rip my eyes out. I associate them so much with 4chan schizos.

 No.94008


 No.95058

File:VRChat_1920x1080_2022-08-1….png (2.45 MB,1920x1080)

Vket is going on again. It's all quite elaborate and there's a lot of very detailed worlds this time.

 No.95059

>>95058
That's a really nice stand. Although does it seem like the lack of modding or other things VRChat did recently have had an impact? Or are things running smoothly over there still. Would be neat to see it take off and maybe inspire some cool VR things in the future born out of a congregation of people within it.

 No.95060

File:VRChat_1920x1080_2020-05-0….png (2.83 MB,1920x1080)

>>95058
Nice, I haven't checked one of these out in a year or two now but they were always super elaborate.

 No.95070

>>95059
I'd like to know this too, but I assume it's something that blew over and most people already went back, if they left at all. People will put up with a lot if it's a social experience with people they know in it.

 No.95084

File:Screenshot 2022-08-18 1334….png (31.75 KB,949x359)

>>95059
>>95070
Frankly, it has had next to no impact. Quite a few of the mods people cared about most have caused the VRC dev team to scramble and implement them into the game. Player counts are roughly where they were prior, and neither NeosVR nor ChilloutVR have really taken off. Both have seen minor amounts of growth. Chillout in particular now averages around 100-200 players when it previously only had around 7-13. Neos has pretty much stayed at the level it was because of had impenetrable its UI and systems are.

I suppose the best way to put things is that although people are still upset about EAC, people are willing to put up with it because they want to see their friends. Within my circle, consisting mostly of enthusiasts, I've noticed a pretty steep drop off in people. Before, it wasn't uncommon for around 15 people to come to weekly or daily events, but now that's seemed to cut in half.

 No.95085

I should add: VRChat is unique because it's not PC exclusive. In effect, something like 50-60% of active users do not play on PC -- where modding would be possible -- so even if enthusiasts are upset, they don't really matter to VRChat's bottom line. Of course, if that trend continues to widen things will get more and more problematic for VRChat; content creation is only possible on PC because everything is made in Unity. That said, it's unlikely that the sort of "creative class" of users making avatars and worlds would stop because even if they dislike what VRChat is doing, they still might have financial incentive to still make avatars and the like if they sell them on a platform like Booth or Gumroad.

 No.95086

File:VRChat_1920x1080_2019-06-1….png (961.82 KB,1920x1080)

>>95084
Happens every time, a quick little bit of outrage from people that gravitate to drama and then back to normal. Kinda figured that's how it would go down on vr chat.

I spent most of my time in that game just hopping between various different worlds and exploring all the cool stuff people built.

 No.95087

>>95060
Nearly thought this was some FF screenshot for a second.

 No.95088

>>95084
Yeah, that's pretty much what I expected. It's great to hear about the changes they've made, though, as they still seem small enough to care about things. As long as Facebook and possibly other giants loom over them they'll need to take customer feedback very seriously.

>>95085
Wait, what else are people using it on? Phone?

 No.95089

File:Screenshot 2022-08-18 1425….png (21.07 KB,356x245)

>>95088
>what else are people using it on?
Oculus Quest 1 and 2. They're standalone headsets with a mobile processor. Previously the Oculus Quest 2 cost $299 (Recently increased in price by $100), making it a nobrainer for the features it has at that low of a price; they can even be used wirelessly to stream VR gameplay from your PC. Even on Steam, over half of users use an Oculus Quest 2. The next biggest chunk of marketshare is Valve themselves at only 15% with a headset that costs $1000.

 No.95090

What is everyone using, I had the original Vive before switching out the headset for a reverb g2 (the vive was way nicer).

 No.95091

>>95084
Splits are always messy business. I'm surprised the alternatives came down that hard though, is it that they're missing too much content to compete?

 No.95092

>>95090
I've got a Quest 2 with a Vive Deluxe Audio Strap and battery bank attached. It works pretty well, is fairly comfortable and having no wires is very liberating.

>>95091
>is it that they're missing too much content to compete?
Yes and no. I think the biggest thing hampering CVR to take off after its explosive growth was that it didn't have feature parity with VRC and it wasn't prepared to accept the massive number of interested people. Allegedly, CVR had 10,000 people try and sign up, but they had massive issues keeping their website up just for registration alone, not to mention their API for uploading content or the game servers themselves. If they had the servers ready beforehand they might have been able to capitalize, but because they didn't a lot of that interest just evaporated.

A big issue is that VRC is a social game and if your friend group can't even register then there's next to no chance they'll move over. And even if they do, without the same worlds to explore people will eventually drop off and leave for VRC where their favorite worlds are.

That said, something I've heard a lot of people say is, "We'll, ChilloutVR could eventually be good, but it's not ready yet, so let's stay in VRChat." So, it's not unrealistic to say people are interested in alternatives, there just aren't alternatives that have everything VRC has.

 No.95100

If it wasn't so hot out I'd set out on a vr expedition

 No.96205

File:VRChat_1920x1080_2022-09-0….png (3.41 MB,1920x1080)

Played some mini golf with a friend today. It was a lot of fun.

 No.96302

>>96205
I don't see any golfing...

 No.96484

File:VRChat_2022-09-11_02-53-31….png (2.8 MB,1920x1080)

Spent time just chilling and hanging out with a friend watching videos for a few hours. It was nice.

>>96302
That was after we finished and were just screwing around.

 No.96486

>>96484
How long are you able to VR at once? Isn't it something like the longer you're in it the more disoriented you feel when you take off the headset? That's something that worries me if I were to try it.

 No.96494

>>96205
i'm guessing LPD stands for loli police department?

 No.96497

>>96486
I was in for a few hours. Maybe 3 ish, going on 4. As far as getting disoriented from VR, remember that everything you experience in VR is an emulation of reality, so unless you're experiencing something that would make you disoriented in real life, you're unlikely to become disoriented from VR itself.

That being said, VR definitely is something you need to get used to. In my experience, when you're first trying out VR, it's very likely you may experience some motion sickness while you're getting used to it. Unfortunately, the main "cure" for motion sickness is simply exposure. When I was starting out I would be able to play maybe 10 or 20 minutes without getting motion sickness, then after a few more sessions that got pushed to 30 minutes, and some time after that my motion sickness completely went away.

Since I've gotten over that motion sickness, the only times I've gotten a bit dizzy from VR has been from when I've been doing something where I've been swinging my head around a lot, but I think I would get dizzy all the same if I wasn't in VR to be honest.

 No.96501

You'd get pretty disoriented in VR if the VR world was hyperbolic geometry, in which parallax doesn't really happen, going forwards looks like zooming into a picture, and you constantly have the impression of being contained in a sphere a few metres across.

 No.96908

File:Screenshot_2022-09-22 PICO….png (471.3 KB,1435x807)

The Pico 4 and Pico 4 Pro were announced today. On paper the specs are pretty impressive:
- 2160 x 2160 per eye resolution
- 105 degree diagonal FOV
- 90Hz refresh rate
- Pancake lenses (eliminates the glare and haze that typical fresnel lenses have)
- Color passthrough

Preorders start tomorrow for those who already own a Pico 3 Link, and start October 1st for everyone else. The headset is set to release on October 18th.

Pico 4 Pro -- which unfortunately didn't have a release date announced -- adds some much anticipated features:
- Face tracking
- Eye tracking
- Automatic IPD adjustment (sets the lens distance automatically)

Eye tracking in particular is extremely consequential. Eye tracking allows for dynamic foveated rendering, meaning only where you're looking is rendered in high detail. This significantly reduces processing power needed.

Unfortunately, as alluded to in the image... The Pico 4 is only set to release in Europe, Korea, and Japan at the moment. In the future, the Pico 4 may come to North America, but not right now. It's also worth mentioning that some people might have reservations about Pico. Pico is owned by ByteDance, the company behind TikTok.

 No.96911

>>96908
>Pico is owned by ByteDance, the company behind TikTok.
Oh boy. Yeah, that's not much better than Facebook as far as I'm concerned.
Kind of skeptical of Chinese stuff, too, but being involved with one of the social media giants is far more concerning.
Though I'm still likely years away from ever buying VR things... probably.

 No.96912

>>96911
Yeah... The unfortunate thing is that only really, really large companies have the money to agressively subside the price. It's kind of a situation like with the PS3 where the companies are basically losing tons of money in order to make it up through sales and buying market share.

Basically every other VR headset is in the $1000 range, outside of the Reverb G2 which somehow regularly sits around the $400 range.

 No.97012

File:faf4bf1ff96b33a37d463e96f0….jpg (532.74 KB,1080x1920)

has anyone met Koruri in 3D?

 No.97014

>>97012
that's a lot of pixels

 No.97039

>>96908
Double 2160x2160@90Hz? Brother, that will need a massive GPU to be driven

 No.97040

>>97012
very cute

 No.97045

>>97039
Not really. The Quest 2 is 1920 x 1832 per eye and with my GPU, roughly on par with a GTX 1660, I get around 60FPS in most games. For similar performance as I get would probably require an RTX 2070 maybe.

Anyways, VR has a lot of tricks up its selves when it comes to optimizing performance. SteamVR lets you dynamically change render resolution, and most headsets have some form or another of motion interpolation that allows you to run at half-frame rate and then double the effective frame rate with motion interpolation.

 No.97051

Sometimes I think about trying out VR but I worry I would become too absorbed by it and that it would make me unable to enjoy regular games. Because I would go from being able to see everything as if I was in the game back to viewing it through a window on a 2d plane.

 No.97055

>>>/jp/43002
>So when you have your full setup thing on, how much of the time do you spend standing versus sitting?
I do maybe 65% standing and 35% sitting or laying down.

>Does it include your legs so you need to physically "walk"?
If you want to you can walk around your playspace, but the scale of VR is way too big for everyone to need to physically walk everywhere. Most often you just use the thumbsticks on your controllers to move places. The typical movement setup is that one thumbstick controls movement forward, back, and left and right and then the other thumbstick is used for turning left or right (so you don't have to physically turn around if you want to face another direction).

This video does a good job of showing that you can walk around your playspace if you want to.

 No.97203

File:[MoyaiSubs] Mewkledreamy M….jpg (232.23 KB,1920x1080)

>>97055
Oh, so your legs are stationary when you're traveling. When do you personally use them? For minigames or stuff like that?

>>97055
The video reminds me that I could never do something like this without real life dance training (and of course for people in general they'd need to be agile, not elderly, have full use of their legs and so on) which is setting a precedent in VR to follow real life limitations which is really killing the illusion for me.
I know, it's just a chat/social program developed for people in their 20s and younger and I'm being stupidly idealistic, but I can't help but be bothered by this.

 No.97211

>>97203
>When do you personally use them?
It's kind of contextual, I guess. Mostly when I'm near something and want to walk near it, like crouching down to look at something.

 No.98024

Meta Connect is today and they're likely going to announce the Quest Pro. Likely going to be rather business focused, but some of the tech stuff might be interesting.

 No.98031

>>98024
Yep. Stream was pretty boring. No real game announcements. 2 were basically just a title and one is released on everything.

Quest Pro is $1500.

 No.98032

Maybe looking forward to the Carmack talk at 2:30 PST, which is in 2 hours and 30 minutes.

https://metaconnect.com/en-us/program/ea58b9e2-3d87-4879-b63e-8d31ae14ea5f/

 No.98033

>>98032
can't wait to hear his dorky nasally voice

 No.98034

>>98031
Did they say if the Quest Pro needs a meta account?

 No.98036

>>98034
Well, the Quest 2 does, so the Quest Pro surely will. Just recently they removed the Facebook account requirement and instituted Meta accounts. It was pretty easy setting one up for my Quest 2. Just a username, password, and email account.

The only thing they mentioned regarding accounts was a brief mention about "Quest for business" and having account management.

 No.98043


 No.98045

>>98043
John... what have they done to you... Your legs...

 No.98046

halfway to becoming the spider mastermind

 No.98047

File:waterfox_DCxSXiRTC9.png (186.26 KB,310x356)

>>98043
Ah shoot I missed the beginning.
Has he mentioned why Facebook doesn't allow people to have lower bodies?

 No.98048

>>98047
Well, he hasn't, but their CTO Bosworth occasionally does rapid fire questions on Instagram and a while ago he addressed this. He said that it can be disorienting for some people to see legs but not have them moving how they're moving IRL. So, in the future they're updating Horizons so that other avatars have legs but you won't see your own avatar have legs to mitigate this weirdness.

They released a paper recently about pose prediction with AI that was pretty interesting that demonstrates full-body pose estimation that's somewhat similar to full-body tracking. It looks pretty good, but it can't cover all possible positions obviously because there's no real input tracking anything.
https://arxiv.org/pdf/2209.09391.pdf

 No.98049

>>98036
I just thought that because its aimed at business and with the price tag theyd maybe open it up a bit.

 No.98050

>>98049
I think the Quest 2 Enterprise version doesn't require an account, but it's business only and $800 IIRC. The Quest Pro is still sold to prosumers and stuff.

 No.98051

File:[MoyaiSubs] Mewkledreamy -….jpg (323.68 KB,1920x1080)

>>98048
Huh, so what about VRChat and stuff? Does it not apply when people are in a fantasy environment instead of Reality 2.0?

 No.98052

>>98051
That was just the rationalization given. I guess it makes sense if you're an investor business business business type, but I don't agree. In VRChat it's fine. Yes, it's not as immersive, but it's not disorienting or anything like that.

 No.98069

They want to reduce the virtual groping and sexual harassment potential

 No.98071

>>98069
I was thinking that, too. Didn't they introduce some "personal space" thing so you can't get close to people?

 No.98084

>>98071
Yeah. VRChat actually has the same feature, albeit not out of "groping" alarmism, but because it's annoying to have other people's avatar phase through you when they get too close.

 No.100950

File:1670904024665.webm (3.94 MB,480x480)

You know, I've always wondered what this game is, and if there's ever been any successors. It looks pretty nice and reactive for a VR sim game.

 No.100951

>>100950
That's the one made by some South American (Brazilian?) guy and he would post updates on some imageboard I can't remember. Hopefully it's not one of the ones that's dead now. I have no idea how you'd find out which one it was or if he's still working on it

 No.100957

>>100951
That was VivaProject, and the guy posted on smugloli and organized waifu collages for many years. I remember his wedding livestream...however, eventually he distanced himself from the concept of having Shinobu as a waifu entirely. It seems that he passed VivaProject on to others to develop as an open source project called OpenViva.

 No.101098

File:firefox_2pF27bwqsS.png (78.63 KB,907x673)

https://www.theverge.com/2022/12/16/23513622/john-carmack-leaving-meta-virtual-reality-oculus-cto
Already at a reduced role, Carmack is completely out of the Facebook VR game now. In the recent VR speeches of of his I saw he seemed more bothered than enthusiastic so maybe it's not surprising. Being a genius at a giant company must be terribly frustrating, even with all the funding. Pic related is his facebook post linked in the article.
So now he's doing his AI thing full-time? I'm not a fan of this uncontrolled dash to AI and to hell with any consequences, but I'm sure he'll be good at it.

 No.104002

File:C-1677134207306.png (139.97 KB,778x387)

https://steamcharts.com/app/438100#1y
Huh, what revived vrchat recently? I remember it starting to drop in player numbers after the security update broke modding but for some reason in December it got a burst of new players again, even hitting a new all-time peak?

 No.104003

>>101098
What a shame, Carmack's a brilliant mind so VR will probably be set back in progress by his leave. Hopefully sooner or later a company picks up the pace in a way that entices him back, but for now guess I'll root for him in AI.

 No.104004

>>104002
Any new hardware releases or sales? Maybe just a surge of Christmas presents?

 No.104005

>>104004
>Christmas presents
Oh yeah, that could be it. Wonder if it's because the Quest 2 is priced more like a console than some crazy equipment.

 No.104006

>>104002
seems like a christmas gift game.
More interested in what happened in 2019

 No.104010

>>104006
>2019
Was that around when the meme thing happened with Ugandan Knuckles and stuff? That would explain a massive surge and then return to normalcy

 No.104966

File:Screenshot 2023-03-11 0042….png (44.81 KB,578x219)

Not a fan of Twitter screencaps, but this seems slightly worrisome on account of Silicon Valley Bank’s recent collapse.

 No.104968

>>104966
means a lot of for profit tech startups will go under. Things which are already producing a profitable product will keep on doing as normal. Other things will probably sell their IPs into more successful companies with lots of free cashflow.

 No.104969

>>104968
If Facebook buys VRChat so help me god...

 No.104970

File:Meta-Avatars-OverTime.png (51.62 KB,246x311)

>>104969
Say hello to the new modern look of VRchat!

 No.104971

>>104966
That's some serious ownage.

 No.107163

File:The BEST VR Full Body Trac….mp4 (1.16 MB,853x480)

>>>/megu/1055
Sorta. This is VRChat, so they're using one form or another of full body tracking (Likely Vives, SlimeVR, or HaritoraX). For example, take this video. They're using 6 tracking points total, 1 headset, 2 controllers, a waist tracker, and 2 feet trackers. In >>>/megu/1054, they're almost certainly 2 people in completely different locations just synchronizing their motions. Also entirely possible is that the other avatar there that's just on the table is a "puppet" that they spawned from their avatar; something like that is completely within the realm of possibility.

 No.107164

Maybe I should demo my SlimeVR trackers one day.

 No.107165

>>107163
It's odd, because in some of these the dude doesn't seem to move at all or is limited to swaying back and forth like some sorta drum machine, I'd almost say as well this for the one where she's getting pinned down, so I also thought it could be a puppet. In the one you linked brownie does move indepedently but remains static in the second part, possibly because it indeed is remote and they can't react due to not seeing what's going on while perhaps having no physical feedback. Weird stuff, weird stuff.

 No.107167

>>107163
i shouldn't be surprised and yet i am
the future is now

 No.108849

File:808b958a449be18071c09a13e7….jpg (6.71 MB,2300x3500)

https://www.youtube.com/watch?v=D4EKydVVvHk

I was watching the recent Playstation showcase and noticed that there's a heck of a lot of VR games in there that look more like traditional games but in VR rather than "VR games". I'm lead to guess that maybe we're starting to see the success of HL:Alyx bear fruit since 3 years seems like a fair enough time for people to really get set up and ready to develop more AAA VR games. Hopefully this marks a huge step in the positive direction for VR and it begins to catch on a bit more. There's so much potential in the platform I feel is yet untouched and a bit more love going its way potentially means more of it'll be tapped in the near future. Although I am worried about if the price barrier to entry is still a bit high for some.

 No.108871

File:Screenshot 2023-05-28 1728….png (820.67 KB,1159x499)

Furality happening soon. Not exactly a furry myself but I think I'm going to sign up for it and see what it's like. There's one event thing I want to check out.

 No.108873

>>108871
Furries are the ones really getting into VR right now aren't they? I remember that in VRchat they're all over the place.

 No.108874

>>108873
Yeah. There's quite a lot of furries in VRChat and Neos. Makes sense. Spending money on a VRChat avatar and VR setup isn't so different from spending money on a fur suit. There's also just a lot of regular people too given how cheap and accessible the Quest 2 is.

 No.109037

Big day for VR. Quest 3 got announced and the Meta (Oculus) Gaming Showcase is starting in about half an hour.

 No.109038


 No.109039

>>108874
Neos specifically has the reputation of being full of furries. I don't really care, but if anyone wants to find them that's where you'll find a higher concentration.
(I wonder if there's money in making virtual fursuits...)

>>109037
Cool! Good to see there's still new hardware being made. Does this mean older stuff will be cheaper?

 No.109040

>>109039
A bit. Quest 2 went down in price back to its launch MSRP of $299 for the 128GB model. Whenever the Quest 3 releases in the fall, the Quest 2 should probably be able to be found for fairly cheap used as well.

Quest 3 is going to be $499 but will have better lenses, better mixed reality, no room setup because of the depth sensor, and 2x the performance. Tracking might seems questionable for the controllers though since there's no longer cameras on the top so stuff like Beat Saber might track the controllers worse. That part is speculation though.

 No.109041

>>109037
Alright I'm watching even though I don't have a VR thing

 No.109042

>>109041
OK I finished watching it.
The Attack on Titan and Asgard games seemed cool, although I think the former would make me nauseous pretty fast. Sega bringing back that maracas game is pretty nice, too.

 No.109094

File:2023-06-02 16-35-20 0002.png (2.27 MB,1600x1200)

>>108871
Went to a panel talk. Was pretty cool.

 No.109095

has anyone ever met the koruri guy in vrchat

 No.109097

>>109095
I don't follow their twitter enough, but I really should to see if I can find them during the next comic vket.

 No.109232

File:20230606_034742.jpg (31.83 KB,1600x840)

Whelp. WWDC was today and the Apple headset, "Apple Vision Pro" got announced today. $3500.

Beyond the fact that I still cannot believe that they decided to really decided to have a screen on the front to show people your eyes like was reported about a year or more ago... It just looks so bad... That aside, on the usability of the headset I'm not convinced.

The headset will not having ANY VR-style controls at all. Instead, for navigating the VERY limited UI, it's entirely "touch" based with hand tracking and eye-tracking. Eye-tracking could work as seen in PSVR2, but the hand track is a bit of a question mark for me. The headset very clearly is AR/MR (augmented reality/mixed reality) focused with next to no focus on gaming. They did show someone using a PS5 controller to play a "flatscreen" basketball game, and a keyboard for typing, but eh...

In terms of specs, they're were a bit light. "23 million pixels". Per eye would be maybe 3400 pixels squared, or in my opinion, potentially ~4000 x 3000 pixels for a more 4:3 aspect ratio per eye (which would make more sense given leaks mentioning the headset having a 4K display). Compared to other headsets, this is a dramatic jump in resolution. The Quest Pro, for example, has a resolution of only 1920x1800 per eye. In other words, the Apple Vision Pro has a resolution more than 3 times greater. There's no word on FOV, but it's probably safe to assume that it has a similar FOV to other headsets, meaning likely around 100 degree, maybe up to 110 degrees. Conservative estimate of 105 degrees would mean it could have a PPD of ~32 pixels per degree. For reference, most VR headsets at the moment are around 18-20 PPD. 40 PPD is the lower limit for where most people would no longer be able to distinguish individual pixels. So, the visual experience is certainly going to be unmatched at the very least.

They also mentioned that the headset will have an M2 processor and secondary processor, the so called R1, for managing the 12 cameras on the headset and tracking. The M2 is an incredibly powerful processor and should be head and shoulders above the current VR processors from Snapdragon such as the XR2.

The headset also features a battery pack. By itself, they mentioned that the headset has a battery life of 2 hours, which is fairly typical, however the headset will instead utilized a battery pack that can be put into your pocket rather than having it in the headset or mounted on the strap. The connector for the battery, however, is unfortunately proprietary. The front of the headset, in typical Apple fashion, is entirely made of glass with the headset's main body being made from aluminum. The headstrap itself is somewhat unconventional and has a wide knitted backing with no top strap. It appears to have quite impressive speakers built-in, which should be a relief given that the headset has no 3.5mm jack.

In terms of software though... Things were a lot more lackluster. There was a lot of pre-rendered CG with no real glances at the OS in action. The home basically looked like an app drawer arranged in a hexagonal pattern. The main application they showed was Disney+... Not exactly a world class experience to write home about for your $3500 AR headset. As mentioned before, they showed off what looked like an NBA 2K game that was not VR and basically just a floating screen in front of the person's vision. That was kind of their main shtick. Virtual displays and no VR. However, they did show one interesting idea: instead of having a tap for passthrough like Meta/Oculus headsets, the Apple Vision Pro instead features an adjustable dial that allows users to increase or decrease how much they want to see of the outside world. The example they gave was using the headset on a flight and being able to turn the dial all the way to turn off passthrough and then be able to watch a movie (likely on Disney+) in peace. Albeit, likely to the announce of other passengers given the giant off-ear audio drivers in the headset.

Beyond the "Day 1" announcement of Disney+ being on the headset, they also mentioned that you will be able to use iPad apps in the headset. This could maybe be quite nice given that the iPad ecosystem has been improving considerably for productivity and creative work in recent years, but how usable it will be for those applications remains to be seen given the aforementioned lack of physical controllers.

All in all, the headset appears to be a fairly underwhelming piece of tech. The price is too high. The specs sound phenomenal. The software completely lackluster and uninspiring. Basically the equivalent of strapping an iPhone to your face and being able to shout at Siri to open YouTube.

 No.109233

File:Fx4Z7bkWAAEJ2PW.png (1.37 MB,1960x1102)

>>109232
Here's a better view of the headset by itself. You can see the proprietary battery pack and the quite large off-ear speakers. The headstrap is also removable and the facial interface replaceable for different sizes, but they did not mention alternatives. Also visible are the myriad vents to cool the Apple M2 chip inside. What you cannot see is the dial on the right side of the headset for adjusting passthrough.

Frankly, for the price, given that news pundits were dunking on Meta for releasing a $1500 (now $1000) headset, the Meta Quest Pro, it's honestly a wonder who this headset is even for? It's too expensive for developers, and the lack of inputs make it questionable as far as how companies would even want to use it. At best it seems like a glorified media viewer.

 No.109771

>>109232
It seems like a step in the right direction for AR, but like you said it seems just too expensive and lackluster in its capability to really make any waves. Maybe if they make cheaper generations or find better uses for it outside of being a glorified iphone then maybe it'll start to shape the environment of AR going forwards. Although I have my doubts that Apple will really be pioneers of the future with the way they are.

 No.109772

>>109232
The eye things makes a lot of sense, it looks silly but without it you would never know if somebody was watching a movie or watching what was in from of them in real life and even if they did know that they had the person attention without having eyes to look at having a conversation would be weird.

This product seems more like a prototype to me, but I do wonder if they will ever be able to turn this into what they want it to be. Battery technology has a limit, I don't think it's certain that they will be able to fix the battery life and weight to the degree that people would be able to replace their smart phones with it.

 No.111518

File:vket.png (7.55 MB,2560x1440)

Vket is happening again. /qa/ should really play VRChat. Colossal boober statuettes.

 No.111521

it used to work on linux

 No.112993

File:zko2ZHbhiQwgG5z9.mp4 (5.85 MB,720x1270)

Quest 3 packaging got leaked. Not really anything unexpected. The headset got leaked ages ago, and Meta themselves also showed off the headset in some commercials a couple months ago.

At any rate, it has a pretty visibly thinner profile than the Quest 2. The facial interface looks kind of huge.

 No.112995

File:[SubsPlease] Eiyuu Kyoushi….jpg (414.83 KB,1920x1080)

>>112993
Man, I can't believe Facebook of all things is not only the hope for local LLM text generation for ERP escapism but also VR googles for escapism. What bizarre reality have we entered that the world's most famous data-harvesting conglomerate that played a major role in destroying the comfort of the internet is inadvertently helping people escape it

 No.114226

I haven't watched it yet, but Facebook, er Meta, had a presentation today

 No.114854

Quest 3 launching tomorrow. Managed to test one out recently. Lenses are a massive step up from Quest 2 and the displays a bit nicer with less aliasing. Seems like a good upgrade, but I'll probably continue with my Quest 2 for a while.

 No.114855

>>114854
You know I never really hear about it all too often, but how is the audio on these things?

 No.114856

>>114855
As far as the Quest 2 goes, the default audio is just kind of okay. Personally, I use an attachment to have better on-ear audio, and anecdotally most people I know either use headphones or something else. Not sure about Quest 3. When I demoed it at a store I couldn't really tell if the audio was coming from the display or from the headset itself. If it was coming from the headset, it felt a lot more spatial than the Quest 2 and I could see myself living with the default audio.

 No.115413

Feel as though if this were standardized in VR setups it'd be one massive leap forwards for the medium (while also being a pretty good source of exercise). However, one issue I still saw with it, is that the gun tool itself that's being used by the player doesn't actually function as the gun as much as it does a prop that fires the gun and performs other functions. Think if people really want to make an idealized fps with VR the looking and aiming need to be separate actions, it doesn't look like it feels natural to be holding and aiming something yet it's not actually moving on the screen.

 No.115414

>>115413
However, on another note I was recently a bit intrigued by some of the other prospects of VR and wondered what it's like for more vehicle simulator games. Knowing how the cockpits for stuff like DCS are, I thought that it'd be near perfect for replacing the monitors with VR and it seems like that's true.

https://www.youtube.com/watch?v=op3N3NVuoSw

Don't know how you'd really immerse yourself more than this+VR, it seems like a match made in heaven. Only thing that I'm left wondering about VR is if it's somewhat constrained view-wise, or if it gives you side views such that it emulates actual eyesight fov. If someone were to try setting up one of these, what do you think the ideal headset would be?

 No.115415

File:[SubsPlease] Sousou no Fri….jpg (273.1 KB,1920x1080)

>>115413
I've seen something that looks very similar to that before years ago.
Oh, looking at the date that's from 7 years ago.
For mainstream appeal I guess you'd want to do guns, but I think swords and shields would be far more fun and good for exercise. For magic you could hold a staff or just use your hands and move them around in specific patterns to invoke magic. That would be so cool. But then you have to worry about stuff like tennis elbow, or "wii-itis" as they called it for the Nintendo Wiimote. Speaking of, Nintendo would probably be the company that could make VR popular, although once it creates cool gimmicks for its systems developers rarely make use of them...

 No.115416

>>115415
>Oh, looking at the date that's from 7 years ago.
Yeah, looking at more recent stuff posted it looks like the tech has really come far.
https://www.youtube.com/watch?v=o6Nh05Qjs4o&t=2s
And then if you were to combine that with a full-body haptic suit it looks like it'd be actually as close to a full dive vrmmo as we can currently get.
https://www.youtube.com/watch?v=rHl969qJS5c

Although, ballparking the price of actually purchasing all the equipment you'd need for it, it's upwards of like 10k for a near perfect experience so probably still extremely far from widely affordable enough to make an mmo based around. So that future is (sadly) still far out of reach.

 No.115421

>>115414
>Only thing that I'm left wondering about VR is if it's somewhat constrained view-wise, or if it gives you side views such that it emulates actual eyesight fov.
FOV is one of the main specifications when looking at VR headsets. Every headset will be different. The Quest 2 for example is about 95 degrees of horizontal FOV and 98 degrees of vertical FOV.

>If someone were to try setting up one of these, what do you think the ideal headset would be?
Well... This depends on a lot of things and what you personally value. The best headset in terms of specs alone would probably be the Varjo Aero which has a claimed horizontal FOV of 115 degrees horizontal and 134 degrees diagonal. It has the highest resolution of any currently available consumer VR headset at 2880x2720 per eye and is limited to 90Hz. That said, it is a traditional bulky form factor headset.

It's nearest competitor is probably the Bigscreen Beyond which has the form factor of a pair of goggles. It's resolution is 2560 x 2560 @ 75Hz; it has a 90Hz mode but this is through DSC (display stream compression) or something? It's FOV is pretty small, however. Somewhat smaller than Quest 2. It's roughly 98 degrees horizontal and 90 degrees vertical.

Both headsets are roughly the same price: $999 USD and $990 USD/EUR. Both rely on the base station ecosystem, meaning you would require a minimum of a single $150 base station required for tracking (not included). This should be fine for sims but for roomscale VR, like VRChat, it's recommended to buy a second or third base station so that you don't suffer from occlusion. The base stations project a planar IR laser that the device captures with IR photosensors placed across its surface to determine the angle and relative distance from the base station. Naturally, this means if there's something between you and the base station, or if you're not facing it, then the device loses tracking. Controllers are also not included with either headset either. The typical controller people use with base stations is the Valve Knuckles controllers which are $280.

>>115415
>Nintendo would probably be the company that could make VR popular
I mean... They tried to with the Switch Labo VR, but that flopped... Oculus Meta has been doing pretty good. They sold at least 15 million Quest 2s which beat out how many consoles the current Xbox has sold so they're not doing too badly for themselves.

>>115416
>And then if you were to combine that with a full-body haptic suit
I'm pretty sure the "company" (really just a single guy) making those haptic suits quit and gave up... The two main haptics vests/shirts are from OWO and bHaptics. OWO is essentially a shirt that uses electrode contacts embedded in the shirt to induce muscle contractions. bHaptics on the other hand is more traditional and uses individual rumble motors to simulate touch across a grid of contact points. Both are much, much, more limited in their abilities than most VR accessories because they require actual support from games.

https://owogame.com/
https://www.bhaptics.com/

>Although, ballparking the price of actually purchasing all the equipment you'd need for it, it's upwards of like 10k for a near perfect experience
Well...

¥Headset: Bigscreen Beyond - $999
¥Controllers: $279
¥Base Stations (3): $450
¥Vive Trackers 3.0 (3): $390
¥Kat Walk VR C2+: $1499
¥OWO "Original Edition Kit": 499 EUR (528.49 USD)

Total (Pre-tax): ~$4150 USD.

Personally, I think VR treadmills are gimmicks :/

 No.115422

File:[SubsPlease] Kanojo mo Kan….jpg (199.88 KB,1920x1080)

>>115416
10k. Bleh. If only arcades were still a thing. I can't imagine VR would mix well with the "barcade" thing (if those people would even try it)

>It's resolution is 2560 x 2560 @ 75Hz;
Damn, that's pretty good. I think I remember reading that graphics don't really matter as much for believable VR experience, though. You could have no textures at all and people can still accept it as a "real" environment if the other stuff like physics and movement are good. These resolutions are going to make the GPU requirements so high.

> They tried to with the Switch Labo VR,
Was that the cardboard thing? That's, uhh... well, something, I guess.

>OWO
Heh. Was it a group of furries that went professional or was it a funny coincidence?
I guess those prices aren't bad (although out of my range obviously), but then there's the thought of them being obsolete next year...

 No.115423

File:Screenshot 2023-10-23 0206….png (356.95 KB,1336x626)

>>115422
>graphics don't really matter as much for believable VR experience, though
Sure, but that does not mean that there's not something better. When it comes to VR, I think the Valve Index is honestly the kind of bare minimum when it comes to resolution now. The types of display, optics, FOV, and refresh rate also make a big difference.
OLED is seen as the best of the best because it has perfect blacks whereas LCDs look gray in dark scenes.
"Pancake" lenses are the ideal lens optics currently because they are perfectly clear throughout. Older Fresnel lenses had a very small sweet spot, had lots of glare, and required larger headsets because of lower magnification.
FOV is kind of meh for everything... When you increase FOV you naturally require a larger headset, and more complex optics. The only company doing this is Pimax, but their hardware is kind of... lacking, to be polite. Increased FOV comes at the direct trade-off of less over all clarity because if the resolution remains the same, you're spreading the same number of pixels across a wider area. To counteract this, the Pimax headsets have absurdly high resolutions as well, but still pretty meager PPD (pixels per degree). Also, it's worth repeating that resolution numbers are per eye, so if you see "2560 x 2560 @ 75Hz" that means your PC has to render 2560 x 2560 @ 75 Hz twice.
As far as refresh rates go, 72 to 75Hz is the minimum for VR, but 120Hz is target for most.
There's also the question of tracking. Standalone VR headsets like the Quest 3 or Pico 4 can track themselves, and this means no wires tethering you to a PC. If you're streaming from a PC, however, this means that you may have more compression artifacts than using a direct cable, which some people complain about, and this naturally depends on how good your WiFi is.

>Was it a group of furries that went professional or was it a funny coincidence?
I'm not sure about its founding, but from what I've seen of it, they seem more "gamer" focused. Their shirts look like esports jerseys, and their booths at places like CES look pretty normal and generic "gamer-y".

 No.115508

>>115421
>That said, it is a traditional bulky form factor headset
How much of a noticeable factor would you say the bulkiness of a set is? If it can be an issue to the point where it actually feels like it's weighing down your head, then I feel like that'd be a bad choice for the long term. In which case probably the other one would seem better, especially if increased FOV decreases clarity like stated in >>115423, that's a much worse tradeoff. Although I'm surprised that it's cheaper than I though, but still a full set is really still completely outside of a reasonable price range for most people, so I guess the time until they're adopted into the mainstream is still pretty far.

>(really just a single guy)
That sucks. You'd think with VR being talked up so much by big companies they'd be interested in such a product to further enhance people's immersion into their metaverses. But maybe cutting it down to just main parts of the body is all that's really seen as necessary for haptic stuff. Although, being able to touch and feel stuff would really up the immersion factor by a thousandfold. Also while treadmills may be gimmicks now, maybe sometime in the future they'll be more incorporated into the general setup if maybe some AAA dev realizes the potential for first person games. Seems unlikely, but Valve's always up to whatever so I think there's a chance. Just think of how cool it'd be to rock climb in a game like this with actual physical controls https://www.youtube.com/watch?v=nP797pQuo10 (speaking of wonder how this game is doing now)

>If you're streaming from a PC, however, this means that you may have more compression artifacts than using a direct cable, which some people complain about, and this naturally depends on how good your WiFi is
I know this makes sense, but it makes me wonder how Stadia or other game streaming stuff were able to work and supposedly boast 4k@60fps if not even a local area connection can accomplish the same from a vr headset.

>>115423
>they seem more "gamer" focused
Rather than gamers themselves, I assume?

 No.115511

File:m2-res_720p.mp4 (3.04 MB,720x720)

>>115508
>How much of a noticeable factor would you say the bulkiness of a set is?
It depends on the headset and is a combination of two factors: weight and distance off of your face. The more mass there is hanging off of your face and the farther it is away, the more it resists movement when you make quick motions as you turn your head. If you slowly turn your head around it's not too big of an issue, and the top strap should generally be supporting the weight of the headset, not your face, anyways. For casual experiences, weight doesn't matter too much, but lower weight and more compact size will always be more comfortable than heavier and bulkier.

>increased FOV decreases clarity
Maybe I should have been a bit more precise. Increased FOV at the same resolution decreases clarity. The main metric used to compare clarity between headsets is pixels per degree, or PPD. Essentially it is horizontal resolution divided by horizontal FOV. So, for example, if you had two headsets that were both 2560 x 2560 per eye, but one was 100 degrees of horizontal FOV and the other was 140 degrees of horizontal FOV, the one with the lower FOV would appear significantly clearer (25.6 PPD vs 18.2 PPD). For reference, 20/20 vision is approximately 60 PPD, but most people will find 40 PPD to be good enough (I'm not really sure how to describe this. As in, for most consumer applications 40 PPD is seen as being an optimal target for clarity). Currently, most headsets are in the range of ~20 PPD.

>You'd think with VR being talked up so much by big companies they'd be interested in such a product to further enhance people's immersion into their metaverses.
A lot of the more immersive stuff in VR is pretty much the domain of startups. As mentioned, there's OWO and bHaptics with their haptics stuff, KAT VR and others with their slide mills, and SlimeVR and Kinect2VR with DIY/Low-cost full-body tracking. Even the companies making headsets are mostly startups. Pico (owned by ByeDance, the parent company of TikTok) and Meta (Formerly Oculus, Formerly Facebook) are the two big manufacturers of headsets. There's also Valve, HTC, Pimax, BigScreen, Varjo, and HP. HP is getting out of VR, and BigScreen is only just now launching their first headset.

And, honestly, there really isn't any such thing as a "metaverse". There's certainly no Sony PSVR "metaverse", and there's no real Meta "metaverse", and there's not a Pico "metaverse" either. There's social games like VRChat, RecRoom, Resonite (Sort of "formerly NeosVR". It's complicated...), Meta Horizons, and a few others not really worth mentioning. VRChat alone has concurrent player counts over 40K, Resonite (the furry one) is ~250, and I can only guess there's merely dozens of people using Facebook's Meta Horizons... I don't think the "metaverse" as Facebook/Meta described it will be a thing until passthrough becomes much higher resolution, nearer to looking through a pane of glass than feeling like you're looking through cameras. Then we'll see more people using VR/MR for stuff like this. Playing a video in front of you.

>how Stadia or other game streaming stuff were able to work and supposedly boast 4k@60fps
YouTube-style compression. Headsets like the Quest 2 running at 120 Hz can do 200 Mb/s. A typical 1080P video on YouTube is about 8 Mb/s.

>Rather than gamers themselves, I assume?
I didn't really mean it like that. I meant it in the way that e-sports is "gamer-y".

 No.115512

>>115511
>And, honestly, there really isn't any such thing as a "metaverse". There's certainly no Sony PSVR "metaverse", and there's no real Meta "metaverse", and there's not a Pico "metaverse" either. There's social games like VRChat...

I feel like the true metaverse will only be realized by a AAA budget with also the willingness to allow mods (unlike vrchat). This leaves pretty much only Valve as a potential candidate to actually build one. I hope they do, too, since I don't know how much I trust any of the other companies with running one.

 No.115513

Valve will finish the metaverse before adding a new, ready made gun to tf2

 No.117709

Got to play some beat saber at christmas and it's really fun, VR certainly feels much better to actually play than just looking at.

 No.119330


 No.119339

File:80069_02_oculus-quest-upda….png (1.56 MB,1200x677)

>>119330
For once, I really want to go to an Apple store and try one out. Generally speaking, though, the reviews I've seen seem generally pretty underwhelming. Apple has pushed that this is a platform for, "Spatial Computing," but they really haven't put any particular focus into software that would really make that a reality. At the moment, the headset has the typical apps you would find on a new smartphone: photos, settings, messages, a browser, music... Nothing that would really draw anyone into using it. Even what should be a major selling point, of being able to connect it to Macbook seems underwhelming. You can spawn a handful of any number of other apps, but you're limited to a single screen from an actual computer. What apps do seems available mostly come from cross-compatibility with iPad apps. Obviously a $3599-4000 headset isn't particularly even focused towards gaming, but from what I've seen there aren't even really any games available at the moment either.

The biggest flaw I see is that the input method of using your eyes to select UI items is fairly inconvenient. For example, sitting in front of a normal PC, you can look around and type and click on things as you wish, but to actually select anything you need to literally be looking directly at what you want to select. This is why every other sensible VR headset on the market ships with controllers. Or, as is the case on Oculus/Meta headsets, you can emulate controllers with your hands and either physically interact with windows by tapping, or by using a virtual pointer with hand gestures. The other thing I've noticed is that much less care has actually been given to using applications and organizing them within your view. On the Quest, for example, multitasking windows spawn connected to the main taskbar. From that taskbar you then also have the ability to launch other VR applications, or you can close windows by tapping the X in the corner. On the Apple headset, there's no equivalent taskbar, and windows can be placed anywhere. That naturally allows for much more freedom, but it's unstructured nature leads your immediate vicinity to end up looking cluttered with windows on top of windows with no real management to speak of. This is honestly the weirdest thing about the Apple Vision Pro to me. It seems a considerable amount of time went into the styling of the UI, but little effort seems to have been put into thinking about how people will actually use it. It feels like they expect users to only ever want to open a single window, and when they're done using that application, they close it and return to the app drawer. For example, you can look at the clear level of attention put in, by virtue of the realistic shadows that windows cast onto the real, physical environment that surrounds you. Shadows respect depth and are not just an overlay, and much attention was put into masking out the user's hands and arms so that they can interact with menus and the UI. But then you see other things, like for example, when in "immersive mode" objects that are in your immediate surroundings are not highlighted or masked out like the user's hands and arms. This has become a fairly standard feature on Quest headsets which highlights the contours of objects to prevent the user from bumping into furniture or from stepping on their cat, but it's nowhere to be found on the Apple Vision Pro, seemingly. At most, the Apple Vision Pro seems to decrease the opacity of your VR surroundings to show you the real world, but this looks frankly kind of amateurish. When the headset is capable of seamlessly scanning your surroundings such that the user never has to set up a placespace thanks to the LiDAR sensor mapping out the physical contours of the room, it seems like a massive oversight to then not do anything with that data other than tracking the user's hands and arms and allowing the creation of an AR persona by scanning the user's face out of the headset.

The more I think about the Apple Vision Pro, despite it's phenomenal specs that far surpass anything else on the market at the moment, the actual operating system itself seems almost embarrassing and unlike Apple. That may in part be due to the long development time of the Apple Vision Pro, and it's tenuous status during said long development time; I recall one anecdote from an article written about the headset before it was announced, describing how the project leads had to personally go before executive-level management to vouch for the project. On the other hand, perhaps it's not surprising. Over the last decade Apple has become much more focused on their mobile products, iPhone and iPad, their golden children, much to the languishing of their Mac products that increasingly feel like an afterthought. Although their initial ARM M1 processor was heralded as revolutionary, how much has actually been said about Macbooks and iMac, and Mac Minis since? According to some metrics I can find online, Apple by shipment numbers, made up as much as ~13% of all PC sales in Q3 2023, but this feels incredibly inflated. In the early 2010s, Apple's OS X devices felt far more prevalent than they do now. Furthermore, most people are not out buying a PC with any regularity. The Steam hardware survey seems far more grounded, and the story it tells is that Apple devices make up less than 1.5% of devices surveyed. That's even less than Linux which is near 2%! It's really no wonder then why there's iPad compatibility and not OS X application compatibility then, but at the same time, everything one would likely need or want to do productivity-wise is something that would need to be done on an OS X device, which is what makes this feel so short-sighted.

 No.119446

cool, it works like mecha displays

 No.121362

Vision suck PRO




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