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

 No.20137

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...




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