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

 No.20137[View All]

I'm a VR now.
265 posts and 86 image replies omitted. Click reply to view.

 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

 No.135142

File:RDT_20241112_113915.mp4 (3.69 MB,720x720)


 No.135143

>>135142
The future is bright.

 No.135144

>>135142
At some point there will be a convergence of several key technologies and VR will never be the same.
I think AI assistants will soon be possible with text generation, not true AI, but an illusion. The real issue is creating the illusion of emotion and spontaneity that a real sentient being would have. And of course general memory, and price of hardware.
There are many paths to take. Truly I say to you, the field is wide open.
If the vtuber fans are smart they will be backing up and hoarding every single millisecond of video and audio and every twitter post and every comment, every single datapoint. Forget cryo, computers will be the new resurrection, as long as you have the data. And the more data you have the more precise and "real". The NSA is in an envious position because they can spy on anyone willy nilly.
For myself I think it’s too late. I would rather explore the limitless mind and be free of playing by this world’s rules, where there is no sadness and unhappiness. Where you can see things from the past in the present as they used to be. We already do it unconsciously when we dream at night it’s only a matter of regaining control.

 No.144911

Look at this tracking holy moly, this could seriously shake things up. Although how much would this cost?

 No.144913

>>144911
finally we can all play anime girls together for real

 No.148327

>>144911
Is this a guy doing the rigging or a girl? If it's a guy then I'll be really surprised because I didn't think it'd ever be possible for dudes to emulate anime girls even in VR.

 No.148328

>>148327
Isn't that like the whole point of VR

 No.148330

>>148328
Yeah but it actually looks like a girl. I think I'm more in shock than anything looking at it because I feel like it can't be real.

 No.148333

>>144911
4500 yen on booth or $20 on ko-fi, for the add-on. He's using a Quest Pro which can range from $500 or $1,000 to buy, although it's been discontinued so the price is going to continue to go up. You're also going to need a PC that supports VRChat. That guy rigs a lot of face tracking add-ons for many different avatars. That Lapwing one is especially impressive, the others tend to not be as expressive. Usually people will notice furries with face tracking, anime girls tend to be more subtle and you have to be in their face to notice it, but this one does it much better.
>>148327
It really doesn't matter who's puppetting the model, but it's probably a guy.

 No.148335

>>148333
>He's using a Quest Pro
That tracks the mouth and other face movements too? Impressive if so. Are there any alternatives that could possibly be used or is the addon something that will only ever be usable on the Quest Pro.

 No.148338

>>148335
Quest Pro tracks the mouth, eyes, and eyebrows. It also detects if you have your tongue out, but you can't move it around. It's specifically the eye tracking that's the hardest to find, the mouth tracking can be done by mounting a camera onto a Quest 3 or any other headset and using Project Babble. Your best bet right now is finding a Quest Pro.

 No.148371

>>148327
this whole thing is giving me whiplash
ive been seeing dudes do this for the past 2 years since the quest pro and face tracking prefabs started being made
>>135142
omg hi yum!

 No.149238

File:Nakta_came [2025-03-05 08ː….mp4 (423.19 KB,448x640)

>>144911
So can I be Shinobu now?

 No.149252

>>149238
you can, but she has a bit of a funny reputation

 No.149390

>>119330
Apple VR was such a disaster.
>front heavy because it's made from premium materials
>a fucking cord to attach a battery
>pointless passthrough gimmick
>no controllers
>need an iphone to even use
Should have made a dock that does all the processing and connects to an ultralight VR headset via wifi 7.

 No.149392

File:C-1745314073732.webm (3.95 MB,1636x920)


 No.149394

I just have not found a real application for my VR headset since buying it and nothing has been put in front of me.

Using it for porn was novel for a bit but the UI and navigating the internet on it is such a chore...

>>149392
Which app is this? I think I installed it.

 No.149395

Oh, and I can even play porn games on it because I don't have a football stadium of space to walk around in...

 No.149396

>>149394
its only worth it for vrchat/simming these days, ive tried doing creative stuff with consumer headsets and its just not there yet, if you do want to whale alot its definitely there

 No.149397

>>149396
I want to and have said that I'd program some apps for it, but too many other things are competing with my "productive" time.

 No.149398

>>149397
there's cool stuff you can do in unity if you're interested in making worlds

 No.149405

>>144911
I keep seeing this posted everywehere and I dont understand why its only blowing up now, have we not had face tracking for half a decade now?? did I get sent to a parallel universe again

 No.149419

>>149405
this one is just very cute and well-made and the person using it is good at puppeteering the avatar

 No.149500

>>149394
>Which app is this?
Virtual Desktop

 No.149502

>>149405
Have we had something this good in the past? I would've thought one of the vtubers of current I've seen spammed would be using it if that were the case. And I don't think I've seen any vtuber model this good>

 No.149504

File:s.png (105.09 KB,274x256)

>>149502
this isnt even particularly good? the blendshapes look pretty scuffed most of the time, pic related
the blue haired manuka in https://youtu.be/v3jyl9DcWQI?si=VT-4sm-goN410xQS&t=23 has way higher quality tracking, off the top of my head, and Ive seen better tracking inside of VRC first hand for years now so Im just surprised this is what ends up blowing up in non vrchat circles
but I suppose thats just how social media operates

regarding vtubers I do remember some green 3d one being posted a few years back and being genuinely impressive and surely by now there has to be other indies that have paid for professional face tracking
remember that the big popular vtubers are often corpos that pay the absolute bare minimum for a passing model and would never ever splurge on something like face tracking fidelity

 No.149595

>>149504
That's not scuffed at all.

 No.149783

>>149504
i didn't know we had another vrchatter in here, WHO ARE YOU!!??




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