Discussion
I tried Oculus Quest today simply using an Anker USB-C 3.0 cable linked to my PC and am hugely impressed.
For a device that was intended to be mobile unwired VR, it now has the ability to use my powerful gaming PC to play the entire Rift S library of games.
I still prefer it wireless, but at least can now play complex visual games like Asgard's Wrath.
The only catch at the moment is that my cable is short, but I will buy the super long official cable when it is released.
For a device that was intended to be mobile unwired VR, it now has the ability to use my powerful gaming PC to play the entire Rift S library of games.
I still prefer it wireless, but at least can now play complex visual games like Asgard's Wrath.
The only catch at the moment is that my cable is short, but I will buy the super long official cable when it is released.
LotusJas said:
I tried Oculus Quest today simply using an Anker USB-C 3.0 cable linked to my PC and am hugely impressed.
For a device that was intended to be mobile unwired VR, it now has the ability to use my powerful gaming PC to play the entire Rift S library of games.
I still prefer it wireless, but at least can now play complex visual games like Asgard's Wrath.
The only catch at the moment is that my cable is short, but I will buy the super long official cable when it is released.
My son tried to plug my quest into his laptop with the same cable but the “pc wasn’t recognised”.For a device that was intended to be mobile unwired VR, it now has the ability to use my powerful gaming PC to play the entire Rift S library of games.
I still prefer it wireless, but at least can now play complex visual games like Asgard's Wrath.
The only catch at the moment is that my cable is short, but I will buy the super long official cable when it is released.
I know it wouldn’t run most games but shouldn’t it still recognise his laptop?
I just tried Subnautica in VR with the Oculus Rift.
Did the devs even test this in VR? The menus and HUD are in your face and make you go cross-eyed, and there are UI elements just on the edge of your peripheral vision that you can't read. There are a load of Steam Discussions on the subject, so it's seemingly a known issue.
I also can't find anything in the controller bindings that allow me to turn around - I can literally only swim up, down, forwards, backwards, and strafe left & right, but can't find how to rotate / turn around.
Not really off to a great start there.
Did the devs even test this in VR? The menus and HUD are in your face and make you go cross-eyed, and there are UI elements just on the edge of your peripheral vision that you can't read. There are a load of Steam Discussions on the subject, so it's seemingly a known issue.
I also can't find anything in the controller bindings that allow me to turn around - I can literally only swim up, down, forwards, backwards, and strafe left & right, but can't find how to rotate / turn around.
Not really off to a great start there.
Clockwork Cupcake said:
I just tried Subnautica in VR with the Oculus Rift.
Did the devs even test this in VR? The menus and HUD are in your face and make you go cross-eyed, and there are UI elements just on the edge of your peripheral vision that you can't read. There are a load of Steam Discussions on the subject, so it's seemingly a known issue.
I also can't find anything in the controller bindings that allow me to turn around - I can literally only swim up, down, forwards, backwards, and strafe left & right, but can't find how to rotate / turn around.
Not really off to a great start there.
The UI had the same problems when I played it in VR nearly 3 years ago. Maybe give this a go: https://www.nexusmods.com/subnautica/mods/173Did the devs even test this in VR? The menus and HUD are in your face and make you go cross-eyed, and there are UI elements just on the edge of your peripheral vision that you can't read. There are a load of Steam Discussions on the subject, so it's seemingly a known issue.
I also can't find anything in the controller bindings that allow me to turn around - I can literally only swim up, down, forwards, backwards, and strafe left & right, but can't find how to rotate / turn around.
Not really off to a great start there.
I don't remember any issue turning around though. With the xbox controller I think it was just the right stick
130R said:
The UI had the same problems when I played it in VR nearly 3 years ago. Maybe give this a go: https://www.nexusmods.com/subnautica/mods/173
Thanks! I'll look into that. 130R said:
I don't remember any issue turning around though. With the xbox controller I think it was just the right stick
I'm using the Oculus Touch controllers. If I play on the normal desktop screen and with keyboard & mouse, it's intuitive with mouse movement. But in VR, you look around but don't turn.
I think this is going to be one of those games like The Solus Project, inasmuch as it sort-of half-arsed supports VR but really needs to be played traditionally.
Clockwork Cupcake said:
I think this is going to be one of those games like The Solus Project, inasmuch as it sort-of half-arsed supports VR but really needs to be played traditionally.
It is fairly terrifying in VR from what I remember though! I didn't know what a leviathan reaper was until one ate me Well, I just got a Quest and it actually sort of fits. I can tell the cheeks are going to start hurting very rapidly so I'll get some third party stuff.
I'm definitely more interested in sitting down type stuff but you can tell that the wirelessness would make a big old difference if you're more energetic.
I expected more from the resolution. It's really not significantly better than the PSVR to me but that doesn't matter all that much if you're immersed in a game. All the same in a few moments it's PS2 level or a tad lower.
I was just as interested in film watching and a flat screen in meatspace still offers a much better experience.
I'm going to try Oculus Link tomorrow but for me at least this is still quite a long way from 'it'. I think I'll come back to VR in another generation or two.
I'm definitely more interested in sitting down type stuff but you can tell that the wirelessness would make a big old difference if you're more energetic.
I expected more from the resolution. It's really not significantly better than the PSVR to me but that doesn't matter all that much if you're immersed in a game. All the same in a few moments it's PS2 level or a tad lower.
I was just as interested in film watching and a flat screen in meatspace still offers a much better experience.
I'm going to try Oculus Link tomorrow but for me at least this is still quite a long way from 'it'. I think I'll come back to VR in another generation or two.
Edited by bloomen on Tuesday 10th December 19:49
bloomen said:
I expected more from the resolution. It's really not significantly better than the PSVR to me but that doesn't matter all that much if you're immersed in a game. All the same in a few moments it's PS2 level or a tad lower.
I was just as interested in film watching and a flat screen in meatspace still offers a much better experience.
I'm going to try Oculus Link tomorrow but for me at least this is still quite a long way from 'it'. I think I'll come back to VR in another generation or two.
It's all about pixel spacing rather than resolution. You see the gap between the pixels, and hence, screen-door / jagged. The Rift is quite poor for it (I have one). You forget about it gaming, but I'd not watch a movie on it.I was just as interested in film watching and a flat screen in meatspace still offers a much better experience.
I'm going to try Oculus Link tomorrow but for me at least this is still quite a long way from 'it'. I think I'll come back to VR in another generation or two.
Edited by anonymous-user on Tuesday 10th December 19:49
RogerDodger said:
It's all about pixel spacing rather than resolution. You see the gap between the pixels, and hence, screen-door / jagged. The Rift is quite poor for it (I have one). You forget about it gaming, but I'd not watch a movie on it.
I'd love to see how the Odyssey deals with this but it's sitting in a box waiting to be sold because it's designed to fit peanuts. I don't really get the ins and outs of screen technology. There are dedicated cinema headsets where it's never mentioned as an issue. Not sure what's different about them.
Since film watching was one of the main things I was interested in it's a shame. Youtube 360 videos look worse than 144p. Streaming 4K to it looks between 240 - 360p ish.
For games it seems to vary wildly between experiences. The free ISS one looks awful. In Vader immortal certain things are superb and then a storm trooper in the distance looks like it's made up of 3-4 pixels. Regardless of that it's still a fine effort for an old mobile processor.
I seem to remember the Oculus founder saying we'd need 8k per eye to really erase all issues so we're in for a long wait it seems.
Edited by bloomen on Wednesday 11th December 12:21
bloomen said:
For games it seems to vary wildly between experiences.
Indeed. It's a lot about the experience vs the quality. For example, iRacing on the Rift is a big step back in graphics from the regular monitor version, but it is incomparably better than using monitors. You can look over your shoulder to the car you are next to, and you get proper depth perception of corners which you simply can't get on a monocular screen (monitor). It's enough of a step (leap) forwards that I use the Rift only for that.
Bullett said:
Downloaded it last night, should get time to play this evening.
Did you get on? I've got to what I think is the end of the training. Good fun but hard going, hard getting used to having a physical body in-game so sometimes feels a bit janky interacting with things near walls/objects. Opening lockers for example, I kept on opening it with my hand and it would bash off my body and close. I did get a bit motion sick when I was finished, which I haven't done for a while. I can go for hours on Pavlov but struggle a bit with this. Hopefully a bit easier on the main story.
Yeah, that.
Motion sickness, not bad but enough. Hands a bit sticky and not all that easy to use. It was doors for me I'd pull them open then they would bounce off me an close.
Not got the hang of running so can't jump the gaps in the test physics puzzle.
The full body thing is weird, I thought I wanted one in VR games but without leg/full body tracking you end up stuck inside stuff and being a bit wobbly. Arms and wrists are never quite right.
Motion sickness, not bad but enough. Hands a bit sticky and not all that easy to use. It was doors for me I'd pull them open then they would bounce off me an close.
Not got the hang of running so can't jump the gaps in the test physics puzzle.
The full body thing is weird, I thought I wanted one in VR games but without leg/full body tracking you end up stuck inside stuff and being a bit wobbly. Arms and wrists are never quite right.
RogerDodger said:
Indeed. It's a lot about the experience vs the quality.
After fiddling with it for some time I think I would have gotten rid of it but for the launch of Oculus Link. I'm finding the Quest specific stuff pretty piffling. It's the first headset I've had that can run Google Earth VR and that's the one I really wanted. It certainly hasn't disappointed. Tried the new Quest update this morning, which has added Hand Tracking.
Really very impressive and works as described, so long as you are standing in reasonably good light.
However, using Hands is like using a Blaster, where the controllers are Lightsabres...and we know which a Jedi would use!
Really very impressive and works as described, so long as you are standing in reasonably good light.
However, using Hands is like using a Blaster, where the controllers are Lightsabres...and we know which a Jedi would use!
I've tried a number of USB-C cables now, and the best I've found is the Anker 3 metre USB-C 3 cable.
Works perfectly, and even charges the Quest as you are linked to PC. I did not expect it to charge.
Quest is hands down the most versatile and therefore "best" VR headset in my opinion.
Works perfectly, and even charges the Quest as you are linked to PC. I did not expect it to charge.
Quest is hands down the most versatile and therefore "best" VR headset in my opinion.
LotusJas said:
Tried the new Quest update this morning, which has added Hand Tracking.
Really very impressive and works as described, so long as you are standing in reasonably good light.
However, using Hands is like using a Blaster, where the controllers are Lightsabres...and we know which a Jedi would use!
Hokey religions and ancient weapons are no match for a good blaster at your side kid. Really very impressive and works as described, so long as you are standing in reasonably good light.
However, using Hands is like using a Blaster, where the controllers are Lightsabres...and we know which a Jedi would use!
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