Haven't seen any just yet
Haven't seen any just yet
There's a certain irony to that.In the OT, plagariaze attempted this and said it was too much. Things really bogged down and became bad for him. Obviously things are subject to change, though.
TP Cast is coming to Quest as well it seems, that will probably end up being the ideal solution.
Wow he's getting some serious stuttering, I have not had this happen even far away from my router.
TP Cast is coming to Quest as well it seems, that will probably end up being the ideal solution.
Wow he's getting some serious stuttering, I have not had this happen even far away from my router.
Yeah I am not hearing or seeing anyone get THAT bad of performance.SweViver's video looks bad, but I have to think there is something wrong / unsuitable with his setup there despite his insistence otherwise.
Seeing and feeling are vastly different. Even minor stuttering/lag and inconsistencies/artifacting and such can cause sickness.Yeah I am not hearing or seeing anyone get THAT bad of performance.
No I know, but I mean he was getting some REAL bad stuff.Seeing and feeling are vastly different. Even minor stuttering and inconsistencies/artifacting and such can cause sickness.
It's still phenomenal it's there though, don't get me wrong. It adds a ton of value.
Do you have some links to other people showing it off?
I am mostly talking about the Pavlov part near the end of the video, that's my bad for not clarifyingDo you have some links to other people showing it off?
Or was I misunderstanding what you were saying. I took your post as "I've seen other people talk about and use it, and his is by far the worst" kind of deal.
Absolutely. I just tried it over USB-C, the latency is essentially imperceptible. Carmack has already said they're at least trying to implement something like this officially, and seemed to be suggesting that it's already completely functional but it's more of a business decision.
The fact that this is happening literally day two is more than promising. The functionality as it stands already is good enough, so what's to come is going to be wild. I'm looking forward to playing NMS this way in a month.
It really is fantastic, and why VR in its infancy has to be more open/accessible to the community.The fact that it is running two days after launch by THIRD PARTY software is amazing and very promising. it speaks great things for the reliability of a official solution if they decide to impliment it (and I don't see why they wouldn't).
Apparently the biggest downside to it right now is the software things you are using Vive wands when you boot Steam VR so the controllers trajectory don't match up neither do the buttons, but that seems like a fairly easy and minor fix.
The Quest actually convinced me this is the route Sony should go next gen. Have a hybrid solution with built in hardware. When played disconnected from PS5 (whether wireless or via a wire) run downgraded version of the experience, and upgraded versions when tethered. Basically PS4 / PS4 Pro model. Even if the games have to be very signficantly downgraded in terms of resolution or texture, I think the trade off of portability is huge and worthwhile. Why not give people the best of both worlds?It really is fantastic, and why VR in its infancy has to be more open/accessible to the community.
So yeah. The main issue right now is the input mappings making certain games unplayable. Image quality is passable over USB-C and good 5 GHz wifi using the beta Nvidia streaming and higher than default bit rates. It's clearly compressed. On wifi it occasionally misses key frames and leaves thing a smeary mess for a second or so. I expect there is room for improvement here, certainly were Carmack to tackle this I'm sure they could get it working with PC Oculus software nicely enough.The fact that it is running two days after launch by THIRD PARTY software is amazing and very promising. it speaks great things for the reliability of a official solution if they decide to impliment it (and I don't see why they wouldn't).
Apparently the biggest downside to it right now is the software things you are using Vive wands when you boot Steam VR so the controllers trajectory don't match up neither do the buttons, but that seems like a fairly easy and minor fix.
I think what makes it most promising is the "hard part," which is the latency issue, is pretty much already worked out. It's just minor stuff that needs to be fixed. I have little doubt in a week or two most of that controls/configuration stuff will be ironed out. The devs of the software have already noted that they are working on changing the controls so it recognizes as an Oculus rather than a Vive so that should fix the controller issues.So yeah. The main issue right now is the input mappings making certain games unplayable. Image quality is passable over USB-C and good 5 GHz wifi using the beta Nvidia streaming and higher than default bit rates. It's clearly compressed. On wifi it occasionally misses key frames and leaves thing a smeary mess for a second or so. I expect there is room for improvement here, certainly were Carmack to tackle this I'm sure they could get it working with PC Oculus software nicely enough.
Getting the two boundaries and floor levels to line up takes a little fiddling about.
Definitely don't buy a Quest thinking it'll nicely double as a PC headset. Not yet anyway. If you've got one though definitely setup the software and see if it works okay for you. I didn't hesitate to spend $15 on it.
Catlateral Damage's art style compressed really nice. Rise of the Tomb Raider was compression and macro blocking all over the place.
Lag is impressively low. Even when using Revive but the tracking wobbling in Revive is a serious issue right now. It's like standing too far away from the camera using PSVR. Chronic non stop world wobble. Steam VR has no such issue with the tracking.
You will catch a weird timewarp looking thing around the edges of your view if you turn quickly but it's easy to tune out.
Ultimately this will be good for games that aren't on the Quest that aren't all about graphical fidelity. Like playing Rec Room quests could be fun (although you will need to use a seperate mic should you do that). If they get Revive going as well as steam VR titles then it'll be interesting to check out crossbuy titles. I suspect Robo Recall will look worse after all the compression than it'll look running natively, but a game that relies heavily on real-time light and shadows may look better streamed from a PC.
Its definitely added value and I hope it becomes much more viable than it currently is.
Given that the latency on using the official steam app on my smart TV to stream from my PC over cat 5 is more than I can stand in most cases I was very surprised at how minimal it was with this.I think what makes it most promising is the "hard part," which is the latency issue, is pretty much already worked out. It's just minor stuff that needs to be fixed. I have little doubt in a week or two most of that controls/configuration stuff will be ironed out. The devs of the software have already noted that they are working on changing the controls so it recognizes as an Oculus rather than a Vive so that should fix the controller issues.
Yeah I've done that but it caused issues on some games that teleport your guardian space vs your actual character.Btw, you can disable the Steam guardian system under advanced settings so you don't have double guardian systems popping up.
Given that the latency on using the official steam app on my smart TV to stream from my PC over cat 5 is more than I can stand in most cases I was very surprised at how minimal it was with this.
Yeah I've done that but it caused issues on some games that teleport your guardian space vs your actual character.
So companies aren't putting out a wireless VR headset for PC/ console, meanwhile you can hack facebook's $400 headset to do it. This is nuts and makes it go from a meh to an instant buy.
Am I missing something? Shouldn't this be huge?
It's obviously very preliminary and unstable/glitchy for many with all the variables in play. It isn't something that's consumer-ready and hence it would be wrong to promote this as a viable solution to all and a huge thing. It is not a solved problem. I doubt that will change significantly without an official 60ghz antenna dongle of some kind where the manufacturer can control and optimize end-to-end.This should be huge, but because this doesn't have the branding of a certain game console company, so many people wouldn't care.
So companies aren't putting out a wireless VR headset for PC/ console, meanwhile you can hack facebook's $400 headset to do it. This is nuts and makes it go from a meh to an instant buy.
Am I missing something? Shouldn't this be huge?
The Quest actually convinced me this is the route Sony should go next gen. Have a hybrid solution with built in hardware. When played disconnected from PS5 (whether wireless or via a wire) run downgraded version of the experience, and upgraded versions when tethered. Basically PS4 / PS4 Pro model. Even if the games have to be very signficantly downgraded in terms of resolution or texture, I think the trade off of portability is huge and worthwhile. Why not give people the best of both worlds?
Yea I can't say for sure. I'd love to have someone test it. From what I saw though the options in ALVR for bandwidth and resolution options seemed a bit more robust. If I had one I'd definitely test it out.Anyone here load both? I'm actually super impressed by the high IQ with VRidge (major controller issues aside). I'm kinda skeptical of Sweviver on this, now, because of just how bad his setup was with VRidge. I was using the Nvidia hardware encoding option with VRidge. With ALVR, he turns off HEVC. It seems crazy to think that .264 would be better than HEVC (especially with the lightweight hardware encoding ability present on the latest Nvidia cards). I wonder if it's possible he has a defective hardware encoder on his GPU. Or maybe it's because he's encoding his video stream at the same time?
Yea I can't say for sure. I'd love to have someone test it. From what I saw though the options in ALVR for bandwidth and resolution options seemed a bit more robust. If I had one I'd definitely test it out.
If the Quest had a native way to wireless stream VR titles from a PC, when why would anyone buy a tethered Rift S?
Like, I think the Quest should have had an HDMI port and Oculus could have not bothered with the Rift S. It would make it more attractive knowing that it doubles as both a stand-alone set in addition to a pc set.
I just started reading about the quest... Why isn't the whole oculus library available for this thing?
Can't you just uninstall from the icon in the library?ALVR V4 was released today. I installed it and will play around with it a little later.
P.S. Does anyone know how to uninstall .apks? Is it the same exact process, just replace the "install" text with "uninstall"?
./adb uninstall <app package name>ALVR V4 was released today. I installed it and will play around with it a little later.
P.S. Does anyone know how to uninstall .apks? Is it the same exact process, just replace the "install" text with "uninstall"?
./adb uninstall <app package name>
e.g. ./adb uninstall com.example.app.here
You can see the app package names in the library view.