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[Virtual Reality] Rift & Vive out now! darleysam finally receives Reality Escape Helmet
Posts
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Every chip is slightly different, so it's hard to say exactly how much you'll get out of it. It's basically a balancing game between speed (frequency really), stability and heat. For a bread and butter OC the thing you'll actually be increasing is the multiplier. Bus speed x multiplier = core speed. E.g. 100Mhz x 44 = 4.4GHz. In order to keep increasing the multiplier while keeping the system stable (no blue screens etc), you'll need to increase the voltage. However increasing the voltage also increases the amount of heat produced by your CPU. And so we have the OC dance in all it's glory.
I'm currently toasting the shit out of my CPU in some strange attempt to force myself to buy a new mobo cpu combo.
http://steamcommunity.com/id/pablocampy
Got it, magic, don't anger the space worm.
Heheh, reading that back now that does seem like the sandblaster approach to explaining overclocking
If you google your motherboard and overclocking it's entirely likely some kindly soul has written out a much more understandable and lengthy explanation.
Short of that, take a trip to the kindly PC build thread, someone will almost certainly lend you a proper hand there
http://steamcommunity.com/id/pablocampy
There seems to be some rumors that the problem is with their payment processor, and Oculus may not be a liberty to actually say so because of contractual agreements.
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
Damnit. This is exactly what I was thinking of when I said a significant performance difference because of ATW is really the only thing that would make me consider cancelling my Vive pre-order right now. I finally got sold on roomscale, and now all of the games I wanted VR for initially sound like they are going to look significantly better on the Rift until Valve decides it's worth the effort to include ATW in SteamVR. Elite and the games VorpX support still seem like they have a significantly higher replayability value than any of the room scale games in development, and so I am now again stuck in the middle.
Well there is a "Frames CPU bound" metric right there right? I'm not super tech savvy, but it seems like as long as that number is close to 0 then upgrading your CPU isn't going to make a difference. If it's a lot more than 0, then it sounds like you may want to consider upgrading.
What are your thoughts on manufacturer provided overclocking programs that don't make you have to root around in your BIOS? I have a Gigabyte board for example.
Today it occurred to me that nobody is so bad at PR that they think radio silence is actually the right way to handle this, unless the shipping situation was so bad that the truth actually *was* worse than hearing nothing at all. Contractually obligated silence would make me feel much better.
I'm probably mixing up infor from vive and psvr together :T
Where ATW seems to be coming in is allowing you to push a bit higher than that on fidelity, beyond what you could without it, without seeing a slowdown. Or conversely, allow some people to run the Rift with a weaker GPU than min spec.
Yeah, I did pay attention to that, I think I was at 6 frames, but I'm talking about going forward. For the moment I think I'm good.
He's using a 980 Ti
Still need more evidence to be sure of what's going on. But if ATW is the difference between having your game drop to 60 for a few seconds and not notice it, and having your game drop to 60 resulting in heavy radial blurring and texture reduction, it sounds like Valve needs to get to work on some ATW.
I'm waiting until there are concrete comparisons between the two using Elite, with a significant difference in quality or nausea vs. no nausea. If turns out not to be a big deal, I'm keeping the Vive.
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
Yeah, that's how it worked for me yesterday. I had the tracking number and then around 7pm PST or so it actually updated. I have my Rift now, sooo there's a good chance you'll have yours tomorrow.
This is, well, false. You can target a framerate all you want but there's no guarantee your PC is going to not drop frames occasionally. There's so much variation in components that the only guarantee you DO have is that it'll drop under your target at points. Oculus is also encouraging developers to hit 90fps. Hell, they've posted multiple blogs on ATW and how hitting 90fps is always going to be the best experience. I don't know where you're getting your info but you shouldn't trust it.
That being said, Elite wasn't originally made to hit the 90fps target in VR. It's basically the perfect example of why there has to be solutions like this. Heck, even Valve has said that ATW is the better solution, they just wanted something that would work on older hardware.
I think the intent is that their solution is hardware agnostic. ATW requires everything to work well, it works best on Win10, only newer GPUs support the preemption needed, etc. Valve's solution can be implemented in, well, any environment really.
It does ultimately seem really silly when you all but need a video card that supports it to be able to meet their minimum specs at all. Windows 10 has its problems, but it's going to be the go to OS of just about anyone with a fancy graphics card because of DX12 (I don't see Vulcan just completely overtaking the market within a year).
We're talking about what appear to be significant differences in either visual quality or framerate/nausea depending on which way you decide to deal with it on the Vive. If the solutions were more similar I would understand it, but it sounds like one is really noticeable (Valve's will only kick in after your first framerate drop, and will scale the quality to pretty significant degrees with bigger drops), while the other is weird technomagic I barely understand that everyone reports is only noticeable under specific circumstances, and with sustained low FPS. I'm all down for as many people being able to try VR as possible, but in this case it sounds like they're omitting a superior technology because it wont be supported for people who choose to use their headset with the resolution scaled to 1/4 of what the recommended specs would give you.
Why can't they just make this easy on me?
I can now say I've....turned it up to 11 :cool:
When I pulled my Rift out of the box I slapped it on with minimal adjustments and it sat pretty heavy on my glasses. I could see and things seemed okay except for the pressure on my glasses. It was outright uncomfortable. Then I made adjustments to the top strap. The back of the Rift should end up sitting pretty low on the back of your head, this both makes adjustments after taking it off and putting it back on easier AND removed all pressure from my glasses. Now I feel like I could wear this thing for hours without issue.
Again, mine are definitely smaller so I can see why thicker frames would pull off the interface when you take off the thing but I can't stress enough how big of a difference making proper adjustments will make. I also tried it with and without glasses and honestly it doesn't change my perceived FOV at all. My specific experience with the Rift and glasses is currently 10/10.
I'm still very disappointed there's only one facial interface though, I really hope they make an announcement soon and send people who request it free of charge.
EDIT: Finally took this thing off and looked in a mirror. Don't let anybody fool you, VR face is definitely a thing.
Goddammit, I've really been resisting upgrading from Win 7.
I believe it still works on Win7/Win8 but the driver support is better in Win10.
Also Virtual Desktop doesn't work in Win7 at all, so there's that.
I hope everything turns out well for you.
https://www.youtube.com/watch?v=1RKh0B4SNp8
VR Desktop is out on steam. Guess I'll buy it. Anyone want the occulus code that comes with it? @Kyanilis ?
Yeah this has already been more or less excused as a fake. He won't offer any proof so there's no way to confirm. The "glare" issue has always been known, it's an issue with fresnel lenses in general, it won't be magically fixed. Shipments were going out today too, if this was an issue they would have stopped before today, I mean heck, reviews mention it too. It sounds plausible and people will believe anything so that's why it has gained some traction. I think there's something else going on stopping them from shipping out as many as they want, but the lenses? ehhhh.
I mean obviously the easiest way to debunk this is just wait and see if anymore are shipped out tomorrow.
Considering the date, I'm just gonna go ahead and not believe anything controversial I read for the next 24 hours or so.
You won't get Virtual Desktop if you don't.
Started this week.
It's been fun.
Lot of posts that are absolute shitposts but not breaking rules, so I have to grit my teeth and click ignore reports.
https://www.oculus.com/en-us/setup/
"well duh" - the resounding reply from anyone with an ounce of common sense
I mean, personally I think they run their update checks too often but maybe that's intentional during launch in case they need to fix something asap and they intend to dial it back a bit later.
But lets not jump to any reasonable explanations.
You can just follow the link @Kyanilis posted and set it up. Just click Skip on the device setup section. It'll prod you about setting one up every so often. Then you can just go through and "purchase" all the free content and download it all, plus pick up whatever paid content you want.
Don't forget to grab Virtual Desktop on Steam and then redeem the CDKey on Oculus if you want to launch it from Oculus Home.