The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.

[Virtual Reality] Rift & Vive out now! darleysam finally receives Reality Escape Helmet

1457910100

Posts

  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    I have a 4770k and a 980 on Windows 10 and got an 8.9, but neither are overclocked right now.

  • CampyCampy Registered User regular
    My GTX 980 is cool and has me set for VR there, but my i7-2600k might be holding me back a little. I'm thinking of overclocking my CPU from stock to around 4.5ghz, sound about right? Safe number?

    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.

  • The_SpaniardThe_Spaniard It's never lupines Irvine, CaliforniaRegistered User regular
    Campy wrote: »
    My GTX 980 is cool and has me set for VR there, but my i7-2600k might be holding me back a little. I'm thinking of overclocking my CPU from stock to around 4.5ghz, sound about right? Safe number?

    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.

    Got it, magic, don't anger the space worm.

    Playstation/Origin/GoG: Span_Wolf Xbox/uPlay/Bnet: SpanWolf Nintendo: Span_Wolf SW-7097-4917-9392 Steam: http://steamcommunity.com/id/Span_Wolf/
  • CampyCampy Registered User regular
    Campy wrote: »
    My GTX 980 is cool and has me set for VR there, but my i7-2600k might be holding me back a little. I'm thinking of overclocking my CPU from stock to around 4.5ghz, sound about right? Safe number?

    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.

    Got it, magic, don't anger the space worm.

    Heheh, reading that back now that does seem like the sandblaster approach to explaining overclocking :D

    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 :)

  • surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    edited March 2016
    my computer actually has a 1080, its the tom schaar of gpus

    surrealitycheck on
    3fpohw4n01yj.png
  • DracilDracil Registered User regular
    Man, if all Palmer is gonna do is tweet screengrabs from his previous tweet, he should just say nothing instead. This is just gonna make people more upset.





    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.

    3DS: 2105-8644-6304
    Switch: US 1651-2551-4335 JP 6310-4664-2624
    MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
  • FiatilFiatil Registered User regular
    Just saw a guy on youtube play Elite Dangerous on max with the Rift CV1. He was getting around 60 fps on planets, but said he couldn't notice the frame rate drop because of asynchronous time warp. Pretty crazy. Sounds very promising if true.

    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.

    steam_sig.png
  • FiatilFiatil Registered User regular
    PikaPuff wrote: »
    My GTX 980 is cool and has me set for VR there, but my i7-2600k might be holding me back a little. I'm thinking of overclocking my CPU from stock to around 4.5ghz, sound about right? Safe number?
    rift or vive? I think you're better off than me for vive and I got an 11
    8190NS5.png

    Vive, my test was 9.6. You have a Ti, to my regular 980oc. I think my stock speed CPU might start being a bottleneck at this point, and I might want to start looking into some overclocking to eek out those incredibly important extra frames for VR.

    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.

    steam_sig.png
  • The_SpaniardThe_Spaniard It's never lupines Irvine, CaliforniaRegistered User regular
    Campy wrote: »
    Campy wrote: »
    My GTX 980 is cool and has me set for VR there, but my i7-2600k might be holding me back a little. I'm thinking of overclocking my CPU from stock to around 4.5ghz, sound about right? Safe number?

    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.

    Got it, magic, don't anger the space worm.

    Heheh, reading that back now that does seem like the sandblaster approach to explaining overclocking :D

    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 :)

    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.

    Playstation/Origin/GoG: Span_Wolf Xbox/uPlay/Bnet: SpanWolf Nintendo: Span_Wolf SW-7097-4917-9392 Steam: http://steamcommunity.com/id/Span_Wolf/
  • GrundlestiltskinGrundlestiltskin Behind you!Registered User regular
    Dracil wrote: »

    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.

    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.

    3DS FC: 2079-6424-8577 | PSN: KaeruX65 | Steam: Karulytic | FFXIV: Wonder Boy
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    Just got my tracking number, but UPS hasn't updated with the full details yet. Since they are shipping next day air, I assume I'm getting mine tomorrow, but we'll see :D

    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • PikaPuffPikaPuff Registered User regular
    edited March 2016
    Fiatil wrote: »
    Just saw a guy on youtube play Elite Dangerous on max with the Rift CV1. He was getting around 60 fps on planets, but said he couldn't notice the frame rate drop because of asynchronous time warp. Pretty crazy. Sounds very promising if true.

    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.
    He didn't list a machine. Occulus is using ATW as a reason for developers to be sloppy with their framerates, and if atw doesn't save it, then you see low frame rates. SteamVR is holding their solution as a last minute save before switching to the menu on low frame rates, and is encouraging developers to not let their frame rates get that bad in the first place.

    I'm probably mixing up infor from vive and psvr together :T

    PikaPuff on
    jCyyTSo.png
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    Oculus is requiring devs to properly target the 970 on their Medium settings, or so.

    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.

  • The_SpaniardThe_Spaniard It's never lupines Irvine, CaliforniaRegistered User regular
    Fiatil wrote: »
    PikaPuff wrote: »
    My GTX 980 is cool and has me set for VR there, but my i7-2600k might be holding me back a little. I'm thinking of overclocking my CPU from stock to around 4.5ghz, sound about right? Safe number?
    rift or vive? I think you're better off than me for vive and I got an 11
    8190NS5.png

    Vive, my test was 9.6. You have a Ti, to my regular 980oc. I think my stock speed CPU might start being a bottleneck at this point, and I might want to start looking into some overclocking to eek out those incredibly important extra frames for VR.

    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.

    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.

    Playstation/Origin/GoG: Span_Wolf Xbox/uPlay/Bnet: SpanWolf Nintendo: Span_Wolf SW-7097-4917-9392 Steam: http://steamcommunity.com/id/Span_Wolf/
  • FiatilFiatil Registered User regular
    edited April 2016
    PikaPuff wrote: »
    Fiatil wrote: »
    Just saw a guy on youtube play Elite Dangerous on max with the Rift CV1. He was getting around 60 fps on planets, but said he couldn't notice the frame rate drop because of asynchronous time warp. Pretty crazy. Sounds very promising if true.

    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.
    He didn't list a machine. Occulus is using ATW as a reason for developers to be sloppy with their framerates, and if atw doesn't save it, then you see low frame rates. SteamVR is holding their solution as a last minute save before switching to the menu on low frame rates, and is encouraging developers to not let their frame rates get that bad in the first place.

    I'm probably mixing up infor from vive and psvr together :T

    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.

    Fiatil on
    steam_sig.png
  • DracilDracil Registered User regular
    edited March 2016
    I mean I get that Valve wants to support older GPUs, which can't do ATW, but why not support ATW for the newer GPUs?

    Dracil on
    3DS: 2105-8644-6304
    Switch: US 1651-2551-4335 JP 6310-4664-2624
    MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
  • KyanilisKyanilis Bellevue, WARegistered User regular
    GnomeTank wrote: »
    Just got my tracking number, but UPS hasn't updated with the full details yet. Since they are shipping next day air, I assume I'm getting mine tomorrow, but we'll see :D

    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.
    PikaPuff wrote: »
    Fiatil wrote: »
    Just saw a guy on youtube play Elite Dangerous on max with the Rift CV1. He was getting around 60 fps on planets, but said he couldn't notice the frame rate drop because of asynchronous time warp. Pretty crazy. Sounds very promising if true.

    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.
    He didn't list a machine. Occulus is using ATW as a reason for developers to be sloppy with their framerates, and if atw doesn't save it, then you see low frame rates. SteamVR is holding their solution as a last minute save before switching to the menu on low frame rates, and is encouraging developers to not let their frame rates get that bad in the first place.

    I'm probably mixing up infor from vive and psvr together :T

    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.

  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited March 2016
    I don't really get the point of targeting something to work on older hardware when the majority of that older hardware doesn't have the grunt anyway

    Dhalphir on
  • KyanilisKyanilis Bellevue, WARegistered User regular
    Dhalphir wrote: »
    I don't really get the point of targeting something to work on older hardware when the majority of that older hardware doesn't have the grunt anyway

    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.

  • PikaPuffPikaPuff Registered User regular
    edited March 2016
    yeah I'm probably mixed up with PSVR's statements, which is easier to achieve with a known set (two sets?) of hardware.

    PikaPuff on
    jCyyTSo.png
  • FiatilFiatil Registered User regular
    edited April 2016
    Kyanilis wrote: »
    Dhalphir wrote: »
    I don't really get the point of targeting something to work on older hardware when the majority of that older hardware doesn't have the grunt anyway

    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?

    Fiatil on
    steam_sig.png
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    Ran the SteamVR test thing out of curiosity.

    gPdp59Y.png

    I can now say I've....turned it up to 11 :cool:

    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • KyanilisKyanilis Bellevue, WARegistered User regular
    edited April 2016
    So now that I've got a couple hours with this thing I absolutely want to talk about glasses. As mentioned before mine are pretty thin framed and well within the supported list. I don't have any way to measure them handy, unfortunately. Anyway, my big concern here is that people aren't adjusting their Rifts correctly.

    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.

    Kyanilis on
  • Nova_CNova_C I have the need The need for speedRegistered User regular
    Kyanilis wrote: »
    Dhalphir wrote: »
    I don't really get the point of targeting something to work on older hardware when the majority of that older hardware doesn't have the grunt anyway

    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.

    Goddammit, I've really been resisting upgrading from Win 7.

  • KyanilisKyanilis Bellevue, WARegistered User regular
    Nova_C wrote: »
    Kyanilis wrote: »
    Dhalphir wrote: »
    I don't really get the point of targeting something to work on older hardware when the majority of that older hardware doesn't have the grunt anyway

    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.

    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.

  • PikaPuffPikaPuff Registered User regular
    The bank's been resolved for a while, thankfully. They were super easy to talk to and apologized for the whole issue. They indicated that the account would accept the charge, but it'd have to be re-run by the vendor.

    HTC has been ridiculously hard to work with. I've called them twice and waited for extended periods of time, only to be told they'd "resolve the issue", without them actually doing anything. I kept asking if they'll just run the charge again, but each time they say "We'll email you when we figure out how to proceed", and then try to shoo me off the line. I guess I just have to be patient, but it's hard to with all this hype.

    Also, the first time I called, they said they'd email me in 20 minutes to an hour. I said I'd gladly wait on the line, but they indicated that wasn't a possibility. That was about five hours ago, and still no word.



    I hope everything turns out well for you.

    jCyyTSo.png
  • wonderpugwonderpug Registered User regular
    Dhalphir I just noticed you moderating on the Oculus reddit. New gig, or have you been there for a while and I just never realized it?

  • Zilla360Zilla360 21st Century. |She/Her| Trans* Woman In Aviators Firing A Bazooka. ⚛️Registered User regular
    edited April 2016
    This is interesting, could be a possible way to alleviate VR sickness for those who suffer from it (I do not):

    https://www.youtube.com/watch?v=1RKh0B4SNp8

    Zilla360 on
  • PikaPuffPikaPuff Registered User regular
    edited April 2016
    (editing post)
    VR Desktop is out on steam. Guess I'll buy it. Anyone want the occulus code that comes with it? @Kyanilis ?

    PikaPuff on
    jCyyTSo.png
  • LaCabraLaCabra MelbourneRegistered User regular
  • KyanilisKyanilis Bellevue, WARegistered User regular
    PikaPuff wrote: »
    want to join the rumor mill? https://us.v-cdn.net/6024342/uploads/editor/rh/rlzly53e7bxy.jpg
    rifts are shipping with old version lens. they are now manually opening and checking each rift to find the ones with the wrong lens and sending them back to get them fixed. this is why there is a delay in shipping

    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.

  • AiserouAiserou Registered User regular
    Kyanilis wrote: »
    PikaPuff wrote: »
    want to join the rumor mill? https://us.v-cdn.net/6024342/uploads/editor/rh/rlzly53e7bxy.jpg
    rifts are shipping with old version lens. they are now manually opening and checking each rift to find the ones with the wrong lens and sending them back to get them fixed. this is why there is a delay in shipping

    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.

  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    Nova_C wrote: »
    Kyanilis wrote: »
    Dhalphir wrote: »
    I don't really get the point of targeting something to work on older hardware when the majority of that older hardware doesn't have the grunt anyway

    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.

    Goddammit, I've really been resisting upgrading from Win 7.

    You won't get Virtual Desktop if you don't.

  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited April 2016
    wonderpug wrote: »
    Dhalphir I just noticed you moderating on the Oculus reddit. New gig, or have you been there for a while and I just never realized it?

    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.

    Dhalphir on
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    Is there a way to install the Oculus stuff and be ready for tomorrow? I didn't even create an account when I pre-ordered, so I have to do that too.

    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • KyanilisKyanilis Bellevue, WARegistered User regular
    GnomeTank wrote: »
    Is there a way to install the Oculus stuff and be ready for tomorrow? I didn't even create an account when I pre-ordered, so I have to do that too.

    https://www.oculus.com/en-us/setup/

  • Fartacus_the_MightyFartacus_the_Mighty Brought to you by the letter A.Registered User regular
    To follow up on that "zomg oculus lets facebook spy on us and steal our interwebs" thing, somebody did a bit of analysis here. The TL;DR is that no, it is probably not spying on you.

  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited April 2016
    To follow up on that "zomg oculus lets facebook spy on us and steal our interwebs" thing, somebody did a bit of analysis here. The TL;DR is that no, it is probably not spying on you.

    "well duh" - the resounding reply from anyone with an ounce of common sense

    Dhalphir on
  • KyanilisKyanilis Bellevue, WARegistered User regular
    To follow up on that "zomg oculus lets facebook spy on us and steal our interwebs" thing, somebody did a bit of analysis here. The TL;DR is that no, it is probably not spying on you.

    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.

  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    GnomeTank wrote: »
    Is there a way to install the Oculus stuff and be ready for tomorrow? I didn't even create an account when I pre-ordered, so I have to do that too.

    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.

This discussion has been closed.