Yeah I've been looking at ways to buy an index in Canada. but now I think I'll pick a quest up. Hmmm i wonder when they release these features if there will be an updated quest.
Also the screen door effect on quest isn't nearly as bad as a rift (non S) right?
Very neat, I still like having something physical to grab to trick my brain that I am indeed holding something, that said you could do some really cool stuff with that.
I'm personally way more excited about the wired support coming to the Quest in november i'm hard pressed to see why anyone would buy a Rift S at this point....hell buying anything but a quest seems silly, sure am glad I went w/ the quest now. Yeah the refresh rates lower but that's a small tradeoff for wired + wireless play anywhere IMO
The Quest's library has matured nicely. I played it a ton when it first came out, and have dabbled here and there since.
It still doesn't quite have the games I'd like it to have to really scratch certain itches. Like some sort of Elite-ish style open world space sim. Or any RPGs at all. Although I see a lot of people saying Valley of the Gods is an RPG. But it's more of a Zelda "RPG" than what most people think of as one. And there is always this overwhelming sensation in most Quest games of just being hemmed in by the technical constraints of the system. Areas can't be too large because it will impact framerates. There is pop in everywhere in every game that lets you travel. If you traverse too quickly in any of them you catch the game loading things.
All that being said, I've heard some games have worked technical marvels, and I haven't played them all. I think a lot of this is a result of some hasty Unity and Unreal engine ports. Noble efforts though they were, it was quite a gamble on a brand new platform. I keep meaning to check out Red Matter as it's supposed to be a technical marvel. And Sairento Unplugged, though it launched in quite a compromised state has done a lot of working beefing up both the graphics, and the number of simultaneous enemies on screen which is a blast.
All that being said, I'll believe some of the finger tracking and tethered VR claims when I see them. The inside out tracking on the Quest is fucking bonkers technology, and they've improved it a ton since launch. It's damned near magic. But it's not perfect. I imagine the finger tracking will be rough, and might stay rough, for a while. As for the tethered mode, I've seen claims by a lot of the streaming tech people's that the bandwidth on the USB-C port of the Quest is actually worse than just regular old wifi. They really skimped on it apparently, almost purposely so as to not hamstring the Rift S. I'm not sure if those claims are just mislead or what. Guess we'll find out, but I won't be preordering any tether kits from Facebook, that's for sure.
All this might sound kinda negative, and don't get me wrong. I fucking adore my Quest. It's the most insane, "I live in the fucking future" piece of consumer tech I've ever seen. I've had a blast with it playing Beatsaber, Sairento and Shadow Point. I guess I'm just greedy, because as close as it get's to being perfect, and giving me just the experiences I'm craving, it manages to just barely fall short.
All I really want is something like Elite, and something like Might & Magic.
There are reports from people at OC6 on reddit who have tried it. By all accounts there IS compression but it's not as severe as through WiFi, and the latency is practically non-existent.
I'll give it a go and if it's good enough I'll sell my rift. It'll be a balance between the compression and the Quest's improved optics.
Finger tracking will be ace for media consumption when I can't be bothered to switch on the controllers.
I wonder how they'll handle the wear that'll inevitably occur on the usb-c cable.. Or more importantly, the jack on the headset. I can definitely see all the motion pulling out the plug at weird angles, causing it to bend over time. Maybe there'll be some kind of rubber strap that keeps the force off the jack itself
I wonder how they'll handle the wear that'll inevitably occur on the usb-c cable.. Or more importantly, the jack on the headset. I can definitely see all the motion pulling out the plug at weird angles, causing it to bend over time. Maybe there'll be some kind of rubber strap that keeps the force off the jack itself
One thing I read is that the Facebook produced 5m cable is fiber optic, which is notoriously fragile. If you run over it a lot with your desk chair, expect to have to replace it.
Also it's almost $100.
But Facebook told him they practically had to produce their own, because sourcing a long enough USB-C cable with the specs they needed proved difficult. Which about matches was assorted hackers trying to develop their other tethering solutions said. They found any cable longer than a few feet didn't maintain enough fidelity in the signal to be any good.
There are reports from people at OC6 on reddit who have tried it. By all accounts there IS compression but it's not as severe as through WiFi, and the latency is practically non-existent.
I'll give it a go and if it's good enough I'll sell my rift. It'll be a balance between the compression and the Quest's improved optics.
Finger tracking will be ace for media consumption when I can't be bothered to switch on the controllers.
All exciting stuff! And vader episode 2!
Yeah...for me personally since I can't use a rift S due to my PD being too small, I think the compression will have to be really bad for it not to be an improvement over my CV1, so it'll be nice to have a decent non index priced PCVR headset
There are reports from people at OC6 on reddit who have tried it. By all accounts there IS compression but it's not as severe as through WiFi, and the latency is practically non-existent.
I'll give it a go and if it's good enough I'll sell my rift. It'll be a balance between the compression and the Quest's improved optics.
Finger tracking will be ace for media consumption when I can't be bothered to switch on the controllers.
All exciting stuff! And vader episode 2!
Yeah...for me personally since I can't use a rift S due to my PD being too small, I think the compression will have to be really bad for it not to be an improvement over my CV1, so it'll be nice to have a decent non index priced PCVR headset
Apparently the compression is 'intelligent', the outside of the image is more heavily compressed than the centre where you'll be looking most of the time. So a little bit like foveated rendering. Plenty of reports saying they can't tell the difference. At the second day Carmack also apparently said they're working on WiFi. Something to do with working with snapdragon to write lots level code to alter how the dedicated chip decodes video. That's my very layman Chinese whisper version of the talk.
There are reports from people at OC6 on reddit who have tried it. By all accounts there IS compression but it's not as severe as through WiFi, and the latency is practically non-existent.
I'll give it a go and if it's good enough I'll sell my rift. It'll be a balance between the compression and the Quest's improved optics.
Finger tracking will be ace for media consumption when I can't be bothered to switch on the controllers.
All exciting stuff! And vader episode 2!
Yeah...for me personally since I can't use a rift S due to my PD being too small, I think the compression will have to be really bad for it not to be an improvement over my CV1, so it'll be nice to have a decent non index priced PCVR headset
Apparently the compression is 'intelligent', the outside of the image is more heavily compressed than the centre where you'll be looking most of the time. So a little bit like foveated rendering. Plenty of reports saying they can't tell the difference. At the second day Carmack also apparently said they're working on WiFi. Something to do with working with snapdragon to write lots level code to alter how the dedicated chip decodes video. That's my very layman Chinese whisper version of the talk.
The tethered streaming part of the talk was really fascinating. One of the things they've done is peel off a few software layers that the hackers working on their own solutions wouldn't be able to. His ultimate goal was to work with Qualcomm to write custom low level drivers specifically designed to decode straight to the screen, scanline by scanline if possible. Because apparently that's how the memory buffer of those screens actually work, as opposed to most that need a full frame ready to go. But so far Qualcomm hasn't been forthcoming with that cooperation, and so they might just dig in and figure it out the hard way.
Overall Carmack was very optimistic that the underlying drivers on the Quest will get better and better. They can still be optimized for speed and robustness. There is still low hanging, mid hanging, and high hanging fruit to be picked optimizing to the current hardware, last gen as it may be. One thing I found interesting was that they weren't sure the tracking would be good enough, right up until they hit retail.
I could listen to Carmack talk all day. For the position he has and things he does, he always comes off so genuine and like one of us. I think my favorite part was him bitching that the Quest doesn't have a good file management system, because he wanted to share a video of him getting a new high score in Beat Saber, and he couldn't manually grab the file of the capture and do whatever he wanted with it.
+3
TetraNitroCubaneThe DjinneratorAt the bottom of a bottleRegistered Userregular
Overload in VR made me feel like I wanted to vomit.
No game has ever done that. Well played.
Oh god, Overload is the worst for motion sickness.
This is my number one issue with VR at present: Basically that all the experiences I want to have render me utterly nauseous.
I can play games like Super Hot, Budget Cuts, Arizona Sunshine, Job/Vacation Simulator, Moss, and even use Google Earth just fine. I've zero issues with those games and they leave me feeling fine. But once I get into a cockpit like in Overload, suddenly I feel like I'm going to just evacuate my stomach immediately. The real upsetting thing is that I feel the same way when I play Elite: Dangerous, which is like a premiere VR experience for me.
Does anyone have any tips for fighting VR sickness at all? I'd prefer not to slam dramamine every time I want to get into a spaceship, but it feels like there are very few other options.
You might be able to get used to it. How quickly do you feel like vomiting when you play Elite (since it's a slower pace than Overload)? Would very short stints be feasible? If so, you could try that and then slowly increase the time.
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
0
TetraNitroCubaneThe DjinneratorAt the bottom of a bottleRegistered Userregular
Basically as soon as I launch in Elite I start to feel woozy. I can fly around a short while and hold it together, but entering a hanger is nearly unbearable (given the rotating). An intense dogfight is way too much. I usually pop out of Elite and wind up having to lay down for a good while.
I suppose I could try to increase my duration, but I fear I'm just biologically predisposed to have VR sickness. If I'm a passenger in a car, I can't check my phone or read anything without getting nauseous. Even on airplanes, reading is a challenge.
Basically as soon as I launch in Elite I start to feel woozy. I can fly around a short while and hold it together, but entering a hanger is nearly unbearable (given the rotating). An intense dogfight is way too much. I usually pop out of Elite and wind up having to lay down for a good while.
I suppose I could try to increase my duration, but I fear I'm just biologically predisposed to have VR sickness. If I'm a passenger in a car, I can't check my phone or read anything without getting nauseous. Even on airplanes, reading is a challenge.
Don't try to increase your duration once you're already woozy - you'll end up crippling yourself for hours. Apart from that, gradually increasing your time is the way to do it.
The advice I heard was as soon as your stomach starts to feel wonky, stop. I. E. Before you truly feel nauseous. Then go back to it once you feel fully normal again. No idea to the efficacy of it though.
I heard someone in this thread have some success with ginger tablets. I think you can buy them at the usual health store kind of places. Again, no idea to their legitimacy.
Could also be and FPS thing. What kind of rig are you running on?
TetraNitroCubaneThe DjinneratorAt the bottom of a bottleRegistered Userregular
edited October 2019
In terms of the rig I'm running on: i7 8700K, 1080 Ti, and 64 GB RAM, running off NVMe SSD. It's all powering an Index, which I've got bumped up to 120 Hz, though I've noticed the same issue with nausea even when I was back on the old Oculus at 90 Hz. Admittedly, there are some places where the 1080 Ti fails to hold up for the Index, but usually if I dial the details back it runs pretty smooth.
I will have to try the fan suggestion - That's certainly an interesting one, and very accessible. I'll also be sure to jump out when I start to feel nausea setting in. I've pushed the limit once or twice, and I'm in no hurry to repeat that experience again.
In terms of the rig I'm running on: i7 8700K, 1080 Ti, and 64 GB RAM, running off NVMe SSD. It's all powering an Index, which I've got bumped up to 120 Hz, though I've noticed the same issue with nausea even when I was back on the old Oculus at 90 Hz. Admittedly, there are some places where the 1080 Ti fails to hold up for the Index, but usually if I dial the details back it runs pretty smooth.
I will have to try the fan suggestion - That's certainly an interesting one, and very accessible. I'll also be sure to jump out when I start to feel nausea setting in. I've pushed the limit once or twice, and I'm in no hurry to repeat that experience again.
From all accounts I've read, pushing it actually makes you MORE prone to sickness in the future, so don't do that
+4
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
The advice I heard was as soon as your stomach starts to feel wonky, stop. I. E. Before you truly feel nauseous. Then go back to it once you feel fully normal again. No idea to the efficacy of it though.
I heard someone in this thread have some success with ginger tablets. I think you can buy them at the usual health store kind of places. Again, no idea to their legitimacy.
Could also be and FPS thing. What kind of rig are you running on?
I (thankfully) seem to have a huge resistance to the motion sickness of VR but even then, there were a few games which managed to get me feeling iffy after a couple hours (mostly stuff with loads of movement and angle changes). But when I felt it, I stopped immediately and didn't play again until the next day. At this point, I can play for several hours of pretty much anything without any issue and I can use normal in-game movement, none of that teleport stuff.
This was on PSVR as well, so pretty much the worst functional situation in terms of resolution and framerates. It's anecdotal, but I do feel like dropping out immediately after feeling it and giving yourself a big break is an effective approach.
I also seem to have drawn a lucky straw on the genetic VR sickness lottery. I can play the Alien Isolation VR mod for hours without any sort of increasing nausea. There's definitely still moments where my stomach feels like it's dropping out from underneath me, but fortunately that doesn't lead to anything worse.
I'm pretty sure this makes me a very easy target for poisoning though...
Has anyone here played that Westworld VR game? Is it worth playing (at least at a reduced rate)?
Edit: Also, I just played through the second episode of Vader Unleashed (still mediocre but reasonably enjoyable Star Wars fan service, though with better production values than the first one) and it's the first time that I noticed and was bothered by the Oculus Rift S's greyer blacks, because the game presents you with a lot of very dark scenes. I'm still more than happy with my purchase, but for a future Rift headset this is something that IMO they should improve and bring back to the level of the original Rift.
Thirith on
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
Yeah, I have to wear them while I'm playing, I'm not sure that I could really get it to play without. Things can get steamy up in there, usually have a couple fans running on me.
I know there are custom lens you can buy for VR sets so you don't have to wear glasses but I haven't tried them yet.
I have a Vive with singles.
I'm nearsighted, so I can't really see well without them, and therefore needed them. There wasn't any adjusting I could do on the headset to not require them.
Didn't really have any issues with them while wearing the headset, occasional fogging but really only when doing something fairly intense (like beatsaber). My glasses did fit a bit better in the headset with the original face pad that came with the headset, but are a little bit snug in the headset (doesn't affect my head/comfort at all) with the aftermarket pad that I bought for hygiene/clean-ability reasons.
I ended up buying custom lens inserts, but really only as a luxury/convenience thing, so I could more quickly/easily lift the headset up and put it back, but wasn't required.
Have a Vive and an Index. I use singles because my progressive frames don’t fit, they’re too wide at the sides. I am pretty nearsighted, and needed glasses for both headsets. I think the headsets all focus out to about 4 meters or so. If you can’t see clearly at that distance, you’ll need glasses.
As for experience with glasses/VR, with glasses that fit in the headset, my vision’s
been fine. It’s just a little fiddly getting the headset on/off. Fit is more of an issue. If your glasses are wide (in the case of my progressive frames, the arms bow out a bit from my temples), the face gasket might squeeze in too much and push your glasses into a weird position. For frames that fit, I haven’t noticed any discomfort at all from having glasses on under the headset.
Next, Do you need to wear them in the headset, or is the headset adjustable enough to wear without your glasses?
What is your overall experience with headsets and your glasses.
I still own a Samsung Odyssey (first version). It's on the bulky side, but fits my glasses well (they're somewhat on the smaller side). I absolutely need to wear my glasses, or I'd just be staring at a pair of blurry messes--I'm nearsighted enough that I'm dubious any in-built solution would work as well as just keeping my glasses on.
As with PSVR, the Odyssey rests on my head rather than against my face, so that probably helps.
I have a Rift S and wear singles for nearsightedness. If you need reading glasses you don't have to worry about that in VR, just myopia. I have lens inserts in my rift but I ordered non prescription covers. I am using those to protect the lenses from being scratched by my glasses and if anybody in my family want to use the Rift I don't need to swap out anything.
I'm near sighted in one eye and farsighted in the other; for my quest i 3d printed some spaces to put in so my glasses don't scratch the lenses and it's fine.
I went to the new zero latency location that opened up here in Montreal, it was cool! My first time trying legit location-based VR. The space was huge, I never really felt that limited. They had HP Reverb headsets, pretty impressed with how high res they were, with a very wide focal area. I felt like the 3D modeling in the games didn't really live up to the tech's capabilities though, they looked like Quest games more than what I'd expect from a tethered backpack pc. But I guess they develop their games in-house? Hopefully they open up the platform, would be cool to develop something for it, and see what other devs come up with.
Overall really fun though, I went with one friend, I bet it's wild with like 8 people
Has anyone already played Asgard's Wrath? The reviews sound good, but they also sound kinda generic, as if the reviewers were happy enough to have a VR game with good production values that's longer than a couple of hours.
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
+1
Drake ChambersLay out my formal shorts.Registered Userregular
Seconding this question. It’s got a ton of 5-star reviews that seem a bit hyperbolic.
Hoping someone here has played and can give impressions?
Posts
https://www.theverge.com/2019/9/25/20883735/oculus-quest-vr-hand-tracking-announcement-release-update-oc6-virtual-reality
Also the screen door effect on quest isn't nearly as bad as a rift (non S) right?
Very neat, I still like having something physical to grab to trick my brain that I am indeed holding something, that said you could do some really cool stuff with that.
https://arstechnica.com/gaming/2019/09/oculus-quests-secret-trick-it-can-double-as-a-wired-pc-vr-headset/
I use wireless streaming and it's ok, Usable but the latency is definitely noticeable and i'll be glad to have it gone.
dang everything I hear about the Quest makes me want it more. How's the standalone game library going, is it larger?
3DS Friend Code: 3110-5393-4113
Steam profile
It still doesn't quite have the games I'd like it to have to really scratch certain itches. Like some sort of Elite-ish style open world space sim. Or any RPGs at all. Although I see a lot of people saying Valley of the Gods is an RPG. But it's more of a Zelda "RPG" than what most people think of as one. And there is always this overwhelming sensation in most Quest games of just being hemmed in by the technical constraints of the system. Areas can't be too large because it will impact framerates. There is pop in everywhere in every game that lets you travel. If you traverse too quickly in any of them you catch the game loading things.
All that being said, I've heard some games have worked technical marvels, and I haven't played them all. I think a lot of this is a result of some hasty Unity and Unreal engine ports. Noble efforts though they were, it was quite a gamble on a brand new platform. I keep meaning to check out Red Matter as it's supposed to be a technical marvel. And Sairento Unplugged, though it launched in quite a compromised state has done a lot of working beefing up both the graphics, and the number of simultaneous enemies on screen which is a blast.
All that being said, I'll believe some of the finger tracking and tethered VR claims when I see them. The inside out tracking on the Quest is fucking bonkers technology, and they've improved it a ton since launch. It's damned near magic. But it's not perfect. I imagine the finger tracking will be rough, and might stay rough, for a while. As for the tethered mode, I've seen claims by a lot of the streaming tech people's that the bandwidth on the USB-C port of the Quest is actually worse than just regular old wifi. They really skimped on it apparently, almost purposely so as to not hamstring the Rift S. I'm not sure if those claims are just mislead or what. Guess we'll find out, but I won't be preordering any tether kits from Facebook, that's for sure.
All this might sound kinda negative, and don't get me wrong. I fucking adore my Quest. It's the most insane, "I live in the fucking future" piece of consumer tech I've ever seen. I've had a blast with it playing Beatsaber, Sairento and Shadow Point. I guess I'm just greedy, because as close as it get's to being perfect, and giving me just the experiences I'm craving, it manages to just barely fall short.
All I really want is something like Elite, and something like Might & Magic.
I'll give it a go and if it's good enough I'll sell my rift. It'll be a balance between the compression and the Quest's improved optics.
Finger tracking will be ace for media consumption when I can't be bothered to switch on the controllers.
All exciting stuff! And vader episode 2!
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
One thing I read is that the Facebook produced 5m cable is fiber optic, which is notoriously fragile. If you run over it a lot with your desk chair, expect to have to replace it.
Also it's almost $100.
But Facebook told him they practically had to produce their own, because sourcing a long enough USB-C cable with the specs they needed proved difficult. Which about matches was assorted hackers trying to develop their other tethering solutions said. They found any cable longer than a few feet didn't maintain enough fidelity in the signal to be any good.
I can imagine a future Quest revision with a slightly redesigned port. Still, I'm super happy to give this a go, even with the mega expensive cable.
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
https://www.amazon.co.uk/CONMDEX-Magnetic-Converter-Compatible-ChromeBook/dp/B07GHZC8FN/ref=mp_s_a_1_4?keywords=usb+c+magnetic+adapter&qid=1569531796&s=gateway&sprefix=Usb+c+magnetic&sr=8-4
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
No game has ever done that. Well played.
Apparently the compression is 'intelligent', the outside of the image is more heavily compressed than the centre where you'll be looking most of the time. So a little bit like foveated rendering. Plenty of reports saying they can't tell the difference. At the second day Carmack also apparently said they're working on WiFi. Something to do with working with snapdragon to write lots level code to alter how the dedicated chip decodes video. That's my very layman Chinese whisper version of the talk.
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
The tethered streaming part of the talk was really fascinating. One of the things they've done is peel off a few software layers that the hackers working on their own solutions wouldn't be able to. His ultimate goal was to work with Qualcomm to write custom low level drivers specifically designed to decode straight to the screen, scanline by scanline if possible. Because apparently that's how the memory buffer of those screens actually work, as opposed to most that need a full frame ready to go. But so far Qualcomm hasn't been forthcoming with that cooperation, and so they might just dig in and figure it out the hard way.
Overall Carmack was very optimistic that the underlying drivers on the Quest will get better and better. They can still be optimized for speed and robustness. There is still low hanging, mid hanging, and high hanging fruit to be picked optimizing to the current hardware, last gen as it may be. One thing I found interesting was that they weren't sure the tracking would be good enough, right up until they hit retail.
I could listen to Carmack talk all day. For the position he has and things he does, he always comes off so genuine and like one of us. I think my favorite part was him bitching that the Quest doesn't have a good file management system, because he wanted to share a video of him getting a new high score in Beat Saber, and he couldn't manually grab the file of the capture and do whatever he wanted with it.
Oh god, Overload is the worst for motion sickness.
This is my number one issue with VR at present: Basically that all the experiences I want to have render me utterly nauseous.
I can play games like Super Hot, Budget Cuts, Arizona Sunshine, Job/Vacation Simulator, Moss, and even use Google Earth just fine. I've zero issues with those games and they leave me feeling fine. But once I get into a cockpit like in Overload, suddenly I feel like I'm going to just evacuate my stomach immediately. The real upsetting thing is that I feel the same way when I play Elite: Dangerous, which is like a premiere VR experience for me.
Does anyone have any tips for fighting VR sickness at all? I'd prefer not to slam dramamine every time I want to get into a spaceship, but it feels like there are very few other options.
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
I suppose I could try to increase my duration, but I fear I'm just biologically predisposed to have VR sickness. If I'm a passenger in a car, I can't check my phone or read anything without getting nauseous. Even on airplanes, reading is a challenge.
My buddy said it helped to have a fan blow air directly onto his face, I guess the outside stimuli distracts the brain somewhat.
Don't try to increase your duration once you're already woozy - you'll end up crippling yourself for hours. Apart from that, gradually increasing your time is the way to do it.
I heard someone in this thread have some success with ginger tablets. I think you can buy them at the usual health store kind of places. Again, no idea to their legitimacy.
Could also be and FPS thing. What kind of rig are you running on?
http://steamcommunity.com/id/pablocampy
I will have to try the fan suggestion - That's certainly an interesting one, and very accessible. I'll also be sure to jump out when I start to feel nausea setting in. I've pushed the limit once or twice, and I'm in no hurry to repeat that experience again.
From all accounts I've read, pushing it actually makes you MORE prone to sickness in the future, so don't do that
I (thankfully) seem to have a huge resistance to the motion sickness of VR but even then, there were a few games which managed to get me feeling iffy after a couple hours (mostly stuff with loads of movement and angle changes). But when I felt it, I stopped immediately and didn't play again until the next day. At this point, I can play for several hours of pretty much anything without any issue and I can use normal in-game movement, none of that teleport stuff.
This was on PSVR as well, so pretty much the worst functional situation in terms of resolution and framerates. It's anecdotal, but I do feel like dropping out immediately after feeling it and giving yourself a big break is an effective approach.
I'm pretty sure this makes me a very easy target for poisoning though...
http://steamcommunity.com/id/pablocampy
Edit: Also, I just played through the second episode of Vader Unleashed (still mediocre but reasonably enjoyable Star Wars fan service, though with better production values than the first one) and it's the first time that I noticed and was bothered by the Oculus Rift S's greyer blacks, because the game presents you with a lot of very dark scenes. I'm still more than happy with my purchase, but for a future Rift headset this is something that IMO they should improve and bring back to the level of the original Rift.
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
First, what kind of glasses, single or bifocal.
Next, Do you need to wear them in the headset, or is the headset adjustable enough to wear without your glasses?
What is your overall experience with headsets and your glasses.
Yeah, I have to wear them while I'm playing, I'm not sure that I could really get it to play without. Things can get steamy up in there, usually have a couple fans running on me.
I know there are custom lens you can buy for VR sets so you don't have to wear glasses but I haven't tried them yet.
I'm nearsighted, so I can't really see well without them, and therefore needed them. There wasn't any adjusting I could do on the headset to not require them.
Didn't really have any issues with them while wearing the headset, occasional fogging but really only when doing something fairly intense (like beatsaber). My glasses did fit a bit better in the headset with the original face pad that came with the headset, but are a little bit snug in the headset (doesn't affect my head/comfort at all) with the aftermarket pad that I bought for hygiene/clean-ability reasons.
I ended up buying custom lens inserts, but really only as a luxury/convenience thing, so I could more quickly/easily lift the headset up and put it back, but wasn't required.
As for experience with glasses/VR, with glasses that fit in the headset, my vision’s
been fine. It’s just a little fiddly getting the headset on/off. Fit is more of an issue. If your glasses are wide (in the case of my progressive frames, the arms bow out a bit from my temples), the face gasket might squeeze in too much and push your glasses into a weird position. For frames that fit, I haven’t noticed any discomfort at all from having glasses on under the headset.
(yes, the same advice given to John McClane)
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
I still own a Samsung Odyssey (first version). It's on the bulky side, but fits my glasses well (they're somewhat on the smaller side). I absolutely need to wear my glasses, or I'd just be staring at a pair of blurry messes--I'm nearsighted enough that I'm dubious any in-built solution would work as well as just keeping my glasses on.
As with PSVR, the Odyssey rests on my head rather than against my face, so that probably helps.
Steam: Handkor
Overall really fun though, I went with one friend, I bet it's wild with like 8 people
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
Hoping someone here has played and can give impressions?