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  • The main problem is Oculus being well known for issues with USB (both power, and data related) since original Rift, and being seemingly fine with using the same solution on Rift-S. Leaving it up to users to have to try different USB cards and play t…
  • Let's hope they do something about comfort this time. I own many VR headsets (DK1, DK2, Rift, GearVR, Vive, Quest) and the Quest is by far the most uncomfortable. The combination of headache inducing 72Hz and very painful to wear head strap made it …
  • The problem with using circular motions is that you are dragging dirt and particles over the entire lens before removing it.
  • Basically the same principle as when cleaning your expensive photo lenses. Weak soap water (warm, but not hot), proper micro fiber cleaning cloth, gentle touch and patience. Also be careful not rubbing hard in a circular motion since that will only …
  • (Quote)  The problem is that facebook looks at users as a commodity that they can exploit as they see fit for profits.This is marginally acceptable when you are using a free service like facebook.com, but DEFINITIVELY NOT OK when you purchase an ac…
  • The bottleneck in VR games are usually bandwidth/resolution related. Meaning VR games can use a better GPU more efficiently without needing a stronger CPU. Very similar effect as with 4K gaming. Only game I can think of that will push the CPU is pro…
  • That is some prime quality coding right there in need of some "General Stability improvements".
  • (Quote) Adding RTX only features means limiting your game to a small niche (RTX) within a already small niche (VR) of users. So unless the feature is dead easy to implement and has a 100% sure fallback for non RTX users, there is currently no incen…
  • Also remember that resolution is not the same as pixel quality when you have compressed video. So a resolution increase is essentially useless unless the bitrate is also high enough. Especially since compression artifacts are very easy to spot in VR…
  • (Quote) 
Yeah, but SteamVR has a tendency to get better and fix actual problems (and actually document the fixes in release notes) each new release and not worse.. SteamVR also don't regularly bring back old bugs every 4-6 months, or break s…
  • (Quote) 
And if you wonder why Oculus-Facebook is so hell bent on not letting users control when and how the device is updated, you need to look no further..
  • Tensorflow is just an AI framework. It's like saying just use Direct3D for your game. So while technically true, but most of the hard work still remains.. But I agree, if you are going the AI route don't reinvent the wheel from scratch.
  • (Quote) 
Haha, you must be new here. Oculus software is always perfect, so they don't belive in letting users decide for themselves when to update, or heavens forbid roll back to any previous versions... Hint. If you are desperate look for …
  • Judging from Quest and Rift-S, I would say Oculus is much more interested in keeping the cost low then pushing new high end features.
  • (Quote) 
Indeed, I have a FB account because I have to for some organizing reasons, and I make a point of having as little personal information as possible in that account and use the web site only (no phone app). And judging from the intere…
  • The day a facebook login is required to use my Oculus equipment, is they day I sell them and go exclusively SteamVR.
  • A better question is "why is there still a USB compatibility problem?" Considering this was/is one of the most common problems with CV1, you would think they would have fixed it by now.
  • Oculus has a long history (since day one) with USB compatibility problems that none else making USB devices seem to have (to this degree).
  • Ratty. Unless you actually have a Vive to compare with, you don't know how much more stable and mature the StreamVR environment is on average. Using Vive/SteamVR for close to 4 years I have never ever had an update break the system. Oculus on the ot…
  • While very convenient to use, the Quest compromise with a 72Hz display also makes it the one most likely to cause nausea. There is a noticeable difference in comfort going back to a 90Hz headset.
  • (Quote) 
+1 Illuminati confirmed.. :)
  • Reading between the lines I get the suspicion that Oculus never actually fixed the "static noise" cable problem. Instead I think they just masked it by either some bandwidth reducing hack and/or by having ATW replacing the bad frames with …
  • That's why we have changelogs. ohh wait..
  • My suspicion is that they never truly fixed the cable problem, only masked the effects so that it is no longer noticeable. And now they have tuned/turned up something that made the problem flare up again causing massive drops.
  • (Quote) 
This so much. Whatever scheme Oculus developers are using to coordinate software changes, it's clearly not working. And this is nothing new. Reintroducing old bugs as new, have been a trend in Oculus software since the beginning wit…
  • (Quote) 
No need for Valve to split their resources, since this is already covered by SteamVR being an open platform that is supported by pretty much all available VR headsets. Including the Rift-S you mentioned. In fact if not for Valve foc…
  • (Quote) 
Valve want to sell games, so they make VR hardware and support other brand VR hardware to further sell more games in the future. Oculus want to sell VR hardware, and make games (that only support their hardware) to sell it. Persona…
  • https://www.pcgamer.com/john-carmack-says-hes-not-satisfied-with-the-pace-of-progress-in-vr-development/ I guess we'r not the only ones frustrated with Oculus settling for Rift 1.5 and Quest.
  • (Quote) 
Only way to know is to test yourself. Oculus release notes are more PR gimmick then anything else, and contain maybe 10% of actual technical changes made. They seem to think that it is a good idea for users to have to randomly test …
  • Eldraad said:(Quote) Oculus software in a nutshell. They fix something, and then break something new. Or something old anew...
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