u/GamerBoyAdvanced

3,948 post karma · 846 comment karma · joined Sep 2016 · moderator

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    Why Meta Might Define The Next Generation of VR (And Not Steam Frame) (youtu.be) [Discussion]

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    Why Meta Might Define The Next Generation of VR (And Not Steam Frame) (youtu.be) [Discussion]

    21 comments · source

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    Why Meta Might Define The Next Generation of VR (And Not Steam Frame) (youtu.be)

    7 comments · source

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    Why Meta Might Define The Next Generation of VR (And Not Steam Frame) (youtu.be) [Discussion]

    1 comments · source

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    Alpha Testing Announcement Trailer [Project NEOS]

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    Alpha Testing Announcement Trailer [Project NEOS] [Dev Promotion]

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GamerBoyAdvanced

Ayo if you see the red error message, just click learn more on the right and it'll take you to a page that will have you install a previous version of NVIDIA driver (591)
Then it might work

It did for me

GamerBoyAdvanced

They've said that this is an Nvidia driver issue, and are waiting for a rollout from them
Said expect for this to come sometime in November as an update
(specifically for the Meta Link freezing bug)

GamerBoyAdvanced

Yep, including me!

GamerBoyAdvanced

Oh I see
Yeah probably to get visibility on it, even though it doesn't quite deserve it yet XD

GamerBoyAdvanced

That's hilarious, I just checked this two days ago and it wasn't there

GamerBoyAdvanced

Oh sorry I'm talking about my personal VR game running on the Quest 3 standalone
It's different for PC, but amping rez is also how I helped minimize aliasing on standalone

GamerBoyAdvanced

Awesome, thanks for the heads up - I will definitely keep this in mind
I think another person from VisionBridge is already wanting to play the Alpha test, so already got an eye on it :)

GamerBoyAdvanced

Yes it does
If you open it up after playing a physically intense session you'll see that there's dried up sweat artifacts in there
I have to clean mine out every morning after playing some games :)

GamerBoyAdvanced

I too am bothered by pixellated aliasing in VR (makes for bad eye strain, less play time / comfort)
Which is why I went down a rabbit hole researching this

GamerBoyAdvanced

Agreed. After doing multiple test for my current project, I've found that rendering to a higher resolution is one of the better ways to rid of aliasing/shimmering in-game
There's some MSAA running on top of it, but amping resolution has the best returns IMHO
I'm rendering it at ~1.8 resolution of the display as the default
The returns are great at that range, and the clarity in headset is sharp!

GamerBoyAdvanced

Definitely sounds interesting, do y'all do anything for games during their Alpha playtest stage?

GamerBoyAdvanced

Thanks for watching and engaging, btw! 😀

GamerBoyAdvanced

Have you used the upper body tracking on Quest then?

GamerBoyAdvanced

What? I'm not talking about even putting on hardware at all
And I'm not talking about legs
I'm talking about the upper body (chest, waist, shoulders, elbows)

Are you saying being able to track the upper body without additional hardware is backwards?

GamerBoyAdvanced

For sure, yeah the technical part is the downward facing cameras
And then on top of that you have to actually have a model that is able to figure out where your body is in realtime from the camera data
So yeah I guess I don't know if the latter will be offered overtime or what 🤔

GamerBoyAdvanced

I saw the color passthrough module, is that the one you're talking about?

GamerBoyAdvanced

Did you watch the whole video?

GamerBoyAdvanced

Really?
Hadn't thought of that, but even if so, I'm curious if Valve is going to do the computer vision work to actually track the body in realtime

GamerBoyAdvanced

You didn't even watch it?