u/GamerBoyAdvanced
GamerBoyAdvanced
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?
GamerBoyAdvanced
Yeah that is odd
Sometimes they A/B test things on different people, but I'm not sure why they would take that feature away
GamerBoyAdvanced
Just checked, I'm on 2.7 software version, and still have this
https://imgur.com/a/Y15ACWF
GamerBoyAdvanced
You've got to disable "Physical Space" setting (under Developer tab), but I think you have to be in developer mode
GamerBoyAdvanced
You played Prey in VR? How?
GamerBoyAdvanced
👏
GamerBoyAdvanced
Yes I have Quest 3 and am using a BoboVR Mini on it, so it's not a flip up halo strap or anything
I did that so it'd be less weight, yet it still requires taking on/off for every iteration
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