Spyke

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21 replies

lemmy.world

I'm way too excited for this head set. I spent most of my COVID years in VR, but haven't had a chance to play since I moved.

Hopefully the release doesn't get botched.

15
lemmy.world

Yeah the chip shortage is going to fuck up the release.

I want one badly.

12
lemmy.world

Not sure. I use it for fitness.

I got a boxing game and the shooting one on my main rotation.

Moved and haven't set it up again. Frame would make things easier.

2
SourDrinkreply
lemmy.world

Me too! I got a lot of my exercise from Thrill of the Fight and SuperHot VR. I also got into Skyrim VR with all the mods. I still get a little creeped out by sounds of the Frostbite Spider.

Any shooting games you'd recommend?

1
sh.itjust.works

I am interested in the headset, but it’s going to depend entirely on how much it costs. I’ve never played VR, It’s always been too expensive. The closest I got was those phone mount goggle things.

5
Boshtreply
lemmy.world

It's 100 percent worth the experience. I really hope that this device helps VR really start to take off. There's massive potential but adoption is horrible because like you said it's so effing expensive. Also as a note: if you're prone to motion sickness your first month is going to be absolute hell. I have the middle ear of a geriatric and just could not get adapted. Games like Beat Saber are amazing but anything that required movement messed me up, usually under 10 minutes.

7
SourDrinkreply
lemmy.world

I heard from friend that the slight lag between movement and visuals is what throws people off, but I ain't no scientist.

3
cynarreply
lemmy.world

It depends on what sort you're talking about. Lag will definitely mess you up, but it is mostly a solved issue. Low frame rate stutter can be unpleasant however.

The big issue is moving around. If you "feel" like you're moving in game, but your body is not moving, it creates motion sickness. It's the inverse of trying to read a book in a car, with the same results.

I'm normally fairly immune to it. I played subnautica in VR (modded). It was amazing, but I could only do 5-10 minutes max before I had to stop.

The other big source (mostly affecting 3D TV) is offset eyes. A lot of people have 1 eye very slightly higher than the other, or stand with a slight head tilt. If you force the stereoscopic effect then their eyes want to rotate. Since they can't do that, it creates migraine like headaches.

3
SourDrinkreply
lemmy.world

I wonder if the eye tracking would help out with that

2

Vr headsets can deal with tilted heads fine now. You still need to tune the Interocular distance properly.

2
Raireply
lemmy.dbzer0.com

I’m very lucky, it took me just a couple short sessions. My friend had me try his Vive, just some “stand in place” stuff. I loved it so much I picked up a kit immediately, and smooth motion was JARRING at first. I downloaded Natural Locomotion and used that for a bit, which I think helped a lot. But now smooth motion with analog stick is no problem!

2

Holy hell! That's an amazing program! I'll definitely need to check this out

2
lemmy.zip

Cool cool now go implement proper anti aliasing as opposed to that TAA crap.

-1
Arcane2077reply
sh.itjust.works

Devs can implement any AA they want. Epic has no power over whichever game you played and led you to leave this ridiculous comment

0
87Sixreply
lemmy.zip

Yea, but you need to be aware that UE makes it incredibly difficult to do so, so most devs don't. Besides, something as basic as AA implementation should be done at the engine level, not at game level

0
Arcane2077reply
sh.itjust.works

Can’t be as difficult as you make it out to be if everyone implements “something as basic as AA” despite that difficulty. The engine also offers TSR

1
87Sixreply
lemmy.zip

"everyone"? I genuinely don't know a single UE5 game that doesn't just use one of the AA available in UE5 by default...

And all the defaults are poorly implemented in UE.

0

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