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About VibrantNebula

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  1. VibrantNebula


    @MaxenceHL These a whole body of research into this that extends into the mid 1980's. I can't really cite one paper as it's been common knowledge that higher framerates improve user comfort, not just in VR but also with traditional monitors. In VR, there is the added component of user-motion. As the user is able to whip their head (viewpoint) around, screen tearing becomes a major issue. More frames mean less screen tearing making VR projections perceptually appear more "solid" and present. Screen tearing factors heavily into the 90hz standard and directly affects user comfort. 90hz is compromise more than anything and is what we consider the bottom end for PCVR in terms of comfort. In 2014-2016 it was first possible to get 90hz OLED displays en masse from OEMs like Samsung and it was possible to get GPUs composite for both eyes at 90Hz. Rendering above 90hz is ideal and where VR is heading but GPUs and rendering engines can't currently support this at scale and no OEM is mass-manufacturing high refresh rate displays in the form factor required for VR headsets. Index is using a custom display from a smaller manufacturer which inherently limits their production volume and few end-users can even drive the expanded framerates due to the GPU/game engine bottleneck.
  2. @davide445 That may indicate problems with your GPU, namely overheating or an undersupply of power. It's weird that the text is rendering still in the affected area. Could also be an issue with the shaders for whatever application you're using.
  3. @ramrocval - No, as Tom said, the Wireless adapter is Desktop only and requires a full sized desktop PCIe slot for installation. There is no feasible way to use it with anything other than a desktop motherboard.
  4. @hankm https://azure.microsoft.com/en-us/services/kinect-dk/ There are only two solutions for occlusion -Put tracking cameras on the device (which has a different set of occlusion limitations) -Use more external sensors/cameras.
  5. @vrmadness Pro does have a slightly larger sweet spot than Cosmos and has a wider range of ergonomic adjustments but it has other tradeoffs. The main tradeoffs are that it has OLED panels which have deeper blacks but slightly more SDE and a slightly lower precieved resolution and that the lenses catch more internal reflections (commonly mislabeled as "god rays" by the VR community).
  6. @hankm Basestation tracking isn't really meant for multi-room deployments. Everything is currently designed and optimized for usage in a single room. The SteamVR For anything over 5x5m, you'd need to use SteamVR v2.0 tracking. 2.0 tracking supports upto 4 base-stations into an array. This helps with occlusion but again, it's meant for single room setups. While you could probably get some basic results by mounting a base-station in each of the four corners, the inability for the tracked device to see all 4 stations at once would make it extremely challenging for SteamVR's algorithms to create a coherent "tracking universe"/roomsetup. A single instance of the SteamVR compositor (required for the pose estimation) supports upto 4 base-station. It can technically pull additional data from more than 4 stations but the way it does this is not documented and it cannot be used as a reliable system. Tracking accuracy is sub-millimeter and true accuracy depends on your deployment parameters. Every installation environment is different and things like reflective surfaces affect the accuracy. SteamVR is an entirely proprietary tech stack - there are no open source ways to interface with SteamVR tracked devices. You must use the OpenVR SDK and the corresponding SteamVR runtime to decode the data from a tracker and translate it into a pose estimate. Kinect V2 is the other low-cost option for this kind of stuff since you can array multiple V2 sensors into an array. The SDKs are optimized for skeletal tracking but you may be able to use a marker based system for your use-case. More advanced systems like Opti-track would be $25,000-$60,000 for a tracking volume this size.
  7. He's not wrong though. All of these games are programmed to receive specific inputs. VR is very non-standardized and there's a huge range of how developers implement movement and other systems in their games backend. Systems like Natural Locomotion attempt to leverage OpenVR's driver level manipulation to try and emulate standardized input across a huge range of target applications. It's pretty cool that it works at all and you'll only find stuff like this in the SteamVR ecosystem right now. Unless a developer is going in and adding native support for a given use-case or product (i.e. treadmill) - you're firmly in the world of modding and modding is a huge amount of trial & error, deconstructing, and reverse engineering. Natural locomotion does work with treadmills in a general sense but how it will work is a per-application type of thing.
  8. @TomCgcmfc - You can also pin the SteamVR compositor to the taskbar. I do this on all of my VRPCs to facilitate start up. Pressing the button on the headset only works if you have the Vive software installed which results in a task running in the background which listens for that input.
  9. @vrmadness This phenomena is called the lens "sweet spot". All current HMDs some form of it and as a result each HMD has a different "sweet spot" size and profile. The morphology of your face and how the headset is sitting against your face plays into it as well. Each VR lens type has pros and cons and sweet spot is just one of a handful of other factors that play into why a specific lens is selected for a given headset (i.e. distortion, pupil swim, chromatic aberration, ect...) and all of these have deeper impacts than optical clarity because they directly effect user comfort and motion sickness.
  10. @darkfyrealgoma The headset itself doesn't have a Li-Ion battery so there's no memory effect to be worried about There is a trickle of energy that flows through the headset while in standby and a bit of heat may be generated by that resistance. The effect of that on the wear/tear of the headset is negligible and it would take many many years for that to start to add up and deteriorate. The original Cosmos SKU ships withwith a linkbox with a power switch. Customers complained about it and so for Elite, the linkbox was swapped for an inline converter. I generally recommend stashing your headset when not in use for a few reasons: Helps prevent: accidental sun exposure to the lenses, moister/water exposure, power surges, falls due to the cable being yanked and reduces dust buildups. I store all of my HMD in Sterallite 17qt containers. Everything is standardized and safe from water/dust.
  11. @Fragarach - You should be able to access this in the public branch of SteamVR, the controller remapping has been in there for a while. The beta is not required. You can do this inside of VR or outside of VR via SteamVR -> Settings -> Controllers -> Manage Controller bindings. There's a few ways to get to this page but in any case, the settings have been unified between the desktop and inside of VR for a few months now. The key thing to note is that this rebinding system only works with Steam apps.
  12. @SK137 - That is not our tool, we're not involved with the creation of it. You'd have to pose questions to that tool's creator or their issue page (which doesn't seem very active unfortunately). We'd generally recommend integrating OpenVR/SteamVR into an engine like Unity/Unreal and then basing everything off that worldspace. OpenVR's native coordinate system is very confusing and the Euler angles can be very confusing. This may be relevant:https://github.com/TriadSemi/triad_openvr/issues/13
  13. @Matluba - We're unfortunately unable to share CAD/3D files of those types of components due to the intellectual property risk. You'd have to contact support and arrange for an RMA.
  14. Oh, forgot to add in that not all games show a 2D output on your monitor. When that happens you can use SteamVR -> DisplayVRView to launch the "mirror" which shows what the HMD sees. It has a bunch of settings & is overall one of the most helpful tools within SteamVR.
  15. @CaseRain392.It looks like your laptop has HDMI so you should just be able to connect the laptop to the TV via HDMI. You can use windows projector settings (Windows Key + P) to select which output mode. When using a laptop, I'd recommend setting to "second screen only" to disable the Laptop's monitor to save horsepower for VR. Audio mirroring can be really tricky and will vary from device to device. Just keep in mind that you usually have to get into both SteamVR's audio settings and Window's settings. You can access the other audio devices easily in more recent versions of windows by clicking on the little up carrot in the top right corner - sometimes you need to get in there and select your external device to be able to adjust that device's audio level
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