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About JohnyDL

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  1. To be fair under GDPR that should be opt in by default not opt out but yeah I got it too. Unfortunately spam comes with the territory on forums Raz, not every incident can be stopped before it happens because there's money to be made by getting around spam filters and once an email is sent it generally can't be unsent so even if spam is later caught and cleaned up the damage is done when it's forwarded to emails. No HTC is not selling access or selling our email addresses. And while this message might not have been one you wanted or were delighted to receive in principle getting messages forwarded from people who want to talk to you to your email isn't something you need to threaten such action over. Especially over a single message. If it was more than a handful of messages and there was no way to turn it off you might have grievance but it's one message, you found the tools to turn it off and you turned it off, there's literally nothing more that HTC could have done. Other than like you say being opt in, which I'm sure it is now even if it wasn't when you signed up 3 years ago (before GDPR and it became standard to explicit opt in for notification emails) Come on if this is the first spam email you've had in 3 years, this response is way out of proportion.
  2. Wouldn't Reddit be a better place to have a VR games forum? (or rather find one of the many that already exist there) Let Vive/HTC keep their forum about their hardware and software rather than asking them to moderate a gaming community
  3. I often run my devices into the ground and will hold onto something far past when it seems worthless to most people, for example I'm still running a 2009 optiplex for most of my web surfing needs to prolong the life of my gaming machine. So if something can be patched or repaired I'd prefer to keep using it rather than sell it or upgrade it and throw it away when it isn't necessary. Like most modern mobile technologies the batteries are not strictly user serviceable in the Vive controllers so a battery that will not hold a charge is something I will have to deal with eventually. I appreciate that the most common answer is to suck it up, charge every time you leave VR or every night (depending on use) and ignore the e-waste and/or financial cost when these things need replacing, but neither of these options are particularly appetising on a $100 phone to me let alone a $1000 VR system. What I'm looking for is only what android devices already provide through apps, a best guess at future usage, my phone for example is at 84% and the battery app I use guesses the next time it will need to charge is in 4 days based on my previous usage, if I think my usage is going to be typical then I don't need to charge it at all and even as I plan to use it for audiobooks or video (not my normal usage pattern) when I go shopping today it will alert me at 30% so that I can stop using it and have enough battery for emergency phonecalls or an Uber. The equivalent is what I'd like from Vive controllers, the controllers are at some battery level (more accurate than 4 green dots and one angry flashing red dot), you'll get some hours worth of play out of them (based on previous use), and a charge level warning when they're getting low (to remind me to recharge them), the only difference is that I want the computer to remember the last battery level the controllers had when turned off and the computer to display this information since the controllers themselves don't have any screens to do that.
  4. I know what you mean but there is a cost to it long term, at least there used to be, for the health of the battery. I guess I'm kinda looking for software to over come my long ingrained habits. I struggle to be in VR for more than an hour at a time (though I can do 2-3 hours in one day with an hour break between sessions) but I don't charge anything unless it cries out for a charge, for my phone and controllers this is every 3 days or so, my tablet is once a week or less, I'm on week 6 of VR myself and I think in all that time I've only managed to preemptively charge the controllers twice. I'd use the power lights if my mind took the half a second to register them as I was exiting VR but I still don't look most of the time even though I've been trying to.
  5. "No, this is medical obviousness." Any medical professional will tell you being active standing up and doing things (even in VR) is better for you than sitting in a chair. "But can you imagine that for example, only fast-foods would be operating, only because majority thinks it is tasty, cheap and better" "No I can't, but I also wouldn't expect someone to open a gormet fried chicken restaurant next door to and serve the same food as the KFC next door just on a fancy plate and get away with charging 10 times the price." "As you can tell my English is far from being good, but this sentence has no meaning for me." no my English was bad and marred by dyslexia, sorry, I was using your own analogy, you were telling me it would be stupid if only fast food operates, I'm telling you it would be just as stupid for a classy restaurant to open next door to fast food and serve the exact same food as the fast food only for more money. In that situation normal PC gaming is fast food and VR with m+k is serving it on a fancy plate. It might look objectively nicer served like that but it's functionally the same thing and so it's cheaper and easier for the vast majority to not bother trying to do it in VR. And most companies trying to do that will take a substantial loss "You can say exactly the same about movies, music, books and many other aspects of our life. But there is always a choice." I can and often do say the same things about other things but I wasn't commenting about story because telling the same story in a new light can be done well and that's not the point I was making, if you're playing for story reasons the game play largely doesn't matter so long as it serves the story and gives the player agency to change the story. I was talking about mechanics. I'm saying that even the "most ambitious games" we have are mechanically the same as many others, comparing them to cars, it's like all car manufacturers were making different looking cars but they all use the same gearboxes and exhausts and engines that have been around for over a decade maybe with tuning them a little. And all the mechanics have been around long enough that almost every mix of them has been tried. No one is making formula one equivalent games in the PC space anymore, no-one really pushes the boundaries of what it means to be a game on the large scale. AAA titles are always safe bets, they're the same thing they made last year or last generation with a continuation of the story or a new story and a new slap of paint. You're buying the same car that you already own. You have the choice whether it's painted red this year or green but it's still the same game. If you venture outside of AAA games or even paid for games you start to get real innovation, take a look at the games that have come out of the ludum dare game jams, because there are so many constraints on the developers that take part that to stand out you have to do something innovative. There might well be a thousand copycat games, but its a wild west and so some astounding games come from a 72 hour long competition. They won't be 100+ hour long epics to play but that doesn't make them bad games. This is one of the reasons why flash games were so important during the 00s anyone could and often did write a flash game and so there were a tonne of games developed many were bad but the few that were really good had their mechanics added to the tools available for every developer to use. I think the point I was trying to get at is not books are bad because they're all paper with letters written on them, but no-one wants a movie where all you do is sit and read scrolling text. You've got a whole new medium and a new dimension why would you not use it? This is how I see HMD with k+m, you're using the hardware in the worst possible way, there may come a time when it's useful as a game mechanic, just as scrolling text was used as the introduction to Star Wars, or the way closed captions exist for deaf people but I don't think it's going to be the default VR experience, it'll be an accessibility experience for people who are wheelchair bound or don't have the mobility to enjoy VR the way the majority of us can and in most cases want to, and only used as part of a story very occasionally. "That explains a lot. We should end our discussion at this point. Thanks for your time. Enjoy your happy meal." I think your reaction to what I said says more about you than what I said does about me. I've tried a lot of games on PC while almost completely avoiding anything on the AAA list (at least I rarely bothered to buy them when they are new since I've rarely had top of the line hardware and I'd almost always choose to save for a new component rather than buy a $25+ game). There's a lot of choice in PC games out there, from web games to AAA, I have probably played 1000 or more different games for at least 30 seconds of each, the majority were bad (hell I've played over 200 different tower defence titles and a probably as many incremental games cause I quite like those genres and yes most of them were bad too) the average PC game is objectively bad, in all cases. There are millions of games and you can probably name every one that you'd give a 5 star rating to it may be 100 or 1000 but it's not going to be the majority of PC games, almost all PC games are going to be ones that are in genres you don't like or poor executions of things that you do. The worst games I've played in VR have largely not been what I'd really consider games but I've gone into them expecting games, they're places to stand or sit and enjoy things, experiences rather than something to interact with or a means to an end like a "game" that makes it comfy to sit and enjoy a movie with friends remotely or a "game" that's really a short film where you get to choose what bit of the scenes to focus on. And I've only played maybe 20 VR "games" in total, I've only been in VR for 70 or so hours compared to over 10k+ hours in PC games of various types, I haven't really had a chance to plumb the depths of bad VR games yet. And yet I thought it was still notable that I've not really had an experience I'd call bad among these 20, I've definitely had ones that weren't what I was expecting but nothing that I considered a waste of my time, money or efforts to explore. The question that springs to mind is If most PC games are bad why are most VR games passable or better? I'm obviously not blindly praising everything I've played, the bar I'm using is "passable", it's not all cheap fast food that satisfies the masses I'll admit there are things I like that others might not or that I dislike that others might enjoy. But that programming for VR takes more than the very basics of skills probably precludes the shockingly bad experiences from web games or flash games or unity games, while the default levels of immersion and interactivity can make even the simplest games that people choose to make come alive in a way that doesn't strictly happen with PC gaming.
  6. Almost every time I've needed to recharge my controllers it's happened because one has run out of battery mid game. I don't like over charging batteries either by leaving them on charge indefinitely or by charging them when they don't really need charging (90%-100%-90%-100% isn't great for batteries), that said when I'm jumping out of VR I always forget to check if my controllers will need charging and then put them on charge when they do Are there any utilities that will track my controller battery level and then alert me? It'd be really cool if there was something like "Your next session has a % chance of being halted by a controller battery, you should probably recharge them" as a windows notification where % is the percentile of the predicted battery time when compared to the data collected about uninterrupted play sessions 0% chance means that even if you play the longest you'd ever played in one go (with some margin of error) that the controllers will remain turned on without any problems 100% would mean that even if you have the shortest (not interrupted by controller battery failure) play session that the battery will run out I'm sure there are a bunch of other factors that could be accounted for, data trends, do certain days of the week have more play time, do certain games use more battery, are the batteries themselves degrading and so predicted failure time needs adjusting etc. that could be turned on and off but even the simplest warning would go a long way to stop some disappointingly short sessions.
  7. my bet is that they'll want to make sure whatever they recommend is good enough to solve the worries about Covid A mask between skin and the foam cover might not be enough, sweat can and will drip down foreheads through the foam and out the other side picking up contaminates on the way.
  8. "Try to convince a guy that is driving on a highway in the middle of the summer wearing black leather suit and full heavy motorcycle helmet that you don't recommend it" Motor cycle helmet is not a fair comparison. 1 a motorcycle helmet is more evenly distributed weight and while riding partially supported by the collarbone. 2 it's a safety item not a toy. 3 It doesn't actively blast your eyeballs with heat. instead they're effectively cooled by the apparent wind of riding even without fans which most modern helmets have. How about this analogy? A welder uses 3600 watts, so for every hour you spend in VR is equivalent to looking into a welding arc for 5 seconds with no face shield. "But it is much more comfortable and practical, at least for the purpose I described above." That is just subjective opinion of yours. "and games not as good as you would expected?" Are you kidding? Even the worst games I've played in VR are better than the average not VR games I've played. "The HTC set price is actually quite good, especially compering to the rest of the PC hardware these days." You can buy 2 "good enough" PCs for the vast majority of games to be playable for the price of most PC VR headsets. Your PC might cost more than that, but the average player's PC looks like this: Windows 10, 3GHz intel CPU, 8GB Ram, GTX1060 6GB VRAM, you will get better fidelity games on more expensive hardware but you don't need it. A PC even a dedicated gaming PC isn't going to do just gaming for it's whole life, you'll get 2 years out of it, and then you might upgrade parts or do a whole refresh, and the old parts will (if you're like me) end up in other computers or even as an intact second computer to watch videos on or do office work with. Or give to some kid in your family who wants to play games but doesn't need a $2000 rig. You don't have to justify the cost of any single component against just a handful of games, getting into PC VR is almost like buying a games console, it has it's own ecosystem, most of the games you own won't play on it so you'll have to buy new ones, and the hardware will only be used for games for it's whole life and more likely than not you won't try to sell it or pass it on because when you're upgrading it you'll be doing it because either it's broken or the whole ecosystem is having a refresh to updated hardware. In that context a VR headset is like buying both an Xbox and a Play Station brand new, at their launches PS4 was $400 and Xbox One X was $500 while the original Vive was $800. "And if it was more customizable on the software level I wouldn't even hesitate." You can always program your own software for it, it's just another PC component. "But can you imagine that for example, only fast-foods would be operating, only because majority thinks it is tasty, cheap and better" No I can't, but I also wouldn't expect someone to open a gormet fried chicken restaurant next door to a, serve the same KFC chicken from next door just on a fancy plate and get away with charging 10 times the price. "I think the gaming community is extremely guilty of stagnation - PC and console gamers often want the exact same thing year over year" This is exactly right, it's got to the point where there's whole gaming industries based on being copycat games. Everything from Call of Duty to Minecraft, Tetris to Bejewelled, Firewatch to Starcraft, Sim City to Theme Park World, DOTA to Cookie Clicker have spawned clones or sequels that don't fundamentally change the essence of the underlying game they just reskin the mechanics with a new story or new graphics. Almost all of the best PC games that exist right now are from a handful of concepts that have been remixed or are sequels. Fallout 3 was a sequel and everything in new vagas, 4 and 76 were iterative, deus ex is fundamentally a Final Fantasy game with a new skin, Fable 3, Call of Duty Warzone, Grand Theft Auto, Terraria, Animal Crossing, Doom Eternal, God of War, Portal 2, Overwatch, Dark Souls, Planet Coaster, Factorio. Even minecraft that's stand out one of the most original games of this millennium is essentially Lego. "but still you need to swiftly move your avatar in a comfortable for your body way" Yeah we have that, on the Vive controllers there's a track pad that depending on the game and exactly how limited you are in your ability to roam can be uses as a teleporter or a joystick to glide yourself around the environment. The cosmos controllers and valve index have actual joysticks for each thumb, you can choose to sit down in some games and move only via those methods and continue using the controller like a gun even in that same hand that controls character movement. Any and all games that want you to have more space to play in than you literally have in your play space need to solve this and so it has been done. I haven't (yet) but I theoretically could play Half Life Alyx from a chair (I might go for story mode though since ducking from things flying at my face would be uncomfortable in a chair) "I hope they realize that PC gamers like to have a choice and that we won't be neglected just because being smaller market" Every PC VR player is a PC gamer first. It is Steam VR, to participate you need an above average PC. And VR has a lot of choice, BeatSaber, Half Life Alyx, Blade and Sorcery, Creed Rise to Glory, Elder Scrolls V: Skyrim VR, Super Hot, VR Kanojo, Abode, Hot Dogs Horseshoes and Hand Grenades, Rick and Morty Virtual Rickality, Job Simulator, Google Earth VR, Universe Sandbox VR, Keep Talking and Nobody Explodes VR, Table Top Simulator, Star Trek Bridge Crew, Kittypocolypse, Lucid and more each of these is a different genre and each is a piece of VR software that will satisfy some gamer's itch it's just that none of them offer the HDM+k+m that you want. You don't want "more choice", you want YOUR choice. Almost every title I've listed is a valid way to be a PC or VR Gamer and just like you not liking say minecraft or Portal 2 doesn't make you "not a PC gamer" you can't exclude all the people who do like playing all these PC games that you "would not play those games even if i could control them with my mind" from being a PC gamer too. PC gamers is such a big market that no singular experience can be marketed to people with that title, the smaller market is you and the people who want the HMD+k+m experience and you are a small fraction of PC gamers, you don't own the title of PC gamer, maybe to get recognition you need a separate title so developers can know who you are and what you want and if you get organised you can even look like a big enough group to cater to. How about KVM-Gamers? "SteamVR saw upwards of 2 million + connected headsets in April 2020 and that's just one VR ecosystem." That's so cool I hadn't realised we'd broken even a million already xD That's 10% of Steam Concurrent's as of March or 2% of xbox sales, I still think of VR as an uncommon thing, I know or know of only a handful of people who have VR in some form or another through offline connections maybe this will become more noticeable going forward.
  9. I don't mean I'm looking to be lazy or implying you do, just that I understand the value of being able to enjoy media without getting up The experience in VR is very different, A HMD can draw as much as 5 watts of power, it doesn't seem like a lot but it can get to being radiator strapped to your face after just an hour. The same seals that keep the outside world away from VR lock the heat to your face. I get the appeal of enjoying 16 hours of Computer time without much of a break, a HMD is not comparable. I'm not saying this as as challenge I'm saying it because I don't want you to buy into VR with that 5-6 hours at a time expectation, hurt yourself and blame VR for it. Like I said those were the two I can directly compare between VR and PC. I used them as points of reference not suggestions. I get the TPP vs FPP argument but you can do that without strapping a monitor to your face. There are games that you can play FPP without VR, adding VR to them is more than simply adjusting the field of view and resolution. I do get what you're saying though. I for the longest time didn't see the point in upgrading to HDMI from SVGA, there was nothing that a small bump in resolution could add to the imersiveness of the games I played. I get too that you don't need to have FPP or VR for imeresiveness, Factorio is a 2.5D game that's so ridiculously addictive and sucks you in that many players have experiences where they start playing in the evening and then blink check the clock and realise it's 4AM and they've been playing for 8 hours. I even get what you mean with cinemas, I wouldn't go XD, I enjoy 3D but it's not a necessity, I've watched things in "4D" where they spray water or air at you or tilt the seats and I don't see the point of that at all. I'll go so far as to say I find Cartoons are generally more immersive for me than live action stuff. Being realistic is not the same as immersive. I understand that. But what is the immersive draw of VR? Being in the world? Yes but being in the world to many VR players and developers means your touch and movements having direct impact on the world, using k+m when there's this more visceral option is less than ideal. I know on one level I'm holding a controller and pulling the trigger when I pick up say a piece of paper, but it really feels like I'm holding it not because my hand feels the same as if I were holding a real piece of paper but because I can feel that my arm is positioned the same as my character's and that any little movements I could make with my arm are directly translated to the virtual piece of paper, I can without learning any special commands bring it to my face to have a closer look, turn it over or upside down, look at it from an oblique angle or anything I can imagine doing with a real sheet of paper, Even tear it, fold it or screw it up in some VR games. Like I say there may be ways to do all this with a keyboard and mouse, but it's so much more intuitive and natural in VR that having to learn these controls for a VR game actually breaks immersion. If you play on a screen then VR is an upgrade, if you play in VR bringing the k+m factor to the game is so much of a downgrade from all the other games that implement VR with controllers that those HMD+k+m games for me would be like trying to play while handcuffed, almost by definition an unwelcome handicap and less fun. So why are there none of these really ambitious games in VR yet? Is it because there's no audience? No, you clearly exist. But it might be because it's not worth making a game like that right now because the audience potential is too small. Right now there's (a minimum of) 30k ish people who own VR (based on the number of people who've reviewed beat saber on steam it might be 2x that or 10x that but 30k seems like a good number to work with) the vast majority of them play VR games that interact with the game world by picking things up, by walking or teleporting around, a set of common controls like WASD that are so instinctive that you don't need to even learn them you do them automatically within minutes of being in VR. It wouldn't take much effort to imagine that few VR players can sit at a desk and type while blindfolded or be able to reach for their mouse without glancing at it. VR controllers can be embodied as part of the game world by looking like your character's hands or something they're holding, your chair and keyboard and mouse can not. So for the vast majority of these players VR with k+m is not a game they would buy, some might but it'd be a small fraction. On the other side you have all the people who play those ambitious games with a normal screen, asking them to leap to VR by taking away the screen option while keeping k+m controls is like adding $1000 to the price tag of the game. If you're an ambitious AAA title that's almost suicide, Valve have done it with Half Life Alyx, but they also don't force you to use k+m controls. So adding even limited VR support for the game is almost exclusively going to lose you money, it costs money (lets say 1000 hours at $50 per hour) for it to be added, tested and all the bugs ironed out, but you don't really add any appeal to your game on the whole, the people who would buy the VR to play it would probably buy it without VR support, and the people with VR who might buy it is too small a pool of players to add such features. To pay for it you require at the bare minimum 10% of players who already have VR already to want to buy it when they wouldn't have without VR support which is a ridiculous notion. I think the only reason why there is the one big game, Half Life Alyx, is because for valve it's a loss leader, they can use it to get more people into Steam VR and sell them more VR games, all of which adds to their bottom line, even if they only make 10% back on the cost of the game through game sales they'll make much more through selling the index and licencing to HTC for the Cosmos and Vive pro, and there'll be a dozen game sales for each sold console over the next year too making up for it. What you're asking for isn't going to be around until VR has over a million players unless people like you passion project it yourselves. Every game that exists right now is either aimed at mass market appeal (beat saber, blade and sorcery, rick and morty virtual rickality, superhot, horseshoes hotdogs and hand grenades), test projects that're very small on the scale of the companies making them and designed to lose money while giving that company's developers the chance to expand their skills into VR for future projects (google earth VR, autodesk VR), passion projects by independent developers (Hyperbolica by Coding Parade (coming soon), Non-Euclidean Virtual Reality by Sabetta Matsumoto, Avatar the last Airbender game by Elca, Stage9 or Orville by messy desk interactive and many more) or they're hyper niche but expensive for what they are (VR Kanojo). I can see your point that you don't need the fancy hand controls to be immersive or to game but right now, to me, VR is the whole package, it's not your head in a screen it's all the controller stuff too. Anything you can play like that can be played without the need of VR at all.
  10. Oh they have three modes, sitting, standing and room-scale, but even so the games aren't designed for keyboards. And the games that are designed for keyboards don't always port well to VR. There are ways to pass through your screen to the HMD but the resolution is reduced and like with an IRL screen there's boundaries. I'm 300lb on a good day so I hope too that there will be more sedentary VR games in the future but right now I wouldn't want to be in VR for more than 90 minutes at a time anyway, the HMD can start to strain my neck so I need to decompress a bit, and I know it gets hot even sitting down and floating through google earth VR so I need a drink at least that often. There's no way that you'll be in VR for 5-6 hours at a time that's an unrealistic expectation with the current technology, it might be how you're used to enjoying some titles but not VR. That said I expect the more chilled out games to come from console not PC, there the motion controllers are entirely optional so the game makers will plan to make games that work with a HMD and only a normal controller and the developers might make those cames from the couch controller paradigm they're used to. PSVR therefore might actually be a better way to look for the more sit down VR games. I am a PC gamer, the only console I ever owned was a second hand Wii that I got mainly to try hacking the Wiimotes. I have played minecraft and factorio for thousands of hours each and I like the more Puzzly FPS games like Portal and Antichamber, but I've played fallout and fable, Civ and so on too. I waited a long while from first trying the Oculus dev kit in 2014 to believing VR was ready for me to play with. I completely understand the desire to want to play all your favourite games in VR for the immersion aspect alone, the two games I can directly compare between PC and VR are minecraft and Portal 2. Both are better in VR but I wouldn't play them in VR if I couldn't interact with the world using the controllers, if I'm using a k+m setup then I'd rather just use a screen because I've already been taken out of the world. I thought something very similar to the way you're thinking about VR when thinking about buying a projector a few years ago, and don't get me wrong I loved having my projector for films but I stopped use if for gaming at all after the novelty ran out, it's more immersive in many respects but It was a pain to get set up and again it rans hot, but the biggest barrier to play was that my computer chair was always closer and more comfy than my couch. You might think a mouse and keyboard offers you all the freedoms you could want but in VR it doesn't, a mouse has 3 dimensions of freedom, forward/backward, left/right and the scroll wheel, and the keyboard only has 2, W/S and A/D yes using all of them together you can have full freedom to move and manipulate your character or an object and with buttons you can switch what you're controlling and how, console controllers manage the same even without the scroll wheel. But VR offers you instantly 18 different dimensions of freedom for you to see and manipulate the world, your head and each hand can move left/right, forward/backward, up/down, and each can twist/turn on each of those axis independently. So while you may be down on buttons to press cause you're down to 2 types of click per hand and a track pad you end up in more control of your character and environment. So long as there's reasonable mapping for inventory access you won't long for keyboard controls for long either. For the vast majority of PC games you'll play with only 4-10 buttons, 123 for quick access to specific things, q to drop something e for inventory, space to jump, shift to sneak, then left and right click for different actions depending on your held item, all of these can be mapped to controllers. That said I rather hope that we can move to other ways to access inventory items than menus though, Half Life Alyx puts Ammo in her backpack by putting a controller over either shoulder, i'd almost be happy with that as an access and retrieval point for items and if I could say the name of an item I want (since I can't feel around in my bag) to bring that item to hand would be fantastic. You don't need, and I wouldn't recommend going really excessive with walking or running rigs you really don't need that at all, it might be cool technology for VR Parlours but it's not necessary for any VR game. The hand-waving and body moving stuffs that make a huge difference for immersion aren't the big shouty things, I mean the simple things like being able to pick up a piece of VR debris from a table and study and manipulate it as though it's real, no matter what you do or how clever you map the controls you can't emulate that feeling of "this item is actually in my hand" with k+m, and it's not a big wave your arms about movement it's a simple natural gesture. A great look at what I mean by this is the game Rick and Morty: Virtual Rickality you can wave your hands about in the air like a mad person but the controls are such that you don't need to walk around much if at all, you could probably play the game from a spinning chair with your elbows glued to the armrests, yet there's a million small things you can do that would be flattened by a k+m setup.
  11. I'm sorry to tell you You still need some tracking even for a face mounted monitor, unless you're very very lucky you'll experience motion sickness while moving your head and not seeing movement in a HMD To a certain degree you'd probably want the headset to control where you look, and maybe the mouse to do fine control for shooting, while using yet more controls for turning which way your player is facing (so you can strafe and turn with one hand). But really even if the headset could offer what you're asking for the games aren't set up for those inputs. I don't think there are many if any titles that support VR and m+k that support both simultaneously. You'll also probably be disappointed by the step-down in resolution in some respects if you're treating VR like a monitor replacement, VR really isn't there yet for a number of reasons. Your best bet would probably be the basic cosmos though -> no lighthouses and facing your desk there'll be plenty of things to track, but I really fear that you won't really be buying the experience you're after, and maybe having controllers and options to move around would bring you "to the dark side" since one of the most immersive aspects of VR is interacting with things using the hand-waving and body moving stuffs.
  12. Yeah I don't do that, my VR machine is an always on thing but if you touch your finger to the base stations you can feel the motors whirring on the insides and since that's the big thing that will wear out over time I expected them to turn off once I enabled power management (even if it takes 30 extra seconds to turn on I wouldn't mind that) I may have to think about hard powering down the base stations
  13. For some reason I can't get this to show/work I have the BT enabled but no sleep setting .
  14. methanol/Ethanol will be fine, isopropranol can dissolve some plastics. Something you could do to help protect participants -> there are removable pads on the inside of the HMD, these quickly get sweaty and would be unsanitary, you could change these out with every participant and use one (or several) person's session to bath and dry the pads a previous user used. For the harder parts of the HMD soap and water would be just as effective, so something like babywipes will be fine for the hardware. You need to be aware that no-matter what you do that these precautions will not be 100% guarantee to prevent cross contamination and to stop the spread of diseases that can be transmitted by contact. And that if you're specifically doing this because of one disease that's currently on everyone's mind then you should make sure your users are aware this is only a precaution and not a guarantee and they should make the decision for themselves whether to take the risk anyway. If I were to take my VR to share I'd be doing all this as much as I can anyway regardless of the extra diseases currently in the population I've had Conjunctivitis once and I wouldn't want to get it again or be responsible for spreading it. See https://www.healthline.com/health/infected-eye
  15. I bet you could play Pixelmon in VR -> Minecraft + Pokemon + Vivecraft don't know if there are any recreations of the maps but it might be worth a look
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