Author Topic: What games are you playing?  (Read 114186 times)

September 06, 2020, 03:32 AM
Reply #370
I will bet borrowed money that within 2 years someone will come up with a wireless tether for a VR headset, assuming this hasn't been done already. Eventually the whole notion of tethering will be in the history books. Mark my words.

Exists for Vive, and there is an entire headset(Oculus Quest) that is 100% wireless with a 'phone' built in, that you can connect to a pc. :) Although visual fidelity is lost if connected to a pc and it will be wired at that point.

Please answer this for me: Assume you're playing a game with 2 1920x1080 monitors. Does the game have to support 3840x1080 (i.e., 2 monitors) natively, or can just about any game be made to do this.

You can often patch games to force support it and even if it is supported it may have issues,  issues like a map being on the furthest left of the left monitor, and the health on the bottom right, making you turn your head a lot and missing out on information.
You can also set up the monitors to act as one large monitor, but that removes some functionality and can make it hard to have the game on just one screen.

Similarly, if you're on a VR headset does the game have to support VR natively in order to be played? Naturally I'm asking because the game is on the computer and the VR headset is tethered to it.
You can force patch some games to support controllers etc.
To my knowledge next to all games can be played in Theatre mode. Meaning you have a virtual monitor inside of the headset and you play with keyboard and mouse.

The "least supported" game I've played is Dirt Rally, it allows you first person cockpit view where you can turn your head. But goes back to theatre mode in menues and no VR controller support. You have to use an xbox controller, keyboard mouse, or steering wheel.
It's however one of the most enjoyable experiences. I wish I had a steering wheel for it.

My biggest wishes for VR to come is:
Eye tracking, to track which area of the screen to force higher anti aliasing on and dynamic resolution.
Decreased heat from the monitor inside the headset/better vents.
Higher pixel density with more consistent blacks. (Every pixel is slightly different shade of black)
Less God-Rays.
Get it lighter and cheaper.
Higher durability of controllers/Headset.

It feels like everything on my vive is broken. Here's a list:
Track pads click function (Self repaired)
Assembly between top ring and main frame (Plastic clips broke off)
IPD slider on headset (Adjusts width between eyes)

Here's a few "Do Not's" in VR:
Don't do headstands.
Don't run.
Don't flail with your arms. (I recommend avoiding games like Beatsaber unless you have a very big area.)
Don't have guests.
Check out this and you'll find some 'do not' stuff: (VR to emergency room reddit)

September 10, 2020, 10:03 PM
Reply #371
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Based on what you're telling me, I predict that some day soon someone will come up with a VR headset that is totally independent of the PC, with its own OS and all the trimmings. They'll also use different materials to make them lighter and generally easier on the user. Existing games will slowly be ported to that platform. I know this sounds like a difficult thing to do, but I also know that in this business technology moves at light speed. To give you an example off the top of my head: when 32bit first came out, in a magazine I was reading it said: "32bit offers and unbelievable 4GB of memory -- a limitation you will absolutely never exceed in your lifetime"!