deadcade
@deadcade@lemmy.deadca.de
- Comment on Are there games with real collision detection? 2 weeks ago:
This is not standard for a ton of reasons, just look at TABG. Boneworks/BONELAB are two more games that behave somewhat similar, but they’re both VR titles.
- Comment on 10001 2 months ago:
As in, 0x11 is 17 in decimal.
- Comment on Clipped it blud 2 months ago:
No, this is Patrick!
- Comment on PlayStation VR2 PC Adapter Features Trailer 4 months ago:
I don’t own one, so I can’t guarantee the following: Compared to other PCVR headsets, the screen is very high quality, the tracking is easy to set up, it’s not a facebook headset, and the price is still very good compared to other non-facebook offerings.
Eye tracking on PC would’ve allowed for “foveated rendering”, a technique where only the part you are directly looking at is rendered in high quality, with peripheral vision rendered at lower resolution. Even very powerful desktop PCs are going to struggle rendering the full resolution of the PSVR2s displays.
Please look up reviews, and check if the headset is compatible with the games you want to play, before purchasing one.
- Comment on PlayStation VR2 PC Adapter Features Trailer 4 months ago:
Of course it would be less than on PlayStation. Game developers on PC don’t have features like headset feedback and adaptive triggers built into their games, and the standard VR protocols (afaik) do not support stuff like that.
The main thing that’s disappointing is eye tracking being unavailable. There’s no technical reason for them to not expose that, and would’ve made the PSVR2 one of the best PCVR headsets.
- Comment on PlayStation VR2 players can access games on PC with adapter starting on August 7 6 months ago:
It really depends how the release turns out. Eye tracking is often used in social VR games like VRChat, and it can help increase peformance, but that often requires setup. The other “features” are not standard or completely lacking in PC VR, like “headset feedback” or adaptive triggers. These wouldn’t be used in any games even if the hardware/software was capable of it.
Compared to the Valve Index, the PSVR2 has a higher screen resolution, OLED, no finger tracking (different controllers), and inside-out tracking instead of base station tracking. It looks like a really good option, at a really good price (compared to other “consumer” PC VR headets like the Index). From what I can tell, you’re not really “missing” any major hardware features when using PSVR2 on a PC compared to an Index (depends on implementation, will be obvious at release). Although the lack of eye tracking when the hardware is capable is kind of a bummer.
Wait this one out for initial reviews, but if those are good, the PSVR2 seems like a very good option for PC VR (Although only “casual”, like playing games, social vr, etc. compared to “competitive” like very high level play at Beat Saber, shooters, etc).
Do note that this is just looking at PC VR exclusive headsets. “Standalone” headsets like the Meta Quest lineup offer similar VR hardware specs at a similar or lower cost. These come with the downside of having to “stream” from a PC rather than using raw display output (for games not natively supported on the headset). The privacy aspect of standalone headsets needs to be considered too. Most run a version of Android, which comes with just as much (or more) telemetry as an average Android smartphone.
As for being tethered, you get used to it pretty quickly. The main problem is that the cable is being used, and will break after some time. They are often expensive to replace, like on the Index. With standalone headsets, the cable is often USB-C and a lot cheaper to replace. I don’t know how replacement cables for the PSVR2 are handled.
- Comment on Beeper couldn’t bring iMessage to Android — but it can still make a great chat app 8 months ago:
I don’t have a direct source other than the source code of the software they use: github.com/mautrix/signal
When using one of their “cloud hosted” bridges, the bridge software (that connects between Matrix/Beeper and other protocols) has to read all message content. Otherwise, it’s impossible to bridge to another protocol. E2EE becomes end (other users) to bridge (beeper) encryption.
With “local hosted” bridges, E2EE stays intact, but messages can’t be sent/received if the device hosting the bridge is unavailable.
In the future, with MLS (a different E2EE protocol), it could be possible to keep E2EE even when bridging to Matrix on cloud hosted bridges.
- Comment on 25 FPS default to 50 Hz instead of 75 (OLED) 1 year ago:
What difference does it make updating the screen 75 times per second if you’re only getting 25 different images per second? The OLED screen (iirc) doesn’t visually change during every screen refresh (if the displayed frame is the same). Limiting to 25/50/75hz would have zero visual difference at 25fps, but would draw more power at higher refresh rates.
- Comment on Steam News - Introducing SteamVR 2.0 1 year ago:
I did buy an index and I wouldn’t be able to go back to full “inside-out” camera tracking. Just doesn’t work for some games.
- Comment on Steam News - Introducing SteamVR 2.0 1 year ago:
This is a very rushed update. SteamVR on Windows will be lacking some features a lot of people got used to, but it runs. (Main one I ran into so far is screenshot management, but a lot of the big picture mode UI is not accessible due to a controller being required to push buttons)
SteamVR on Linux however, is a complete mess. It was also a mess on SteamVR 1.x, but 2.0 broke so many things. Launching any of the included apps such as room setup, changing settings, taking screenshots. I really hope they add the last 1.x version as an update branch for compatibility reasons, 2.0 is simply not ready on Linux.
Also, good luck everyone on the keyboard. It’s supposed to have support for using multiple controllers, but it has been dropping and duplicating keypresses for me.
- Comment on Unity adding a fee for devs for each time a game is installed, after certain thresholds 1 year ago:
Ah yes, because it’s that difficult to spoof a new PC. You can run a tool similar to a kernel level anti cheat “ban bypass”, run the game, and cost the developer up to 20 cents. With a relatively simple script, this can be done many times per hour on a single PC, easily racking up cost for the developers.
This is a bad idea, no matter how you implement it. If it goes through, it will be abused.