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What it's like to spend 40-50 hours in VR every week

blog.immersed.team

331–340 of 461 posts

Re: What it's like to spend 40-50 hours in VR every week

#331
post #30

Earlier quoted context omitted.

> The Quest 2 is really cheap But it requires a FB account right? Or is there a way to use it without one?

Yep, according to the FAQ [1]: > Quest 2 requires everyone to use a Facebook account to log in. > If you are an existing Oculus user and have an Oculus account, you will have the option to log in with your Oculus account and merge your Facebook and Oculus accounts. I can't speak how enforced these are, but even if it's a soft requirement for now, it's enough for me to avoid it. Pity, since it seems pretty good tech w…

Yep, that rules that out. It is a competitive space, I'll wait.

Re: What it's like to spend 40-50 hours in VR every week

#332

The Facebook angle to this sounds absolutely heinous, but just what have they done to lock the headset to Facebook? Is there some kind of secret handshake/encryption going on? If someone from the Evil Empire was here, it would be interesting to get some notion how Facebook checks identity. Is there some huge glom of software that compares online activity, public records, phone records, bank records, credit records, e…

As a device that's essentially a smartphone with some extra hardware/custom software, I would imagine that's like asking "what has Apple done to lock the iPhone to iOS?" or "what has Sony done to lock the Playstation to only run Playstation software?"

If you think of it less like a monitor and more like a game console or a phone with a locked bootloader, then it's easy to see how you can require account auth in order to use the built-in software.

Re: What it's like to spend 40-50 hours in VR every week

#334
post #41

As someone who has spent quite some time tuning their VR setup for iRacing, I highly recommend the Pimax headsets (Pimax 8K X has dual native 4K). Best resolution and FOV, decently priced, light software, and surprisingly great support. I 3d printed some supports to mount a vive headstrap to it, and removed the vive headphones in favor of Airpods. 200 degrees of FOV @ 75hz would be incredible for work with a far supe…

What do you mean by light software? Are they not just dumb displays?

I mean literally that the PiTool running in the background takes like 10mb of memory. I've seen a lot of reports from friends and online in the sim community that their beastly systems can barely pull 90fps steady in the G2/Oculus headsets, meanwhile I'm at almost double the FOV at 120hz steady, maxed, on a worse system.

We've tried everything we could to get their headsets to run smoothly. There are multiple guides in the iRacing forums about combing through every line in all relevant .ini files, setting up windows, nVidia settings, etc.

Re: What it's like to spend 40-50 hours in VR every week

#335

I'd be very afraid to fry my eyes. I can't imagine strapping a bright display at 10cm from your eyes, for hours on end, won't lead to eye issues later on in life. I already feel strained after using a headset for an hour.

Using my phone is frying my eyes today. I am getting lots of eyestrain and blur from too much phone time. Once I got a Quest 2, I substituted enough screen time that my eye strain issues went away. Not saying there will be no long term effects, just that today in the here and now, my eyes feel better using VR for an hour or 2 a day.

Re: What it's like to spend 40-50 hours in VR every week

#336
post #313

> The trip from video encoding on the PC, over the WiFi, and display in the headset averages about 3ms for me, using a 5ghz access point that’s several years old. Wow that's pretty impressive, especially considering the 4K main screen + additional virtual screens used. I wonder how you get the latency this low. 3ms means no buffering at all, neither during encoding nor decoding. The best I could achieve so far is a l…

I had major issues getting the latency down to something reasonable, so didn't end up trying immersed for more than 10 minutes.

Re: What it's like to spend 40-50 hours in VR every week

#337

The Facebook angle to this sounds absolutely heinous, but just what have they done to lock the headset to Facebook? Is there some kind of secret handshake/encryption going on? If someone from the Evil Empire was here, it would be interesting to get some notion how Facebook checks identity. Is there some huge glom of software that compares online activity, public records, phone records, bank records, credit records, e…

As a device that's essentially a smartphone with some extra hardware/custom software, I would imagine that's like asking "what has Apple done to lock the iPhone to iOS?" or "what has Sony done to lock the Playstation to only run Playstation software?" If you think of it less like a monitor and more like a game console or a phone with a locked bootloader, then it's easy to see how you can require account auth in order…

The underlying question is 'what would it take to break the device free'.

Re: What it's like to spend 40-50 hours in VR every week

#338
post #68
post #41

Earlier quoted context omitted.

What do you mean by light software? Are they not just dumb displays?

There's no real avenue for a "dumb display" to work as a 6DoF headset, and even back in the DK1, 3DoF days you'd still end up needing some software (mainly drivers) for things like the gyroscope.

If I remember correctly, weren't the early ones at least more akin to this? I have a DK2 sitting in a box somewhere. Ordered it to mess around with and it was cheap enough that I could risk not getting a ton of use out of it.

I seem to remember that it was mostly done on the computer: IR emitters on the headset for tracking with a sensor/camera to receive the positional data to be processed by the computer. Then the generated output of the "camera" was sent to the display sitting behind the lenses.

There was definitely processing going on and you did need drivers/software. I'd imagine you could still use it with not much more than some lightweight drivers/software to process the positional data and render the appropriately distorted output.

Re: What it's like to spend 40-50 hours in VR every week

#339

How does compare Oneplus 9 pro wiith its 120hz screeen in a vr helmet to quest 2? Anyone tried both?

I have not tried the OnePlus, but every phone VR I have ever seen is only 3 degrees of freedom. The Quest 2 is 6-dof, which is a game changer for comfort, presence and experience.

Re: What it's like to spend 40-50 hours in VR every week

#340
post #144

Earlier quoted context omitted.

Is there some basis for thinking that? AFAICT your eyes/brain seem to overlook the physical location of the screen and are tricked into variably focusing based on simulated depth.

It's not just focal distance, but also accommodation and general eye coordination. (Today's) VR screws up your visual neurological systems and studies show this: https://www.sciencedirect.com/science/article/abs/pii/S00036...

Are "focal distance" and "accomodation" separate issues? Isn't accomodation focusing on an object at a certain distance?
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