Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Rift / Vive / VR General

Doktor Best

Arcane
Joined
Feb 2, 2015
Messages
2,876

Just tried Assassin VR since luckily I bought a Quest 2 years ago instead of the Reverb G2, so now I have access to this game, which seems to be the first real exclusive. And boy, it's incredible. It's like playing a PS3-era graphic quality game, but this time inside it, with a physics engine. Everything is incredibly well-crafted, and the enhanced VR puzzles are an extra nice touch, with panels and puzzles appearing in 3D in your living room. It's clearly a big-budget game I would compare to Half-Life: Alyx.A few more games like this, and Meta will definitely win the race.

How is performance? Heard its a bit wonky which is why i held off buying it for now. Already couldnt stand Hubris with its fixed reprojection. The only game i can handle that has fixed reprojection is RE8 on PSVR2.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,496

Just tried Assassin VR since luckily I bought a Quest 2 years ago instead of the Reverb G2, so now I have access to this game, which seems to be the first real exclusive. And boy, it's incredible. It's like playing a PS3-era graphic quality game, but this time inside it, with a physics engine. Everything is incredibly well-crafted, and the enhanced VR puzzles are an extra nice touch, with panels and puzzles appearing in 3D in your living room. It's clearly a big-budget game I would compare to Half-Life: Alyx.A few more games like this, and Meta will definitely win the race.

How is performance? Heard its a bit wonky which is why i held off buying it for now. Already couldnt stand Hubris with its fixed reprojection. The only game i can handle that has fixed reprojection is RE8 on PSVR2.

Works well on Quest 2 with no slowdown, but there is a bit of artifacting. You can see the models degrading in shortdistance, but overall, it seems really optimized for that limited hardware.
 

Venser

Magister
Joined
Aug 8, 2015
Messages
1,896
Location
dm6
Aside from some low res textures it looks and runs fine on Quest 3. Some textures are laughable tho, like there are renaissance paintings hanging around but they're blurry AF.
 

Venser

Magister
Joined
Aug 8, 2015
Messages
1,896
Location
dm6





https://www.uploadvr.com/varjo-xr-4/

Varjo XR-4 Promises Mixed Reality "Practically Indistinguishable From Natural Sight"​


Varjo just announced the XR-4 series, its latest range of ultra high end PC-based headsets for enterprise and governments.
Varjo's XR-3 is now almost three years old, and the new XR-4 series brings significant improvements to the displays, optics, passthrough, and more, while reducing the base price by thousands of dollars. Like all previous Varjo headsets, it requires a powerful PC with a high-end graphics card which it must be tethered to.
Since the launch of VR-1 in 2019, the unique selling point of Varjo's headsets has been that they have retinal resolution, meaning beyond what the human eye can discern, in a small area in the center of your view, achieved via a secondary "focal" microdisplay spliced into the image of each lens.
Varjo XR-4 gets rid of these secondary microdisplays and instead uses a single 4K LCD panel per eye. Because Varjo's aspheric lenses have a highly variable magnification, much greater in the periphery than the center, 4K is enough to achieve 51 pixels per degree (PPD) in the center, close to the 60 PPD generally accepted as the threshold for retinal resolution.
Varjo XR-3Varjo XR-4 Series
Displays
(per eye)
1920×1920 in central 27°×27° (70PPD)
+
2880×2880 background (30PPD peak)
3840×3744 (51PPD peak)
Refresh Rate90Hz90Hz
Field of View115°×78°120°×105°
Local Dimming❌✅
Brightness100 nits200 nits
Color Gamut93% DCI-P396% DCI-P3
These dual 3840×3744 panels have a refresh rate of 90Hz, mini-LED backlighting for 10000:1 contrast local dimming, 200 nits brightness, and 96% DCI-P3 color gamut.
Varjo XR-4 also has larger lenses with a significantly taller vertical field of view, 105° compared to the just 78° of XR-3. The horizontal field of view has been improved too, to 120° from 115°.
As with Varjo's previous headsets, high quality eye tracking is built-in to enable automatic IPD adjustment and dynamic foveated rendering.

Varjo XR-4 demo showing seamless merging of virtual and real elements.
Varjo has also made significant improvements to the camera passthrough. XR-3 had dual 12 megapixel cameras, while XR-4 has 20 megapixel cameras.
There are two variants of XR-4. The standard version has fixed focus cameras, while the XR-4 Focal Edition has autofocus cameras that focus to what your eyes are currently looking at. Varjo says the base XR-4 can achieve an effective passthrough angular resolution of 33 PPD, while XR-4 Focal Edition can achieve 51 PPD.
That means passthrough on XR-4 Focal Edition has the same near-retinal central angular resolution as the display itself. Varjo claims this is by far the highest quality passthrough on any current or announced headset, "practically indistinguishable from natural sight". XR-4's displays have over 20% more pixels than even Apple Vision Pro, and the passthrough cameras output more than twice as many pixels per second. We haven't tested XR-4 ourselves yet though, and the perceived quality of passthrough can depend on characteristics that don't show up on spec sheets.
XR-3XR-4XR-4 Focal Edition
Cameras Resolution12 megapixels20 megapixels20 megapixels
Camera Autofocus❌❌✅
Passthrough Resolution33 PPD33 PPD51 PPD
LiDAR0.038 megapixels0.3 megapixels0.3 megapixels
Ambient Light Sensors❌✅✅
The resolution of the LiDAR sensor used to generate a real-time depth map for dynamic occlusion and object segmentation has also been dramatically increased, with almost eight times as many laser points used.
To further increase the realism of mixed reality, Varjo has added ambient light sensors to XR-4, which give developers real-time information about the lighting in the room that they can use to light virtual objects to match it.
Varjo-XR-4-with-controllers.jpg
Varjo XR-4 with included controllers from Razer.
Varjo XR-4 also has inside-out positional tracking and comes with tracked controllers in the box, a first for the company. Previous Varjo headsets required third-party SteamVR Tracking base stations and controllers, though XR-3 has had an inside-out headset tracking beta program since mid-2022.
The controllers are tracked by cameras on the corners of the visor and come thanks to a partnership with Razer. Controller-free tracking is also supported via an Ultraleap add-on accessory.
Another first for a Varjo headset in the XR-4 is built-in speakers and microphones. Varjo claims these off-ear speakers provide high-quality audio without the need for headphones, and the dual microphone array includes noise cancellation.
The Varjo XR-4 series can be ordered today, and the company says the first shipments will begin in December. The standard XR-4 is priced at $3990, around 40% cheaper than XR-3, while the XR-4 Focal Edition costs $9990.
Varjo is only selling to organizations at first, but plans to also let individuals buy XR-4 at some point in the future.
Varjo-XR-4-lineup-1.png

Varjo is also offering Secure Edition versions of both headsets for customers with "exceptionally enhanced security requirements" such as militaries and intelligence agencies, manufactured in Finland without any wireless components and priced at $7990 and $13900 respectively.
Varjo says it has already secured major companies as XR-4 customers, including Volvo Cars, Rivian Automotive, and Aechelon, which makes simulators for the US military.
UploadVR asked Varjo whether it is also planning a new version of its Aero "prosumer" VR headset, which recently had its price cut in half, or whether it was withdrawing from this market, but the company declined to answer.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,496
Aside from some low res textures it looks and runs fine on Quest 3. Some textures are laughable tho, like there are renaissance paintings hanging around but they're blurry AF.
Thats odd the renaissance paintings are never blurry during my playthrough.
 

Venser

Magister
Joined
Aug 8, 2015
Messages
1,896
Location
dm6
Valve just launched Steam VR Link so you can play Steam games wirelesly without additional apps like Virtual Desktop or the Oculus app.

https://steamcommunity.com/games/593110/announcements/detail/3823053915991825336
New: Play Steam VR games on Meta Quest 2, 3, and Pro
Wirelessly play VR games from your Steam library with Steam Link

We're excited to announce the streaming technology of Steam Link is now available on the Meta Quest 2, 3, and Pro, allowing you to wirelessly play VR games from your Steam library.

Steam Link is a free app that uses the power of your PC to stream Steam games onto phones, tablets, and TVs — and now, on Meta Quest.

Before you begin: You'll need a router with a wired connection to your PC, and a 5GHz WiFi network for your headset.

Getting started
  • Make sure Steam and SteamVR are installed and running on your PC
    • Note: You may need to restart Steam to confirm you are running the latest version of Steam and SteamVR
  • Connect your headset to the same network as your PC
  • Download the free Steam Link app to your headset.
  • The app will walk you through wirelessly connecting your computer to your headset.

Minimum requirements
Before you connect, make sure you have:
  • Router with a wired connection to your PC
  • 5GHz WiFi network for your headset
  • GPUs: NVIDIA (GTX970 or better)
  • OS: Windows 10 or newer
  • Headset: Meta Quest 2, 3, or Pro

Recommended (but not required): A broadband internet connection with Wi-Fi 6 or Wi-Fi 6E, and a computer with at least 16 GB RAM and NVIDIA GPU, RTX2070 or better.
 

Venser

Magister
Joined
Aug 8, 2015
Messages
1,896
Location
dm6
December is gonna be crazy month for VR.


4th December: Steam VR Fest kicks off with tons of demos for the upcoming games and big discounts
4th December: Among US VR (PSVR2 Release)
5th December: Arashi: Castles of Sin Final Cut (PSVR2, PCVR, Quest)
6th December: UploadVR Showcase (new game announcements)
7th December: Arizona Sunshine 2 (PSVR2, PCVR, Quest, Pico)
7th December: Lego Bricktales (Quest)
8th December: Resident Evil 4 VR (PSVR2)
8th December: Ancient Dungeon VR (PSVR2 release)
12th December: Vertigo 2 (PSVR2 release)
14th December: FNAF: Help Wanted 2 (PSVR2, PCVR)
14th December: Racket Club (PCVR, Quest, Pico)
15th December: Asgard's Wrath 2 (Quest)
?? December: Wallace and Gromit: The Grand Getaway (Quest)
?? December: Tiger Blade (PSVR2)
?? December: PrayDog's UE VR Injector Mod
 
Last edited:

Venser

Magister
Joined
Aug 8, 2015
Messages
1,896
Location
dm6


New free music pack, contains original songs made for Beat Saber by popular artists like Lindsey Stirling or Dragonforce

Hey players, we've just released update 1.34.0, featuring the new Original Soundtrack 6 with 4 songs composed exclusively for Beat Saber by the community-beloved artists: Lindsey Stirling, DragonForce, Camellia, and Far Out. But that's not all, we have one additional surprise song releasing soon after!

OST 6 Track List:

- Lindsey Stirling - Heavy Weight
- Far Out - Lift Off
- DragonForce - Power of the Saber Blade
- Camellia - Tempo-Katana

The OST 6 is a free update for all Beat Saber players and all songs are Content ID free so you can stream them without any limitations.
Along with today’s update, Beat Saber is introducing two new exclusive features for Meta Quest 3. The first lets players toggle between 90 FPS and 120 FPS for a more fluid gameplay experience. And the second adds newly retextured obstacles with improvements in visual quality and fidelity.







Jonathan Blow, the creator of ‘Braid’ and ‘The Witness is making a VR game

Creator of Indie Breakout ‘Braid’ Building Roomscale VR Game With ‘no concessions for stationary play’​


Jonathan Blow, the creator of one of indie gaming’s fomative successes, Braid, has begun hiring a team to develop his first VR game.

Before Fez (2012), before Limbo (2010), and before Minecraft (2009), Braid (2008) was one of the breakout successes in the formative years of indie game development and distribution.
Braid is a fairly basic 2D platformer, but with the twist of intriguing time-manipulation mechanics which made it play more like a puzzle game than a typical side-scroller. The game was widely praised and its success helped indie game development become… well, a thing. Braid is getting an Anniversary Edition next year.


Jonathan Blow, the creator of ‘Braid’ and ‘The Witness’

Now years after his 3D puzzler followup, The Witness (2016), creator Jonathan Blow is ready to try his game design chops in the VR realm with a focus on pure roomscale gameplay.
“This game has a boundary-pushing design and is made for untethered, roomscale play, with none of those game-ruining concessions for seated or stationary play,” says Blow.
While the game is far from a formal announcement, he recently shared that he’s looking to hire a small team of developers for the project, including a VR Lead Programmer:
Lead development of a new VR game, starting the game from scratch, using our in-house engine. This game has a boundary-pushing design and is made for untethered, roomscale play, with none of those game-ruining concessions for seated or stationary play.
Lead one other programmer and work with others at the company to build this game on a relatively rapid timescale. We’re looking for someone very motivated who can build high-quality technical systems without micromanagement.
Experience shipping VR games is a huge plus. Experience with Android and Vulkan rendering are a substantial plus (but it’s not a dealbreaker if you are fluent in some other rendering API). No C# Unity programmers please (unless you just happen to know C# and are better in a systems language than you are in C#).
Our engine and gameplay code are written in the in-house programming language created by Thekla. It is a modern systems language with high-powered features that do not cost runtime performance; we recommend looking into the language before applying.
Given the job description (“tetherless,” “Android,” etc), it sounds like the game is very likely to target Quest as a first priority, though Blow hasn’t confirmed any specific platforms of release.
Speaking to Road to VR Blow said that although this will be his first VR game, he’s dabbled in the medium before.
“I have been interested in VR for a long time. We had The Witness running on Valve’s pre-production hardware [prior to HTC Vive]. But the time was never right for me to do a game,” he said.
https://www.roadtovr.com/immersive-nba-games-quest-2023-2024/
As for why he’s looking back toward VR now? He says the hardware is ready.
“It is just more about hardware having reached a certain threshold that is pretty good now, so it will only get better from here.”
Blow says development of his new VR game is expected to begin in earnest starting in 2024, so it will be some time before we see a formal announcement.
 
Last edited:

Oropay

Educated
Joined
May 26, 2021
Messages
107
I started Red Matter 2 last night. The devs recently updated the textures in the game.



That is all.
 

Venser

Magister
Joined
Aug 8, 2015
Messages
1,896
Location
dm6
Red Matter 2 haptics and adaptive triggers are so good on PSVR2 that I spent first 10 minutes just picking up stuff and wondering how the hell can I feel the mechanical fingers on my virtual hand.
 

Venser

Magister
Joined
Aug 8, 2015
Messages
1,896
Location
dm6
Introducing SteamVR 2.2
Experimental support for AMD GPUs, visual improvements, and more!
With this update, we are adding experimental support for some AMD GPUs to Steam Link. We’ve also addressed several rough edges in the experience and performance of Steam Link.

Steam Link:
  • AMD GPUs:
    • EXPERIMENTAL SUPPORT - Recent AMD Cards with HEVC hardware encoders:
      • RX570 and newer
    • UNSUPPORTED - Older cards and cards without HEVC hardware encoders:
      • RX 6400 – No HEVC
      • RX 6500 XT – No HEVC
      • Most cards older than RX570
  • Visual Experience:
    • Enable 10-bit video encoding on AMD graphics cards with this capability
    • Enable “Advanced Supersample Filtering”. This improves video quality when using high supersampling rates.
    • HMD Interstitial performance improvement
    • Fix frame-sync bug causing extra jitter
  • Connection Issues:
    • Allow connection to proceed even in network configurations without QoS support
    • Error 200 - Allow connections for users with missing QoS bits contributing to error 200
    • Stream resets and recovery – Reduced friction related to stream resets and recovery for some networks
  • General:
    • Fix for multiple crashes particularly when under extreme load
    • Debug UI improvements
    • Reduced some log spam
    • Change headset behavior to reduce reliance on lack of motion for entering "standby" state
    • SteamVR Session End - Returns user to Steam Link start menu
    • Speed up how quickly users can click the “Connect” button when starting stream
    • Fix not updating wifi AP name on interstitial
    • Improve AMD feedback when running on unsupported cards.
    • Tweak mini graph levels in debug UI.
    • Added tongue tracking to OSC output.
    • Change way SteamVR detects/attempts to connect to Steam, to avoid issue where SteamVR thinks Steam is gone.
    • Resolved issue causing black screen in 2D UI while transitioning between activities.
SteamVR:
  • Fix for extended mode "Headset Window" not showing up in Window's taskbar
  • Supersampling - Re-enable “Advanced Supersample Filtering" for Meta headsets. This allows higher supersampling rates without causing aliasing in the HMD. Can be toggled under Advanced Video Settings. Note: This does not apply to Virtual Desktop.
  • The ‘VR Dashboard on System Button’ advanced setting is now only visible in the desktop settings menu
  • SteamVR desktop widget Always On Top temporarily disabled while viewing desktop or 2D app in headset.
  • Fix for dashboard switching to facemouse mode when dismissing theater screen.
OpenXR:
  • Fixed a memory leak where calling xrDestroySwapchain on a Vulkan swapchain would not free memory.
  • Proper D3D12 swapchain usage flag handling (including UAV support).
  • Mipmap and sample counts are now obeyed for D3D12 swapchain image creation.
 

Venser

Magister
Joined
Aug 8, 2015
Messages
1,896
Location
dm6
Steam VR December 2023 survey: VR headsets
Expected Quest 3 would already overtake Rift S. Wonder how long it'll take it to reach 2nd place.

GC2Yce7WwAAK6q0
 
Last edited:

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,259
Praydog plugin released it is apperently uber easy to convert game into full VR as long as it is ulreal engine game. Dude work in REengine was already legendary but this is nuts.

LINK

 

Venser

Magister
Joined
Aug 8, 2015
Messages
1,896
Location
dm6


Bigscreen Beyond style headset but with a general face mask and motorized IPD adjustment (no eye tracking). Still in prototype phase.

  • 1.3inch Micro OLED 5.2K(2,560 x 2,560 x2) 10bit HDR/120Hz
  • FOV over 100
  • lighthouse tracking
  • price not decided yet but will be under $1700
  • microphone
  • fall 2024 release
  • fall 2024 release
https://en.shiftall.net/products/meganex-sl
 
Last edited:

Venser

Magister
Joined
Aug 8, 2015
Messages
1,896
Location
dm6

The Walking Dead: Saints & Sinners Has Grossed Nearly $100m Revenue​

HENRY STOCKDALE
16 JANUARY 2024

The Walking Dead: Saints & Sinners series has earned nearly $100m in revenue since its debut.
Originally released four years ago, The Walking Dead: Saints & Sinners gradually made its way to multiple platforms, receiving hefty post-launch updates like the Horde Mode and Aftershocks. Announced in a press release, Skydance Interactive revealed that including Chapter 2 - Retribution, the Saints & Sinners series has earned nearly $100 million in revenue since January 2020.

The news coincides with today's release of the Saints & Sinners' Quest 3 update, which we got a fresh gameplay reveal for during last month's UploadVR Winter Showcase. While Saints & Sinners could already be played on Quest 3 through backwards compatibility, this update adds dynamic shadows, expanded draw distance, higher environmental detail, further zombies in open areas and more.
The Walking Dead: Saints & Sinners is available now on the Meta Quest platform, PC VR, PSVR 2 and Pico.

https://www.uploadvr.com/the-walking-dead-saints-sinners-revenue/
 

ADL

Prophet
Joined
Oct 23, 2017
Messages
4,100
Location
Nantucket
Picked up a Quest 3 bundle from Costco today. Protip: They don't consider it an electronic so you can return it for life no problem. Steam Link app was laggy in fast paced games like Beat Saber and Pavlov deathmatch, however using the $25 gift card from the bundle, I picked up Virtual Desktop for $20 and I haven't been experiencing any discernible lag over my WiFi6 router at full bit rate/resolution using the AV1 10-bit codec (currently exclusive to RTX4000/RX7000 series GPUs).


Gonna check out Asgard's Wrath 2 which came free with the bundle https://www.costco.com/Meta-Quest-3-128GB-with-Asgard’s-Wrath-2-Game-Bundle.product.1773421.html
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom