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HTC Vive Owners Thread

While not quite as aesthetically pleasing as Kyle's tour de force solution, I used some of this stuff to secure the bottom of the breakout box to my desk:

tape.jpg

And then used some zip ties, a carabiner and some tightly wrapped velcro cable straps to create a strain relief setup which prevents Raw Data VR gaming "panic lunges" from ripping the cables out of the breakout box. Looks something like this:
Vive cable mount.jpg
 
You guys know that the vive comes with an adhesive strip for the link box, right?
 
Bought H3VR and I have to say it's really good. It's basically a Gun Simulator and it's really well done. I was sold after I watched the last devlog. The guy put in a lot of work into it and now after playing it I really want to buy that hand grip prototype new controller for the vive he was talking about just for this game. :) I spent several minutes just trying to figure out how to chamber some of the guns and eject the ammo clips lol.

I like Raw Data now but it still has some performance issues for me and the 4 times I played it this free weekend it crashed 2x and I am only on mission 3. Still fun though a better use of VR than Gunlock which is also a wave shooter type. Raw Data is more Wave Shooter + Tower Defense type game. I'll probably end up buying it today cause it is worth the sale price of $30 and I probably won't get to play it again till later after the free weekend ends.
 
One of if not favorite games is H3VR. As you said the Dev has a passion for this game and it shows.
 
Just got my setup finished the other day. Wohooo!

So I've taken advantage of the free weekend for Raw Data, but is there much more single player action apart from more and increasingly difficult waves at the data extraction point? I enjoyed the first level, ducking and weaving and being stalked by the looker bots... it's a nice first/early look at potential VR mechanics. But I'm not much into multiplayer (or shooters to be honest, although VR may change that!) so not sure it's worth the current $30 to me if the campaign is more of the same.

On another note, my ye olde 2500k with stock cooler seems a little.... strained. I think performance is ok but the fan is confused ;) I'll probably see what Zen brings in either performance or price competition driving down Intel before building something fresh.
 
Ok found the time to play another level just before the free weekend expired. I think it's worth a buy for me as long as they can fix stability (crashed at least 3 times already). Haven't gotten to the turret defense stuff so that should add another dimension... and I seriously love tower defense games.
 
I got in some decent time with Raw Data as well...co-op is WAY better than SP, and feels way easier too. I don't think the number of enemies scales for co-op.

Crashed as we were about to start the 4th mission. :( Performance is still pretty bad, but it was playable(ish).
 
Raw Data seems cool but not a purchase for me.

Bought Onward today. Holy shit that is fun. My favorite VR game to date.
 
WTF!?! I got tired of waiting for aftermarket 1080 TI or Vega (want quiet cards) and got myself a MSI GTX 1080 Gaming X card. Tested it yesterday and regretted immediately that I didn´t upgrade before. The difference was much bigger then expected, especially in The Lab archery, which autoadjust graphical settings according to hardware. Suddenly the people attacking the gates became sharp from a distance. This was an upgrade from a GTX 980. So much time wasted that I could have spent enjoying my HTC Vive more!

It suprised me a bit how much more it adds to the experience. I was a bit stuck in monitor gaming, where it matters less if you turn down some eyecandy. Just an input in case others are stuck in "the old ways" as well. :)
 
Steam Halloween Sale going on right now. Some good VR games on sale. If anyone doesn't have Chair In A Room, it's a must for the Vive!

 
From everything I've heard, Async is Valve's version of Oculus' ATW. Supposedly the same thing.
Yeah, I get it, but I generally don't rely on "everything I've heard" when it comes to trying to understand it for analysis.
 
Thanks for the heads on on the sales. I'll pick up Chair In A Room for sure.

Anyone have other recommendations?

Edit: Ok dropped $66 already so will call time unless there are especially enthusiastic recommendations ;) A nice addition of 6 varying VR games and experiences to add to my nascent collection.
 
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I tried out the SteamVR beta with Async Reprojection and used Raw Data to test. Cranked up all settings to Epic and SS to x1.5 res. With my GTX 1070 OC I didn't notice a big difference. Still got the 90fps head movement with current rendered objects(moving my hands) still looked 45fps. Maybe it was a little bit smoother, but not sure.

Huacanacha
SPT, Vanishing Realm, Pool Nation, Chair in a Room, & Brookhaven are my recommendations that I own in that sale group. My wife just brought Fruit Ninja and I found that much funner than I had expected. Also picked up Island 359, Boo Breakers(for my
Daughter), & Ghostown Ride. Only tried Ghostown(not on sale)it's only about an hour long, but was really really good.
 
I tried out the SteamVR beta with Async Reprojection and used Raw Data to test. Cranked up all settings to Epic and SS to x1.5 res. With my GTX 1070 OC I didn't notice a big difference. Still got the 90fps head movement with current rendered objects(moving my hands) still looked 45fps. Maybe it was a little bit smoother, but not sure.

Huacanacha
SPT, Vanishing Realm, Pool Nation, Chair in a Room, & Brookhaven are my recommendations that I own in that sale group. My wife just brought Fruit Ninja and I found that much funner than I had expected. Also picked up Island 359, Boo Breakers(for my
Daughter), & Ghostown Ride. Only tried Ghostown(not on sale)it's only about an hour long, but was really really good.

Did you disable interleaved reprojection? If you have both enabled then it will still drop down to 45fps if you're not hitting 90 most of the time
 
Did you disable interleaved reprojection? If you have both enabled then it will still drop down to 45fps if you're not hitting 90 most of the time
Ok I had to go into SteamVR desktop settings and disable Interleaved Reprojection and allow Async Reprojection only. I re-tested in Raw Data with max setting, SS x1.5 res, with my GTX 1070. Now I can definitely see the difference. Head movement is actually the same in both methods. The active rendered object(hand movements) is the big difference. While Interleaved is visibly 45fps, Async looks like it's mostly 90fps with an occasional skip every so often. Its not a perfect, but looks so much better than Interleaved! Great job Valve!!
 
Much respect for the technical prowess and accomplishments that Tim Sweeney has made in the PC gaming industry, but damn, he is one hell of a poor public speaker. His speech/delivery and those of many of the other tech guys from Steam would be sooo much better and more impactful if Steam simply hired a speaking coach for these guys just for a day. It's really hard to focus on the message when the delivery is this bad.
 
Much respect for the technical prowess and accomplishments that Tim Sweeney has made in the PC gaming industry, but damn, he is one hell of a poor public speaker. His speech/delivery and those of many of the other tech guys from Steam would be sooo much better and more impactful if Steam simply hired a speaking coach for these guys just for a day. It's really hard to focus on the message when the delivery is this bad.

Who cares? Elon Musk is a stuttering mess in public and people still idolize him.

The audience of these videos is tiny, the impact wouldn't change if obama had given them speaking lessons
 
Obviously you don't, which is fine. I just find it really distracting and it shifts the focus from the content of his presentation - promoting VR and open hardware/software.
 
Im thinking about picking up a Subpac M2 to use with the Vive. Has anyone tried it? The "bone conduction" body tactile feedback is said to add tons of immersion to VR. Almost like the game can really reach out and touch you! Don't know if I could handle it with horror games.

 
Cool idea but the price point is a bit much for what it does, IMO.

If it was about half that I'd seriously consider it.
 
Cool idea but the price point is a bit much for what it does, IMO.

If it was about half that I'd seriously consider it.
Exactly. Been looking for a $200 or less deal, hard time finding it though. Maybe for Black Friday.
 
I was surprised with the lack of audio solutions on display at VRDC, with the exception of an odd super villain rotating dome chair with built in speakers.
 
This appears to be modern SLI with PhysX.
I read about experiences of PhysX with 10xx cards a few months back, for none VR games.
They reckon you need to have 3 cards to get dual card SLI because one will always be taken up by PhysX.
I have no experience of this though, passing on what I read.

If so it looks like NVidia have drastically scaled back support for SLI.
They no longer recommend higher than 2 card SLI which means if you get a third, chances are it wont be much good except for PhysX.
That and lower end cards no supporting SLI at all.
mGPU with DX12 may help but devs need to support it.
 
As Nenu stated, you'll need three cards, the first two in SLI. From Nvidia's VR Funhouse press release, I've highlighted in red the key part of their rather cagey requirement language for you:

"If you've got two identical GPUs and a GeForce GTX 980 Ti, or higher, dedicated to PhysX, VR Funhouse will activate VR SLI, enabling GPU 1 to render to the left eye in the VR headset and GPU 2 to the right eye."

So, you've got to have 3 cards for their flavor of VR SLI for this demo, with the third card sitting by itself dedicated just to PhysX.
 
Thanks for the responses. Wow! That is ridiculous! I need a 3rd GPU for one demo! LOL! Oh Nvidia. Well hopefully Serious Sam will support VR-SLI mGPU properly when released in a few weeks. Maybe I'll try mGPU out on Tatoonie, that one doesn't have PhysX to mess things up.
 
So I tested Star Wars Tatoonie and VR-SLI mGPU worked properly. GPU use was indeed equal to both cards. At least that gives me a little hope for a more robust mGPU future.
 
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