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Discussion in 'VR & Head-Mounted Displays' started by Chaos Machine, Apr 6, 2016.
Ah hmm I wonder why. Hope they get it fixed.
I just hope that this headset comes with a pretty girl to play PC games with
Having recently got my HTC Vive, I can say that it is incredibly awesome! VR really is something that needs to be experienced before you can make judgements on it. Love me some Hotdogs, Horseshoes, and Hand Grenades!
Holy! Just came across this thread yesterday on Reddit and the difference is amazing! By pulling off the bottom bits of foam and angling them a little bit downward. Can't believe the difference it makes, might not work for everyone, but it changed my Vive drastically.
Will have to try that out. Did he cut the foam on the bottom?
Nope, it's just literally pulling the foam bits downward a little bit and pushing it back onto the velcro backing.
Just won on EBay high bid for a Vive Pro, $480. Should have it next week. Hopefully that will work out. Comes with the new style breakout box. Now I have to figure how to hook it all up using the current setup.
Any word if [H] is going to review the Vive wireless adapter ?
That’s an awesome price. Should integrate pretty easily... just make sure you turn the new breakout box on. That threw me for a bit and I started freaking out that it was broken.
Also just won a bid on eBay for an almost new Vive Pro but got the complete set-up for a little over $900. (About $50 shipping though) Considering I was thinking about spending about $300-400 more than that i'm pretty happy.
Plug her in and was having frequent tracking issues, turned out to be a conflict with the Logitech wireless gaming mouse. After unplugging that it ran perfect.
The sound quality is crap, worst then I expected. Resolution increase was most welcome and more usable. No sound jack? Still overall a nice upgrade.
Comfort is a mixed bag, I like the original strap method better than the welding helmet type. The ear muffs are uncomfortable. Headset does feel lighter and moves better with you.
The image quality improvement makes these worth it, rather nice. Still I think $500 is pushing it and $799 is ridiculous
Yeah MSRP price was a bit steep. I can actually fully enjoy games with the Vive Pro. The regular Vive... the screen door effect bothered me. And rediscovering games was fun. Did not even realize you could shoot lasers to stop them in space pirate trainer.
I find the sound fine personally but I am not picky.
For comfort I have to move the part on the back of your head higher up than what I would have thought. It was fine once I figured it out. It’s really nice for quickly swapping players (which I do since I have multiple kids).
No idea on that, but I have one and love it. If you have any questions feel free to ask. Here are my impressions.
1. Being unteathered is better than I expected. I mostly wanted to not deal with a tangled cord or having to be mindful of how many times I turn left verses right. It solves that. The great part us removing the immersion breaking interruptions of the cord. I can loose myself in the moment of the game more. Isn't that what VR is about?
2. For whatever reason the wireless adapter adds considerable cpu overhead. If you are on the low end of recommended CPUs for the vive, the wireless will make a big performance impact. I had a i5 3750 and it dis fine with wired VR, but some games took a real performance hit with wireless. Some were still fine, some noticeably slow or were pixilated occasionally, and some unplayable due to lowest settings and still dropping under 10fps. I upgraded to a ryzen 2700. That was a night and day difference. I can run all my games at highest settings with great framerates. I really cant tell a difference wired or wireless now.
3. White screen. Playing games the headset does on occasion drop to a white screen and the game pauses for 5 to 10 seconds because steamVR lost connection to the headset. It usually starts back up. This may be because I am still dialing in my new OC on cpu and SLI cards, so that might play into it. I get this maybe once every 6 to 8 hours of play. That's not what I consider frequent. Also note before I got the wireless, when playing energetic games I jerked the wired connection to the headset loose at least that often already Haha.
I did get the enhanced audio HMD strap for my Vive. That is great and provides a solid mount for the wireless unit.
You know they make a kit to hang up the cord? Works awesome. And is $20.
Does it still twist up if you turn in to many circles?
The room I'm in has track lights that hang from the ceiling also. Would be hard to hang the cord high enough but not be in the lights.
Moving the lights, not an option. The woman of the house likes them. That's not a fight I'm gonna pick ha.
Not sure, never really tried running around in circles.
I love it though. I just hope that the other tracking methods are as good being wireless. The cord does not bother me at all.
I dont think the tracking changed at all going wireless. I didnt notice any change at least.
I had the hooks from Amazon... Finally got the wireless kit and it changes everything. It reminds of that day when I got my first SSD drive. You can't live without it after trying it.
I bought the wireless adapter before realizing it required a pcie slot. I have the VR setup downstairs where I have a big open space with a nice surround sound system and have just been running it off my 1070 equipped laptop.
I have the retractable pulley kit from amazon but the ceiling downstairs is really low. I haven't been able to configure it in such a way that I can comfortably move around the room and not get tangled in it. >(
Anyone here have a Vive Pro? If I'm used to the Rift, am I likely to like this, if one sets aside the cost?
The only game I play with any regularity is Elite Dangerous, and this game really suffers from the low resolution of the Rift. It has metric whacktons of text, and they keep adding more and more with each update that is really small and difficult to read. I'd also really like the option of going wireless, as the cable mess from trying to play stand up games with my Rift is kind of a drag.
Did you raise the AA on your Rift? I have mine set to 1.5. Might help? Do you have the cord coming from the ceiling? It is awesome.
The Vive pro would be a good upgrade. From what I have read it's about 25%? Lighthouses work farther and wireless which is nice. Not sure on better tracking?
There is wireless adapter for Rift too.
I've thought about that. It would obviously be cheaper, but I wouldn't get the higher resolution then, and it's really the higher resolution that I want.
Also, I'm not super in love with the ergonomics of the Rift, and I swear to God the screens in mine are installed like half a degree cockeyed. That, or it's level and my head is cockeyed, heh.
I attempted the vive wirelesss adapter with a m.2 to pcie adapter on an mITX board and it failed miserably.
I am in the market for a new Ryzen microATX board. I am looking for recommendations for one that WORKS with the wireless adapter. You would think HTC would put this information out there and maintain a list...
What happened when you tried to use it? Just not detected at all, or poor performance?
Some googling indicates that what it's looking for is a PCI-E 3.0 1x slot.
No detection. It got powered and other cards worked fine (wireless nic pcie 1x).
Just not the Intel WiGig card shipped with the adapter.
Edit:. I'm looking at a new build with ASRock B450M Pro4.
Proud new Vive Pro owner here. I also have (and love) an Oculus Rift
* When this works, it's fucking awesome. The resolution difference is noticeable.
* Super comfy for me (a skinny white person)
* The HMD feels flimsy - disappointing for $1400
* I think the tracking is better than Oculus', particularly of the handy twiddles. It seems less jittery
* Speaking as a professional airborne lidar surveyor, the idea of real-time quasi-lidar tracking of objects in my house is unspeakably cool. Especially these new boxes with what I assume are palmer scanners.
* The handy twiddles themselves aren't as good as Oculus.' What is the grip button on these even for?
* Oculus really makes HTC and Valve look like amateurs, software wise. The Oculus software just works in my experience, whereas the Vive Pro's really took some fiddling to get working, and even then it just kinda hangs all the time. The VR house thing in particular takes an unacceptably long time to load.
Been following this thread as I'm in a quandry as to my next VR upgrade route. I have the original Vive and have added the deluxe audio strap and a leather insert that is specifically made to help better fit smaller heads. I also recently got a 2080 Ti, which allows me to supersample and increase the resolution in games considerably. So, do I:
1. Get the wireless adapter? No cords would be nice, but worried about any extra weight on the goggles and also the wire down my back to the battery pack (crumb buns, I'll have to wear pants).
2. Get a Vive Pro (headset only) with wireless adapter? Resolution even better and any supersampling is an extra bonus. But comfort still a concern.
3. My biggest issue--by far--is headset comfort. I'm a small girl with a small head. I can't game for too long due to discomfort issues and I *always* get groove marks on my face from the headset. I do wear glasses, too, although I got a cheap/small pair of Zenni's to use specifically for VR, and that has helped. Maybe a different headset: Oculus? Pimax?
It comes down to money. The Vive Pro is going to look the best. The Rift from pics does look better than the regular Vive.
If you have the money I would go with the Vive Pro. I would go to https://widmovr.com/shop/ and get a prescription insert. I have one for my Rift and it is just awesome.
For the HMD you can try different accessories I am sure, or even come up with your own?
Actually, the Odyssey+ looks the best (having tried both it and a Vive Pro). It has the same screens as the Vive Pro, but some extra secret sauce that smooths out the screen door effect. It probably won't fit her, though, if the OG Vive is too big. I have a relatively narrow head for an adult man, and the Odyssey+ was really uncomfortable, to me. Subjectively, it seems to be made for huge Samoan football player types, with large, wide, round heads.
Of the HMDs I've tried, the Oculus Rift seems like it's the friendliest to small faces, but it wouldn't feel like much of an upgrade to someone who already has a Vive.
What kind of discomfort are you having? Pressure points on your face? Headaches? Neck pain?
IMHO, the only thing that would be an upgrade from where you're at is the Vive Pro. The extra resolution is really nice, and it's the only HMD I've tried that makes any effort at all to accommodate glasses. I'm not sold on Pimax. They're putting the cart in front of the horse GPU performance wise, and I was not impressed with the WMR camera-based tracking.
Edit: I get marks on my face from my Rift, but they're not painful. It did take me a week or two of regular use to get the velcro straps on it adjusted just right, though.
What is the price difference between the 2? How much better does it look?
Full Vive Pro setup = $1100 to $1400
Odyssey+ = $300-$500 (currently on sale)
The Odyssey+ looks a little more pleasing - it's brighter, and they make the pixels a little bit blurry, which hides the screen door effect. The Odyssey+ is a WMR headset, though, which is good in the sense that the WMR Cliff House UI is actually pretty nice, in my opinion. Much like Oculus, it's just kind of works, and they're moving toward being able to fully interact with the PC through it.
The down side to WMR though, is that the position tracking, particularly of the handy twiddles is not even in the same city, let alone ballpark, as the Rift and Vive. It uses cameras mounted in the headset and photogrammetry to figure out its position in the room, much like your brain would. It also uses these same cameras to figure out the position of the handy twiddles. This has a couple of major drawbacks:
First, the headset position tracking doesn't work if the room isn't well lit. Like, really well lit. My computer room doesn't have enough lights to satisfy it if there's no sunlight through the window. It still works for sit down games, but you can forget room scale without bright lights.
Second, the field of view of the cameras is roughly equivalent to what human eyes can see. If you move the handy twiddles out of its field of vision, though, it loses the ability to track their position, which is obnoxious in the WMR cliff house, but a total deal breaker for games like Beat Saber where moving the hands is the whole game.
I think I probably need to just keep tinkering with fitting settings and just accept I can't wear the headset for longer than an hour, at most. The discomfort is mostly on my forehead and under eyes, where the outline of the goggles presses in so deeply that it causes ridges. But, as mentioned, I recently bought a cheap pair of Zenni's eyeglasses that are rimless and that alleviated some (not all) of the pressure.
Question about resolution: Right now, using the original Vive, I have supersampling in Steam up to 3042x3360 (think that's about 200%). Since it's up that high now, worried that getting a Vive Pro might not seem that much of an upgrade, especially as I have the deluxe audio strap.
So many different things coming down the pike in upcoming months. Thinking I'll probably pick up the wireless adapter for right now and try to sit tight for the next big thing.
Wireless adapter: So this would totally eliminate my current link box? Would it be replaced with something else?
Just placed the order for the prescription insert. Wish I had done it sooner; it was cheaper than the rimless VR glasses I had just bought and sounds like it would work even better. Thanks for the prod. I can't wait.
I bought my Vive Pro about a year ago. Lets say it changed how I play some games. I didn’t even realize some functionality existed or wasn’t possible in games because the regular Vive’s resolution wasn’t high enough.
The current point in the life cycle is the only thing that makes it hard for me to say go for it. The resolution made a big difference for me though.
There's no replacement for actual pixels. It'll be more relevant to some games than others obviously, but even just standing in the SteamVR house thing, I can see a marked difference between the Rift and Vive Pro. Something else I think is worth mentioning about the Vive Pro that was noticeably different from my Rift is the gamma seems to be WAY better. The game I play the most is Elite Dangerous, and with the Rift the background of space is kind of a gray. With the Vive Pro, it's really black. I'm not sure about the OG Vive - I've only ever seen one of those in a store for about 30 seconds.
I don't have the wireless adapter, but I believe it works by replacing the link box and its cables with a Wi-Gig card (plus an external antenna you have to mount somewhere) at the PC end, and the little horned link box doohickey at the HMD end. The battery apparently also straps onto the HMD, so you could continue your pants-free VRing without the need to wear a belt, if you so chose.
Edit: Are you sure you don't have the straps too tight? I went through what you're experiencing too initially, where I would make the straps so tight it would hurt after 45 minutes or so, but I eventually realized that at least for sit down games, I didn't need it that tight. Once I loosened it up, the problems went away.
You might also try a different face pad from VRCover or the like. This apparently makes a big difference.
Dayaks - Do you notice that, with the Vive Pro, Steam and SteamVR are really unstable, or that, when starting some games, it tabs away from the game, and you then have to switch back with the wand (a bummer if the game doesn't use the wands, and you have to fumble around for them with the HMD on?
The Rift just works as expected, but both the Odyssey+ I tried out and the Vive Pro do this, with the Vive Pro being a lot worse about it.
I’ve never had any of that happen. Is it game specific?
The boxes are not palmer scanners. They do use lasers, but not the same way LIDAR does. LIDAR sweeps the area with a laser while looking for reflections with sensor(s) on the plane. The VIVE boxes also sweep the area with a laser but don't have any input sensors in them. The sensors to detect the laser are in the headset and controllers. The first generation boxes also have non-directional IR LED strobes, but the version 2 ones replace the LED function and instead modulate the laser beam to encode a bunch of timing and angle info. I think they still may have the LEDs to support the older hardware, as you also need to upgrade the hardware in the headset and controllers to be able to decode the data stream in the beam. The version 2 system has better range and will eventually lower cost, assuming they ditch the LEDs, than V1. It's a really interesting system, and in my IMHO technically superior to the occulus. I've got both the VIVE and Oculus CV1 and the VIVE tracking has a bit better range, but only by about a foot. I don't have any of the V2 hardware yet, holding out for them to come out with updated controllers with the V2 system and better ergonomics. The version 2 tracking also allows more boxes to be used in the same area, not sure if there is a limit with it. I think the V1 can only have 2-3 in use at a time. So the V2 tracking system opens up the possibility of tracking for an entire house, or office, or warehouse. You could do the same with the Oculus camera sensors but you'd need a lot more of them as they have shorter range and I think a narrower useable max angle.
Sorry for the wall of text. TL;DR VIVE has better tracking for large areas. I like the ergonomics of the Occulus better, for this generation.
It seems to be the most obvious with Elite Dangerous, but The Lab does it too. it seems to have to do with how long it takes the game to load. Beat Saber loads up really fast, and doesn't do it, but ED takes FOR-EV-ER, and does it the worst.
It's also maybe somehow related to SteamVR Home. It seems like it's hanging when it first starts up about 3/4 of the time, and then Steam somehow gets hung up waiting on it. If I kill any of the processes, there's not getting any of them going again without a reboot.
I wonder if it could have to do with communication with the lighthouses. It complained when I set it up that they're too far apart, although they otherwise seem to work, and I've also noticed that my wireless mouse and keyboard are kinda flaky, like there's too much RF noise, and will occasionally just quit working until I turn them off and back on.
I know; hence why I said "quasi-lidar." Like I said, I am a professional airborne lidar surveyor. The term you're looking for that differentiates the Vive system from a true lidar system is "time of flight." The HTC system still uses scanner position and timing, but it ignores time of flight and instead uses trigonometry to determine range to the detector.
IMHO, it's not necessarily superior to Oculus' system in that it requires moving parts and much more elaborate timing and electronics. Its biggest advantage that I can see is that the stationary sensors don't require a data cable, and possibly also that there's less CPU overhead required, since there's no photogrammetry required to turn the raster images from the cameras into vectors. I could totally imagine a third or fourth generation coming up with an ASIC to handle this so it only transmits the vectors back to the host PC.
Edit: The V2 lighthouses don't have the sync array at all; you can't use them with OG Vives as a result.