Bought this yesterday, and its in the mail now. Yeah yeah, meme it up, but i have quick question for people have one...

Bought this yesterday, and its in the mail now. Yeah yeah, meme it up, but i have quick question for people have one, or at least know more about it.

My current system is a i5-2500 processor with a 970 video card. Will the processor bottleneck me going forward, or the video card? I'm going to upgrade one or the other in addition to using the vive.

Also, any games i should prioritize?

Other urls found in this thread:

store.steampowered.com/app/323910/
amazon.com/gp/product/B00FPIMJEW/ref=ox_sc_sfl_title_1?ie=UTF8&psc=1&smid=A5JH7MGCI556L
youtube.com/watch?v=FhXz60f0HLU
playstation.com/en-us/explore/playstation-vr/trial/
twitter.com/SFWRedditImages

Upgrade cpu first then gPU.

Enjoy your low resolution face strap monitor. 970 barely passes the mark, so you'll probably need to upgrade both.

That was what i figured too.

1070 is good? or should i go higher?

1070 is the most sensible choice.

Do the holes make the controllers go faster?

You dun goofed, this thing has literally no games.

out of ammo: base defense game where you can individually control the soldiers

Job simulator: a stand and fuck around game. Tons of fun

House of the dying sun: in cockpit space fighter game. Sorta short but pretty fun.

Unfortunately there is not many games out there worth your time right now. Very little support in this early phase but those three games were tons of fun for me. Job sim in particular got some solid laughs

I'm used to shit like that. I bought a ps4 for only bloodborne though later i bought diablo 3 reaper of souls and was very pleasantly surprised.

I'm used to dropping tons of money on bad ideas.

Look at this way; people like me help make the system more attractive to investors meaning gen 2 and gen 3 will be cheaper and have more games for everyone down the line.

Oh I also heard rec room is really fun.

Thanks! I'll look these up!

i play with a 780ti with a mild overclock, getting a vr ready 8/10 rating at the steam vr test

no, it makes the controllers track better, since its increasing visible surfaces to the lasers.

onwards
raw data
brookhaven experiment
fantastic contraption
the nest
last sniper
the brilliant game vertigo is going to be released soon.

Dolphin Vr and Waifu shit make it worth it.

Onward is cool a lot ppl liking that shit.

I am buying it next week. I want to get that arcade shit.

new retro arcade neon is
pretty awesome. im still looking for someone having made a repacked version of all emulators , cabinet decals, some new music and attracting mode videos for the cabinets. you can spend days with creating your own custom made arcade cabinets, and setting up emulators running on them.

but of course

Last snipers good? Passed over that one early on and didn't look again. Burnt out on ww2 and all.

Make sure you get Waifu Simulator.

obviously

Also get What if Adventure Time was a 3D Anime

>the brilliant game vertigo is going to be released soon.
>it's another teleport to move more than 5ft game

yawn

Not OP, my favorites so far are H3VR and Retro arcade neon.

Most of the games I've tried where short and mediocre with little replay value to me. Some freebies and demos were quite enjoyable like waltz of the wizard and budget cuts.

Craving for a good meaty RPG but vanishing realms was fairly short and shallow. Not bad for a one man team it was miles less clunky than spellfighterVR.

Tried legend of Luca as well but it was boring as fuck, got nauseated in one fights as well so it was an instant refund. Might try getting into 5089 later as it has more detailed mechanics but it looks so offputtingly clunky, can't complain as it was cheap as dirt.

Not digging FPS so far, only tired battledome and it was alright but I disliked teleporting around the map despite the mechanics being built around it with painting. Not going to bother with onward for a while to see how it fares content wise with future updates.

A good horror title or a slow paced atmospheric title utilizing the walkabout system would be interesting to try. Sick of teleporting or sitting in one spot being shoehorned as a be all end all solution, but sliding around with touchpad feels very awkward and nauseating if there is too much acceleration.

I am not into visual novels, but seeing a demo like Quanero where you can play with time and view the scene from multiple locations brings up a lot of possibilities in that space along with puzzlers and mystery type games where you have to investigate and solve riddles behind some crime cases.

I was eager for a ww2 game, but the scope is so horrible gave me eye strain. Very poor implementation in the demo it put me off.

They basically render the scope like a screen on the sniper so if you look through it as though it were a normal scope it looks god awful and out of focus.

>Visual novels
huh, never even thought to look into those games. That could be good

>want to buy a vive
>too afraid of it being a fad losing all future support like 3d
>all data point to this being the case

You just can't sustain an entertainment system which only sold 200k units and it's probably too tedious to use regularly.

Nearly every single major tech upgrade has had an adoption rate like this. Like, VCR, Walkman, TVs, Surround Sound systems, etc. So I wouldn't be too worried.

its not. teleport is just one of the locomotion methods. vertigo has 3 , 2 of them are artificial locomotion.

play at least the demo before you spread bs. you can move around in vertigo just like in onward. the teleporter is just used if you want to.

I can't believe people would buy a vive.
It costs $200 more than an oculus and twice as much as an OSVR and has the same specs as both. What's the logic behind your purchase op?

Honestly, the game I desperately want is a fencing game. Whether single player or multiplayer i don't care, but a game that will help teach me how to actually fence would be baller as fuck!

Got a friend with those exact specs, ignore the shitters, it's fine. If you're going to upgrade anyway though, upgrade the CPU first.

Im a vive owner and I felt the same way until onward came out.

Multiplayer shooters with normal locomotion in vr may be the most fun thing I have ever experienced. You have not been fully immersed until you have dropped to your floor to avoid gunfire, and then crawled for 5 minutes to get a flank.

I don't want the MS controller, I dislike the integration with FB (i know its optional), the front facing camera, and the lack of a good ear system. The fact it comes with the controllers already and the room VR system are both nice positives for me, and I like the way its integrated with Steam.

Hopefully PSVR pulls more players into the space, but if it is implemented poorly it would do more harm to an already niche market. It is barely tolerable on PC with inflated specs so I am cautiously optimistic. But it is the only way to entice the big players to churn out content and customers to buy affordable yet decent VR HMDs to make it a sustainable market.

Google day dream with motion controllers might be a larger success as far as sales are concerned, as every mother and her unborn child buys smartphones these days.

I've only tried Vive and haven't tried smartphone VR, many people have been touting it is merely a gateway to proper VR. Only major problem I can see is angular drift and poor motion tracking in the XYZ with IMUs along with poor computational power so its capabilities will be limited.

Similar all in one solution with immaculate external tracking akin to Vive/Rift sounds more appealing until they figure out how to do good internal tracking.

I have i5-750 and 970, it's a shit CPU but enough for most games. Starts to bottleneck with multiplayer with many people or if there's tons of objects in the game.
Upgrade CPU first.

1070 is enough, but if you have the moneys get 1080, it'll last forever.

>fad
Trust me, it isn't. 3D movies and Wiimotes and TrackIRs are gimmicks, this is totally a whole new thing.

>Also, any games i should prioritize?
Try every free one you can.
QuiVR, one of my favourite games and it's free
Budget Cuts demo
Brookhaven demo
Destinations
Realities.io
The VR Museum of Fine Art
Vertigo demo
and so on.

For games its really what you personally like. For example I don't like many games people hype to be the best VR experiences and vice versa.
Check some gameplay videos and read the reviews. In the end you can refund most of your games, but it'll lock down if you do it too often. I've refunded maybe 4-5 games without problems but some people who bought 20 games when they got their Vive and then tried to refund most of them couldn't do it.

>social VR
Not even once

Onward is good but unpolished and buggy as fuck and runs terribly. Also most of the time is spent in the lobby instead of actually playing.

>raw data
Overpriced, shit if you don't like wave shooters

If you wanted useless waggling you could have bought a wiimote for $40.
>and I like the way its integrated with Steam.
So you don't like optional facebook integration, but you like mandatory steam integration?
That's fucking stupid user.

Don't feed the troll

>mandatory steam integration

But that's fucking wrong, you can launch with HTCs software, but why the fuck would you?

Its a valve product, there is literally nothing wrong with it using steam.

Are waifu simulators making good progress on PC? Even those seem to favor the psvr, like Summer Days or Happy Manager.

>But that's fucking wrong, you can launch with HTCs software, but why the fuck would you?
Except then it doesn't work with games idiot.
>Its a valve product, there is literally nothing wrong with it using steam.
"but it's a facebook product! There's nothing wrong with being forced to use facebook as a result "

I meant how i don't have to fuck with settings to get the vive to work with steam compared to the oculus. I hate forcing peripherals to play nice with each other.

And I don't want my mother or sister 400 miles away to know i'm playing waifu simulator cause oculus decided to tell everyone what i'm doing. Where as I don't care if NobGobler18 knows on steam since he probably plays it too.

The difference is facebook integration is completely optional, and steam is not, so it's the difference between telling nobody you're playing waifu simulator and telling whoever you have on steam you're playing waifu simulator, which could include your sister and mother for all I know.

You can play games with it, there is even an HTC game market.

Do you even own a vive or are you just talking about something you have no insight into?

>Overpriced, shit if you don't like wave shooters
Agreed, it looks better than other wave shooters but just doesn't cut it gameplay wise.I've tried Holopoint and space pirate trainer as well. Cool for a while but they get bland quickly.

Warthunder was cool to check out, might give Elite dangerous a shot when it goes on sale as I already have a cheap Hotas.

Need a good Mechwarior style game for Vive or team based tank simulator where you play as a crew member inside a tank. Hell an airship fighting game would be cool as well.

Really craving a combined arms WW2 FPS with plenty of attention to detail at least as far as operating equipment is concerned.

I own an OSVR because I'm not a retard.
The Vive is pretty much an apple product in my books.
>Costs twice as much
>personal privacy completely violated
>sells purely on corporate dick sucking
I'm just trying to figure out why the fuck someone would pay $800 for VR gear.

I have one. It doesn't. The only games I really play consistently are H3VR and Minecraft.

Although the porn makes it worth it I think. People have modded several Illusion games to support Roomscale VR.

CM3D2 has official VR patch. A bit fiddly to get running but worth it. Easier to get into than honey select. That UI was an absolute clusterfuck.

>op fell for the vr meme

How good is the resolution for Oculus and Vive? The only "VR" I tried is Google Cardboard and that was shit even with my Nexus 6P.

>why the fuck would you pay 800$ for a premium vr experience?
>osvr is just as good as the vive! I swear!

Most open source vr headsets right now are cheap garbage, the only one that looks like it can even compete is the razr one and that's razr garbage.

OSVR has a more sensible price but it is more involved to setup with motion controls and minimal occlusion. It is not a consumer product more of a hardware development kit.

Vive is too expensive for what it is worth but easier to setup and comes bundled with motion controllers and a far more convenient tracking system that can be easily setup in opposite corners of the room for minimal occlusion.

can you use a plugin to force any game to be 3d like you could with rift?

>the only one that looks like it can even compete is the razr one and that's razr garbage.
Alright I'll bite, why is it garbage?

VR gaming doesn't work without at least formidable developer.
VIVE = OCULUS = PC = PC GAMING EXCLUSIVES = EVEN LESS PLAYERS THAT YOU HAVE ON PC = SHIT GARBAGEWARE.
Either wait for yet another generation of consoles and pray they dont follow kinect lineage OR forget about VR altoger. It doesnt bring anything to gameplay except restrictions and old wagglan which has proved to not work

As far as I'm concerned that's the same difference as between buying an apple computer and building your own.
I'm pc master race, I don't mind tinkering for 10 minutes to get something working, that's half the fun.
Yep.

I like HTC's implementation far more. Looks a lot slicker and allows you to throw around a bunch of widgets to execute and teleport/roam around your personal space.

Too bad it is limited to 2 environments only.

hows the resolution on it? is the screen door effect pretty bad like the developer kits for oculus?

>no games for VR
I was under impression that you can technically play any first person game on Vive if said game was modded for VR. Does it have some sort of DRM to prevent this or something?

>only one camera for tracking
>no room scale
>jittering in non-osvr optimized games
>no standard motion controllers

Its shit bud.

I have the HDK2 which has the same specs as the vive and newest oculus, I heard screendooring was bad on the hdk1 but it's almost unnoticeable on the HDK2.
So lets get this straight, you spent an extra $400 for the shitty gimicks that a wii could do a decade ago?
Good job user, now you can stand and waggle your hands like a retard. Money well spent on something you'll use once for 15 minutes then go back to sitting down and using a keyboard.

Wrong psvr games made by SQEX stated to be for VIve as well. More coming bitch.

>Also, any games i should prioritize?

Last week I bought Onward, spend so many hours in it already.

If you feel a bit disoriented at the start keep going, your brain will adapt to it. Took me 2 hours now I can play non stop.

Also Audioshield is a lot of fun and a great workout.

Speaking of Onward, anyone want to play together?

Well I don't like razer hydras, your best bet would be STEM which is far better than lighthouse as it is NLOS tracking system but expensive as fuck I don't even know if they sell them unless you know other tracking systems that would perform smoothly.

I've heard of people hacking support for PSMove controllers on PC but I do not know how that fares. The technology will become cheaper eventually and more hardware manufacturers will join the fray.

I am not dissing OSVR, it is a good movement to encourage more hardware manufacturers into the fray without locking the hardware down behind a walled garden. Eventually HMDs will be sold like any other peripheral or all in one VR device.

Counter-argument:

Betamax, the Laserdisc, DIVX, HD-DVD, the Sega 32X, the SegaCD, the Apple Pippin

So you're going to ignore the lack of room scale, shitty performance, and lack of decent tracking and focus exclusively on the lack of motion controllers?

The lack of motion controls is a big issue in vr, the reason motion controls were dumb before is because the screen was in front of you, but if you feel like you are actually in the game and have visual representations of the controllers in-game, they feel like extensions of you.

Though you wouldn't know that, you fell for the osvr meme.

I run a Windforce G1 970 and its absolutely fine. Very rarely do I get reprojection and even then, its only for higher quality games like Project CARS and sometimes Raw Data.

Processor will likely be your main bottleneck. Upgrade that ASAP and then see how your 970 holds up.

As for games, I'm pretty sure you get three free games with the Vive. I'm unsure what they are at the moment since they've changed since I got mine.

Suggestions are:
The Lab - Play this first. Its a collection of minigames and experiences that will give you a broad view of what you can do in VR.

Job Simulator - I love this one for its sheer level of interactivity. Almost every object interacts with another in one way or another. Personally I love the Gourmet Chef part the most and just cooking up random shit.

Hotdogs, Horseshoes and Hand Grenades - literally /k/ the game. Its a gun range simulator with a massive collection of real and fantasy weapons with realising sounds, ballistics and operation. The dev is super active and the game is updated weekly with a bunch of brand new content each time.

Audioshield - Same devs as Audiosurf. Its a rhythm game that uses your personal music collection and also from SoundCloud. There's also a mod out there that allows you to use Google Play Music if you wish.

Vanishing Realms - Its a bit short for its price but loads of fun and very immersive. Its only a simple hack and slash RPG but the environments are great to explore and it can get very intense when you start getting surrounded

Also I'd recommend you check out the Budget Cuts demo. The full game isn't out yet but the demo alone was enough to sell me on the Vive.

>shitty performance
Bullshit that you are making up, I haven't had a single issue with this supposed "jitter"
Same specs as both the oculus and vive.
>the reason motion controls were dumb before is
No, the reason motion controls were dumb was because there was no physical feedback. You swing a sword and even if you get blocked or parried your hand is still going to go right through the. Do we have physical feedback yet? No. Hence motion controls are still a complete fucking waste of money, and the shittiest gimmick that only the stupidest people fall for. If I wanted motion controls I'd get one of my wiimotes and hook it up to bluetooth, but I don't want motion controls because they suck ass.
Enjoy swinging your arms right through objects in your supposed virtual reality, retard.

If a game on steam is only marked with oculus, you can't use it with vive, right?

Can you hook up a Vive without having room to move around in?

If I really want motion controls wiimotes hook up to pc via nothing more than generic bluetooth drivers. I don't see the appeal of something that was proven to be a shit gimmick a decade ago.
>Eventually HMDs will be sold like any other peripheral or all in one VR device.
I really don't think so, I expect them all to be locked to certain bullshit software apis which require intrusive programs instead of just basic firmware and drivers like a display should have.
Facebook and valve both pushed for it immediately because they're nazies and want to establish monopolies.

Not natively. Oculus uses its own, closed-source, proprietary API which will ONLY work with Oculus Rift (and GearVR, I think).

However, a plugin called ReVive exists which translates Oculus API calls into OpenVR API calls and allows you to use a Vive with it. You might wanna check the status of ReVive though because I haven't been keeping up to date with its development

Yes, the room stuff is a gimmick that nobody uses.

Yes. You can use the Vive with only a single base station in a seated configuration if you wish.

Base station has to be above eyelevel, right?

>the room stuff is a gimmick that nobody uses.

Clearly you've never used the "room stuff". I haven't been able to go back to seated VR after using room scale.

>tfw no space for Vive in the room I have my PC in

I've had my vive for months now and it would be shit without the motion controls, I don't expect you to understand that your "huge complaint" is actually a minor annoyance at most. I barely even notice it because I don't put my hand through shit on purpose.

Also
>2d games are shit because when you walk up to a wall your gun goes through the wall, there's no feedback or anything

Kys whinerbaby.

The recommend them to be placed as high as possible with them pointed down at about a 45° angle but I can tell you from personal experience that they literally only need to be withing view of the headset to work. Some people have even said they work fine for room scale when on the floor.

That's why kings get thrones and peasants have to stand before them.
I just want VR as a replacement for monitors, I don't want it to be some gimick where I go "okay it's vr time, time to stand for 4 hours straight and wiggle my hands around like a fucking moron." because the reality there is within months you'll never use VR due to the extra effort and additional steps in getting ready, instead of it just being part of using a computer.

Thanks user. I've had my Vive for a while now but haven't hooked it up because I didn't have a good spot. I have some bookcases in my computer room, I guess I can stick the base station on those. Or even on my desk, if it works.

d games are shit because when you walk up to a wall your gun goes through the wall,
Yeah because I'm going to become immersed in a 2d game.
You're just adding new ways to break immersion in what effectively ONLY exists for immersion.

Apparently some people have successfully hooked up like 50ft extension cables so they can play VR in a different room to their PC. Could look into a setup like that

Well, suit yourself. Vive works just as well for seated shit. You're not required to stand at all.

No probs. And yeah, bookshelf or desk should work fine. I had mine on my desk for a short time before moving my PC to a bigger room to get that sweet room scale

there are literally no games

i considered one just for Elite but it's honestly super fucking boring after about an hour. unless you're into spreadsheet simulators with decent spaceflight on the side, all you've really got to look forward to are tech demos

>games are shit because when you walk up to a wall your gun goes through the wall,

I thought onward handled this well. If you try to stick your head through a solid object the screen goes black. So you can cheat the game.

>Apparently some people have successfully hooked up like 50ft extension cables

I might try that, I have an even bigger room available would be nice if I could use that.

>it is either not immersive at all or 100% perfectly immersive, there is no middle ground

Average OSVR owner everybody.

I don't expect you to understand if you haven't tried it, but stop being such a dick about it while being wrong.

Don't argue with them, they'll never get it. I have the Hydras, used the Perception Neuron, have used things with full warehouse-scale not just roomscale. Roomscale and motion controls are great, but they're tiring and not everyday things, more like once a week at best. It's like playing paintball everyday, maybe when you're young that sounds like fun, but if you play games to relax, it just isn't fun to do everything like that. Maybe when everything is imperceptibly light and easy to take off, it won't be that way.

>Well, suit yourself. Vive works just as well for seated shit. You're not required to stand at all.
This is my problem, it's $400 extra for gimmicky motion shit, ontop of which you're forced to install steam. Seems like a bad deal.
I have tried it, do you think there aren't bestbuys in my area or something? Unlike you I just know how to identify a useless gimmick when I see one. Who the fuck is going to stand for 4 hours straight to play a video game while waving your arms around the entire time? That was the goal with the wii and within 30 minutes you're laying down and barely moving your arm.

I'm glad someone understands what I'm trying to say. I agree completely, I wouldn't even mind the roomscale for the odd occasion, but so many vive games have that shit forced in that they're unplayable without standing and waggling, and nothing can justify paying an extra $400 for that unless it comes with a novint falcon hooked up to each hand and warehouse scale.

Its not 400$ for gimmicky motion controls, its 400$ because they are different products.

Im not saying the vive isn't overpriced, I have no idea how much the tech actually costs to make, I'm just saying the motion controls are legitimately enjoyable and there is minor haptic feedback. There is feedback as long as the dev adds it in, there is a physical haptic feedback system in the controllers just waiting to be used.

I have a vive but the controllers suck, they use those same shitty steam controller track pad inputs which are pretty much worthless and the tracking is 7/10 at best. I'm thinking of getting leap motion, anyone have it and can comment on the accuracy of hand-tracking?

>and there is minor haptic feedback. There is feedback as long as the dev adds it in, there is a physical haptic feedback system in the controllers just waiting to be used.
So rumble?
Yeah the wii had rumble too, didn't help at all.

>same function, same specs, does all the same shit, comes with all the same shit except controllers
>costs $400 more
Clearly most of the cost came from valve markup.

>the tracking is 7/10 at best
You probably didn't hang them correctly. The tracking is 10/10. The precision is on a millimeter level.

Leap motions is shit. It's not as bad as it used to be, but it can only see your hands when you are looking directly at them. Wait for Oculus Touch if you want controllers with actual sticks and tracking that is easier to understand.

Vive's tracking is completely fine, when SteamVR isn't crashing, but there are a lot of little things that can affect it like vibrations and certain reflective surfaces

I've tried a number of positions and the reaction always seems horribly delayed and sometimes jittery, really takes me out of it so I stopped using them.
>Wait for Oculus Touch if you want controllers with actual sticks and tracking that is easier to understand. I'll probably get an oculus for my next VR headset then, when the next model up comes out.

>tracking is 7/10

Your base stations are mounted wrong, the tracking is magnificent.

What are your system specs?. Jittering and latency is often a problem with framerate and/or batteries.

2x1070gtx
i7 6800k
128GB of ddr4 ram (28GB available)
High end mobo and platinum psu, all watercooled.
Just built it for VR.
Framerate is rock solid 90fps the entire time.
I really don't think so, I spent 4 hours positioning them all over the room to try to fix this, the jitter only happens occasionally, maybe once for 2-3 seconds every 20 minutes, but the delay is constant no matter what.

Maybe you have a lot of wireless devices in the area? Cause i know my wireless speakers had this issue like 2 years ago and it was cause of the keyboard i was using.

I've heard SteamVR doesn't play nicely with SLI though I'm not sure. Could be the cause but I'm literally just throwing suggestions out here

None, just my phone and wifi to my router.

>2x1070gtx
Might that be your problem? SLI needs to be turned off for most games. There is supposed to be a special VR SLI now, but I don't think any real games are using it yet, and don't know if it works with all headsets.

Did you run the steam VR test? I have an i-5 2400 and passed with flying colors. Granted my video card is slightly better, but I just think that means there isn't much of a bottle neck there.

I ordered mine yesterday, if the CPU ends up being a real problem, then I'll probably upgrade it at that point.

That makes sense, the only issue I've been using sli pretty consistently for the last decade and the only time I've had issues with it were ui rendering in dota 2, another valve product. I could easily chalk this up to valve's shitty programming but I don't want to bitch, I just want it fixed.
Great, so it doesn't support standards that everything else supports, that's just peachy.

Valve released a fucking benchmark test.
store.steampowered.com/app/323910/
Next time do the research before you buy a product.

>try to run it
>it was me to install steam
Eh fuck that.

The reason normal SLI doesn't work, is actually due to how graphics card manufacturers made it work. One card works on one frame while the other card works on the next frame. That increases latency though, so it's not acceptable for VR. Instead it needs to know you are using a VR headset and then specially render for each eye instead, which means it needs to use gameworks. I think Elite Dangerous and some other sim games already have this.

user I can render shit at 144 FPS no problem, that's 7ms per frame, I'm getting 100-300ms worth of delay on every movement, not on the render, not even on moving my head, JUST the controllers.

>user I can render shit at 144 FPS no problem, that's 7ms per frame,
Of course, but every other frame is using old positioning data, because like I tried to explain every other frame is being rendered at the same time as the previous frame. And if one card is for some reason rendering a bit slower than the other it gets even worse, as it will use even older positioning data.

But anyway, the point is you can only use SLI for games specifically using VR SLI.

user we've been though this, the VR is fine, it's only the controls that have issues. Everything you're describing would affect headtracking too, which I'm not having issues with.

problems with the controllers come mostly from incompatible usb3 architectures, using a single usb3 bus on the motherboard for the onboard NIC, the soundcard as well, and lead into a 4 port or more onboard usb hub. its mostly asus motherboards, and some others. this leads to bandwidth bottlenecks from the headset to the pc. in the headset itself is a 4 port usb hub , one for the spare usb connector next to the hdmi connector, and 2 usb ports for the wireless controller dongles, which are a proprietary wireless usb thing, and the built in usb camera. lowering the cameras bandwith to 30, and using usb2 was recommended by htc, or using a a dedicated pci express card from inateck, since it got a proper usb3 controller onboard, and not that BS architecture most motherboards use. also, there are cases where optical synchronisation between the lighthouse base stations is not reliable , you might need to set up the sync wire, and switch to a different wifi channel, to prevent interference's with the wireless usb

Not gonna dump in vr til they up the res and widen the fov

Overloaded usb3 controller? That actually makes a lot of sense, I'll look into this. Thanks user. First bit of helpful advice I've gotten on this subject, it's usually just people bitching that I did something wrong or that my computer won't handle it, I almost wish I got OSVR and a hydra because I feel like it would have a more competent community.

lowering the camera fps to 2 notches and switching to usb2 helped on my vive. the oculus rift has a similar problem, since it entirely relies on usb3 and not all motherboard provide proper usb3. they recommended usb controller cards to fix that. the vive works just as well with usb2, since its tracking is not as bandwidth intensive

you also got the controllers drifting away from you? check for reflective surfaces, full water bottles, shiny stuff like monitors which deflect lighthouse lasers

>dedicated pci express card from inateck
i got me this one
amazon.com/gp/product/B00FPIMJEW/ref=ox_sc_sfl_title_1?ie=UTF8&psc=1&smid=A5JH7MGCI556L

>I almost wish I got OSVR and a hydra because I feel like it would have a more competent community.
The Vive community is the worst thing about the Vive.

No drifting here m8, but maybe the jitter. I'll look around but my study is pretty barren.

I pretty much expected as much, steam is like the software equivalent of a prebuilt, I just figured bigger community = potentially more people who might know what they're talking about, but I can't find those posts over the 4000 idiots who jump down my throat to defend valve whenever I post a problem with the vive.

i had some jitter from a fan causing electrical noise in the power line, and by a fluorescent light in the same room. in the beginning i had one of my controllers drift away from me since the swivel stand of my monitor is made with that anoying piano finish, so every time i faced it received stray lasers from there, and my secondary monitor is awfully glossy, i always drop a towel over it, no problem since then, except the 2mm judder i get from the lighthouses slight vibrations, and the awfull light stands i am using, since i have no drill to make some holes into my hitler super concrete bunker walls

...

youtube.com/watch?v=FhXz60f0HLU

I do have a dyson fan in my study and I've been running it 24/7 over the summer, I'll check if that's the issue, but that is a huge list of possible problems in general, clearly they should have spent more time developing these controls if they're going to charge so much for them.

>Not OP
Considering OP just bought it and it hasn't even been delivered yet, I think that was kind of obvious.

i have talked with alan yates about some of these issues. he developed the lighthouse tracking system based on industrial optical indoor gps systems, and those suffer from similar issues, but are robust technologies. what he has not encountered yet in any of the prototypes was the line noise issue , the lighthouse base stations are built very robustly against line noise. and are rated. but unstable mains power, or other devices not properly shielded or lacking emf shielding can cause issues with any sensible measuring device like the timing and syncing mechanisms in the base stations.

the fan should not be a problem, if the head tracking works reliably

>they should have spent more time developing these controls if they're going to charge so much for them

Honestly, both Oculus and Vive released too early. Sony timed it right, only about now is when they should release.

even though the playstation move cameras are unsuited for vr tracking , they should have developed a high fps , low latency solution instead. i think psvr has the worst tracking so far, i did not like the latency or lack of accuracy

When did you try it? The early Morpheus ones? Then newer PSVR has 120 hz screens, lower latency than the Vive, and their camera is capable of 120 fps capture as well. I didn't really notice any issues with the headtracking, although with the Move controllers I did see some.

you can demo them at gamestop.
not the screen latency, its the tracking latency that is shit. the screens might be 120 hz, but the ps move camera is at the required 640 x 480 resolution for hardware blob tracking just at 60fps which introduces tracking lag that feels like mouse smoothing

Not him, but I call bullshit on sony's 120hz figure in general. Most ps4 games can't even run stable 60 fps outside of ugly multiplayer, and they're telling me they're pushing for 120fps potentially? Come on, my computer has a 780gtx and it can't run most games at 120 fps, and it has 3.5x the processing power of a ps4.
I'm calling it right now that it's going to be "true motion" interpolated motion blur like most "240hz" televisions.

you can look up demo locations near you.
playstation.com/en-us/explore/playstation-vr/trial/