It seems like Facebook/Meta probably didn't do the best job at actually simply explaining what it is, since I'm still seeing a lot of weird posts about what people think it is, even after the whole Meta presentation. Although it can mean something like "a VR social platform", in the context of Facebook's claims about what they publicly think "metaverse" means, it's a little incorrect. Simply, what Facebook claims about the metaverse is that it's kind of like another form of the internet, except based upon social VR. It's not anyone's platform, or a single place, it's the superset of all platforms and places that use the underlying infrastructure of the internet, or metaverse in this case, to
Hethree
u/Hethree
Like those smartphone apps, except much more intuitive to use and possibly more accurate. Also would be cool to have a flexible mode so you could measure any kind of shape, like how you use Tiltbrush.
Yeah, I don't have a ruler on hand and it would be useful to me right about now.
Based on some previous math seen here, I then thought about what performance improvement we could achieve if we solved two key problems. The first is slippage, as discussed in the link and paper. The second is rendering pipelines. Right now foveated rendering is mainly being achieved, in the case of VRSS by Nvidia, through an MSAA mechanism, which means that the performance improvements only apply to rasterization, not shading. If we could have it apply across the board, then we could truly say there's an XX% performance improvement on the GPU for the same visual quality.
So let's ass
Edit: seems like this IS a terrible idea, for now... Instead maybe we should just go back to the idea of having hosts, and them being the moderators of their lobbies. If you start a match, you're going to be the one setting 1. what the purpose of the match is (so having a server browser would be great) and 2. who gets to play, through kicking/banning people who don't go by the rules of your lobby. In various cases we may have to do things a bit differently.
For a game like VRChat for example, we might want to add lobby names to each lobby in the browser when you click on a world. We can also add a text box for hosts to input their set of rules. And we might want to make it so that when a h
I might have missed this detail. Zuckerberg seemed to imply at Facebook Connect that Quest 1 might get 90 Hz through Link since he said that Link would support 90 Hz, and that was before the Quest 2 reveal. The problem is he didn't specifically say Quest 1 will support 90 Hz. Has there been any confirmation from any source on this?
If they do give Quest 1 the option to do 90 Hz through Link, that could mean that Quest 2 would be a little less unlikely to get 120 Hz in the future.
In case you didn't see: Virtual Desktop dev received a Quest 2 a few days ago, will optimize until launch day
reddit.com/r/OculusQuest/comments/j3cxy0/quic...I'm curious if anyone has mentioned this. For my eyes, pixel inversion and the way it looks like a scanline artifact is one the largest issues of LCD displays when used in VR.
ASW 2.0 today uses the Nvidia Optical Flow SDK in order to get motion vectors that RTX cards can calculate (essentially for free) when given the color and the depth buffer. However, the motion vector resolution from that SDK is lower compared to the render resolution, which results in certain artifacts when ASW is active. And it was even worse before when ASW 1.0 could only use the flawed video encoder of GPUs to estimate motion vectors.
But that was at a time when a lot of engines and games weren't able to provide motion vectors themselves. Nowadays most are, at the native resolution. So my question is: does that mean we can do ASW better? It seems that motion vectors add some performance
New leaks of Oculus shared multiplayer spaces, keyboard tracking, MR surfaces, and more (look at the thread and comments)
reddit.com/r/OculusQuest/comments/ih4qys/new_...Facebook would probably never allow a headset that didn't function without an account of any kind, because that's their source of revenue and what allows them to justify subsidizing their hardware. However, what if we lived in a wacky world where they gave us the option, or were required by law to give us the option of a SKU where the headset can operate without any logins? Or at least online logins, since we might still want some kind of local account like on PCs. How much extra would you pay for such a headset (assuming the hardware is what you want and there's nothing else better)?
Oculus Rift S Update Improves Head-Tracking, Adds Recording Image Stabilization
uploadvr.com/oculus-rift-s-update-20/New leak on more Oculus headsets, "guardian couch", and more
reddit.com/r/OculusQuest/comments/hxv823/data...I see there are plans to support mp3, but what about just any audio file? Optimally I'd like to just drop in chunks of my audio library (which consists of all kinds of file formats) and have it process through all of them. Since that kind of processing is a big load, it would make sense to do it locally, offline. Would this ever be possible?
Or maybe even better, a mod to integrate this into the game, so you could have a library browser within the game that looks at a directory on your PC that you can set, and when you select a song to play, then it generates the beat map. So it'd work mostly just like Audiosurf.