General VR Catch-All

mr_n00b wrote:

I'm starting to get a little concerned... it's been about 10 minutes. All I wanted to do was play some Raw Data

IMAGE(http://i.imgur.com/EcekKBZ.png)

There's been a bunch of problems with various updates the last couple of days. My headset stopped working completely for a while, wireless receiver problems, menus not showing up etc. I've heard of things getting bricked from unplugging during an update like that as well.

I decided to risk it and just shut down SteamVR. Base stations are working fine but the controllers are having trouble remaining connected, I have to pair them manually to get them back to normal, and only then temporarily. Still, better than getting bricked I suppose.

I'd suggest uninstalling and reinstalling steamVR. See if that sorts you out.

Another suggestion- Enable the steamVR beta. I've been running it since June and it's been very stable.

I'm also running the beta. But a reinstall doesn't sound like a bad idea, worth a shot.

I got the Vive yesterday. My machine is slightly below the minimum specs, but it seems to work well. I had to update my USB drivers to get the Steam overlay to work properly (it would flicker before). The only real issue I am having is jitter. When I look at an object and don't move, I see it bouncing ever so slightly. It doesn't make me sick but over time I do start to feel weird. I am sure that people with motion sickness would hurl. Has anyone else had to deal with jitter?

kazar wrote:

I got the Vive yesterday. My machine is slightly below the minimum specs, but it seems to work well. I had to update my USB drivers to get the Steam overlay to work properly (it would flicker before). The only real issue I am having is jitter. When I look at an object and don't move, I see it bouncing ever so slightly. It doesn't make me sick but over time I do start to feel weird. I am sure that people with motion sickness would hurl. Has anyone else had to deal with jitter?

Jitter is what happens when your framerate is too low in VR. Best way to deal with it is to turn down the graphics options if the game supports it.

kazar wrote:

I got the Vive yesterday. My machine is slightly below the minimum specs, but it seems to work well. I had to update my USB drivers to get the Steam overlay to work properly (it would flicker before). The only real issue I am having is jitter. When I look at an object and don't move, I see it bouncing ever so slightly. It doesn't make me sick but over time I do start to feel weird. I am sure that people with motion sickness would hurl. Has anyone else had to deal with jitter?

Try turning on in-headset warnings for dropped frames in the SteamVR settings. If you get warnings when the jitter happens, it's because too many frames are being dropped.

If that's not the cause, then make sure there are no reflective surfaces in your play area and that your lighthouses are not swaying at all (if they are on light stands, for instance).

Warriorpoet897 wrote:
kazar wrote:

I got the Vive yesterday. My machine is slightly below the minimum specs, but it seems to work well. I had to update my USB drivers to get the Steam overlay to work properly (it would flicker before). The only real issue I am having is jitter. When I look at an object and don't move, I see it bouncing ever so slightly. It doesn't make me sick but over time I do start to feel weird. I am sure that people with motion sickness would hurl. Has anyone else had to deal with jitter?

Try turning on in-headset warnings for dropped frames in the SteamVR settings. If you get warnings when the jitter happens, it's because too many frames are being dropped.

If that's not the cause, then make sure there are no reflective surfaces in your play area and that your lighthouses are not swaying at all (if they are on light stands, for instance).

I do have one of my lighthouses facing my monitor (which doesn't have a reflective surface, it is matte). Maybe the light it is emitting is interfering. I did try with the dropped frame warning thing, and it doesn't indicate any dropped frames when the jittering occurs. I do have the lighthouses on tripods for now and I am using the 3rd floor of my townhouse which does vibrate when trains are going through. I am planning to move my whole setup to the bottom floor soon though. Maybe that will help.

Finally built my PC this past weekend, hooked up my Oculus last night and played a few of the games that I couldn't run previously.

Eve: Valkyrie and Edge of Nowhere were both incredibly fun

kazar wrote:
Warriorpoet897 wrote:
kazar wrote:

I got the Vive yesterday. My machine is slightly below the minimum specs, but it seems to work well. I had to update my USB drivers to get the Steam overlay to work properly (it would flicker before). The only real issue I am having is jitter. When I look at an object and don't move, I see it bouncing ever so slightly. It doesn't make me sick but over time I do start to feel weird. I am sure that people with motion sickness would hurl. Has anyone else had to deal with jitter?

Try turning on in-headset warnings for dropped frames in the SteamVR settings. If you get warnings when the jitter happens, it's because too many frames are being dropped.

If that's not the cause, then make sure there are no reflective surfaces in your play area and that your lighthouses are not swaying at all (if they are on light stands, for instance).

I do have one of my lighthouses facing my monitor (which doesn't have a reflective surface, it is matte). Maybe the light it is emitting is interfering. I did try with the dropped frame warning thing, and it doesn't indicate any dropped frames when the jittering occurs. I do have the lighthouses on tripods for now and I am using the 3rd floor of my townhouse which does vibrate when trains are going through. I am planning to move my whole setup to the bottom floor soon though. Maybe that will help.

first problem and likely culprit is you are below specs. That WILL cause jitter.
second problem. If the lighthouses aren't stationary that can cause jitter as well.

JC wrote:
kazar wrote:
Warriorpoet897 wrote:
kazar wrote:

I got the Vive yesterday. My machine is slightly below the minimum specs, but it seems to work well. I had to update my USB drivers to get the Steam overlay to work properly (it would flicker before). The only real issue I am having is jitter. When I look at an object and don't move, I see it bouncing ever so slightly. It doesn't make me sick but over time I do start to feel weird. I am sure that people with motion sickness would hurl. Has anyone else had to deal with jitter?

Try turning on in-headset warnings for dropped frames in the SteamVR settings. If you get warnings when the jitter happens, it's because too many frames are being dropped.

If that's not the cause, then make sure there are no reflective surfaces in your play area and that your lighthouses are not swaying at all (if they are on light stands, for instance).

I do have one of my lighthouses facing my monitor (which doesn't have a reflective surface, it is matte). Maybe the light it is emitting is interfering. I did try with the dropped frame warning thing, and it doesn't indicate any dropped frames when the jittering occurs. I do have the lighthouses on tripods for now and I am using the 3rd floor of my townhouse which does vibrate when trains are going through. I am planning to move my whole setup to the bottom floor soon though. Maybe that will help.

first problem and likely culprit is you are below specs. That WILL cause jitter.
second problem. If the lighthouses aren't stationary that can cause jitter as well.

My CPU is one gen back from the minimum, running overclocked. I am pretty confident that it performs relatively the same. The cache, cores, etc.. are all the same values. Not ruling out that possibility, but I think it is something else. I am not dropping any frames, but it is possible their computations of where I am might be off due to performance (though my CPU doesn't hit 100% when the jitters are happening). I did run the HTC Vive tool to check my PC before I bought the unit and it did say I am ready.

The lighthouses are stationary relative to me. I believe the house shakes a bit but everything in the house shakes with it. If I look at the light house directly it doesn't jitter. But who knows. When I bolt it to the wall next week we'll know for sure.

what video card are you running? That's more key than the CPU

JC wrote:

what video card are you running? That's more key than the CPU

It is on the low end but within spec. GTX 970.

kazar wrote:

My CPU is one gen back from the minimum, running overclocked. I am pretty confident that it performs relatively the same. The cache, cores, etc.. are all the same values. Not ruling out that possibility, but I think it is something else. I am not dropping any frames, but it is possible their computations of where I am might be off due to performance (though my CPU doesn't hit 100% when the jitters are happening). I did run the HTC Vive tool to check my PC before I bought the unit and it did say I am ready.

VR is strangely CPU dependent. When I first got my Vive I had an AMD Phenom II X4 980 BE which is about on par with an older i5 and a GTX 980 and I got occasional to constant (Job Simulator) stuttering. Building a new computer with a 6700k and the same 980 got rid of stuttering entirely in every game. Might not be the case for you but it definitely was for me.

The thread for the game might run out of room to use more CPU even if the CPU itself isn't pegged. It sort of depends on the game. I have a GTX 970 as well and most games run great with an i7-4790 CPU.

Warriorpoet897 wrote:

VR is strangely CPU dependent. When I first got my Vive I had an AMD Phenom II X4 980 BE which is about on par with an older i5 and a GTX 980 and I got occasional to constant (Job Simulator) stuttering. Building a new computer with a 6700k and the same 980 got rid of stuttering entirely in every game. Might not be the case for you but it definitely was for me.

I also noticed that updating my drivers for the USB fixed some of my issues (not the jitter, but the flickering). A new computer could also have meant a better USB processor. I actually did some reasearch, and my CPU while being a generation back is effectively a bit better then the minimum requirements. The Ivy Bridge processors are slightly faster then the Haswell processors. The advantage the Haswell processors have is they take less power so are better for mobile. Putting my CPU side by side with the minimum processor, the stats are almost exactly the same, except my clock speed is faster. But that being said, it is the minimum requirements, so I am sure I am right on the edge of all these problems. The 6700k is two generations newer then the minimum requirement and it seems to blow it out of the water.

it could be down to the USB. You say it fixed some issues, maybe it's still interfering somewhat. Maybe grab a new USB expansion card, could be a cheap fix.

So I am pretty confident that the jitter problem I am having is due to trains. When a freight train comes through my desk shakes, and one of the light houses is on a tripod on the desk. The part that sucks is the train can take 30min to pass as it moves really slow in my area. The good news is in a week or two I will be moving the VR setup to the first floor which has less vibrations and I will mount the lighthouses properly. I hope that will fix the jitter issue.

Regarding USB, I read a post on reddit that it is best to put all your peripherals on the USB 3.0 ports and leave the USB 2.0 ports for the Vive only. That way the USB 2.0 controller won't be slowed by mouse/keyboard/audio/etc inputs. It makes sense, but I was thinking that 2.0 might not be fast enough. I am guessing that if I go with a 3.0 expansion card as you mentioned polypusher, it would be a dedicated USB controller just for the Vive. Might be a good idea regardless of issues.

I went with an add in USB 3.0 card as I couldn't support the Vive and all the other items I've got hooked up. Best $20 purchase for a PC I've ever made. It goes on sale occasionally.

https://www.amazon.com/gp/aw/d/B00FP...

JC wrote:

I went with an add in USB 3.0 card as I couldn't support the Vive and all the other items I've got hooked up. Best $20 purchase for a PC I've ever made. It goes on sale occasionally.

https://www.amazon.com/gp/aw/d/B00FP...

I just bought the same card last week to support the Rift. Great purchase.

For the Vive in particular, would it be usable with only one good hand? I don't have the use of my right hand (which hasn't stopped me from most other gaming because there are plenty of workarounds and controller options available) and worried that the motion controls on the Vive may be too tied up with having bilateral use or just reinforce difficulties I have in real-life with certain tasks in-game that need two hands.

Would the Oculus be a better fit? Thanks in advance!

About 50% of the content I have used is best played with two hands. Your biggest issue will be identifying them. There are lots of games that can be played with one hand, though most have a 2nd hand option. When you say you don't have use of your right hand, are you able to some how hold or attach the controller to it and move your arm? Some games let you use one controller as a shield so just having it there could help?

I don't think the Oculus will be better or worse. When the touch controls come out, they will give you the same limitations.

kazar wrote:

When you say you don't have use of your right hand, are you able to some how hold or attach the controller to it and move your arm? Some games let you use one controller as a shield so just having it there could help?

I have degrees of movement in my right arm and could probably grip or at least attach a controller. It actually would have some rehabilitative effect in that regard. The main limitation would be button presses and fine motor movement. As with anything, it's going to be dependent on individual games and developers as to the control requirements.

I guess both platforms would be the same for control agnostic games such as Elite which I'd use something like a flightstick for.

Thanks for your help!

Agreed, it's really going to be a game-to-game thing and not a platform thing (once Touch controllers come out)
In AudioShield, you have a left and right shield which are color coded, you'd miss half the orbs (and the combo) without use of both hands
In Raw Data, you'd have a mixed bag. Early in the game one character class needs both hands, one to shoot and the other to reload but you can unlock a perk that turns reloading in to a one-handed move to the hip. The other class mostly waves around a sword, which can be done one handed but I think you get a damage bonus from having two hands.
In Fantastic Contraption you really only need one hand, same with Job Simulator.
The Climb would be very difficult with one hand. Even though you can play with a game controller you need to be able to carefully manipulate both the L and R triggers.

Im starting work on a game and I want to be able to be equally functional whether you're playing with one controller or two and I won't care whether it's your left or right. Most of my testing I do with just one controller because it's easier.

Google's Daybreak project seems to only support one controller by default, so any game in development that is considering mobile VR will probably be designing for just the one.

erichoya wrote:
kazar wrote:

When you say you don't have use of your right hand, are you able to some how hold or attach the controller to it and move your arm? Some games let you use one controller as a shield so just having it there could help?

I have degrees of movement in my right arm and could probably grip or at least attach a controller. It actually would have some rehabilitative effect in that regard. The main limitation would be button presses and fine motor movement. As with anything, it's going to be dependent on individual games and developers as to the control requirements.

I guess both platforms would be the same for control agnostic games such as Elite which I'd use something like a flightstick for.

Thanks for your help!

To give an example, in the game "Space Pirate Trainer", each controller acts as a gun. But if you put the controller over your shoulder, it turns into a shield. You don't need to press any buttons at this point, just keep it in front of you blocking incoming attacks.

So some games it might work out for you.

My vr thoughts yesterday: Meh: "Not that interested. Stick to pc"

My VR thoughs after playing it: "This is Amazing and I feel good. I want to buy one now"

It really is something you need to experience. Everyone who tries it gets wow'd by it pretty hard. Even my mother a very non game person thought it was amazing.

Short plug for my step-brother's game: SculptrVR

Really amazing game and I can imagine arty types especial sculptors and modelers enjoying it a lot.

So my new VR area is 6ft x 6.5ft which is just over the required space. But every time I try to configure the Vive, it says I don't have enough space. The picture shows that I am barely too small. So I have to force the area to be bigger going over my desk (which I sometimes bang into). Is there a way to force the vive to accept the smaller area?

kazar wrote:

So my new VR area is 6ft x 6.5ft which is just over the required space. But every time I try to configure the Vive, it says I don't have enough space. The picture shows that I am barely too small. So I have to force the area to be bigger going over my desk (which I sometimes bang into). Is there a way to force the vive to accept the smaller area?

I have the same problem and haven't found anything yet mate, sorry.

You might be able to go over your desk during setup and then adjust the play area with he super sampling / chaperone gui app.