Add last updated date to app description in the App Store. This can let users know how active the devs are and if the app has been abandoned before buying it. The description of the update would also be a plus.
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Australia needs more VR. My Fiance didn't even know what VR is untill I showed her recently.
Have a business which is doing well but I can demonstrate what VR really is, for the people on the Central Coast of Australia if you'd like me to.
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I find that it will only pass through if my head goes out of bounds, by then I have already smacked something with my controllers because my orientation is different. An optional setting for controllers to trigger pass thru would be good.
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(PART OF PREVIOUS MESSAGE INCLUDED)
You see, I am learning Japanese these past 11 years, and I've long been in search of this very thing the entire time I've been a VR user.
"I'm just thinking about something that I often do. You can simulate just about anything in VR, populate it with any kind of character, and devices like Alexa will respond to your voice and reply. Why does it seem there's no such VR program for speaking a language, as in if I were to go in the program and be in some VR setting, why can't a character just be there and hold a conversation in Japanese going on because the character can understand and reply?
I guess the easy answer is maybe not a lot of learners are at the level where they can string together replies at that stage. But it's a theoretically simple idea. Maybe one character, and a setting of your choosing, and because you're understood the character can reply and have whatever conversation the speaker wants. AI maybe? Like being inside the sims. It seems like a basic VR no brainer, and I bet it's occurred to lots of people. I hope someone's doing it, and the person who creates it successfully is going to be rich!
But seriously though, someone please do the language thing because I'm looking for it all the time!"
So you can imagine, I'd like a VR experience that uses language by putting you in a setting with a character that understands and replies to the language you speak, generating conversation. It would make for a good back and fourth for practice, and it would be a plus if it were in the style of the sims in terms of character interaction.
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I've been to 20 countries, my best friend has been to 30! Our lives have been like movies up to this point. We'd love to somehow broadcast our experiences with girls, food, dangerous events, partying, and personal development with your hardware, and have your clients watch and interact. Please reach out to me!
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Ho saputo dell'aggiornamento software del mio oculus Quest solo per caso. Non ho ricevuto alcuna notifica e le istruzioni riportate on line per attivare gli aggiornamenti automatici non sono servite in quanto sull'app oculus questa funzione non è presente. Ho dovuto contattare l'assistenza che mi ha suggerito di lasciare acceso per 4 ore e mezza il Quest e attendere l'aggiornamento automatico. Aggiornamento che è avvenuto con successo!
Non sarebbe meglio una semplice notifica di un nuovo aggiornamento nel menu con la scelta di scaricarlo e installarlo subito oppure successivamente!?
Grazie
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The Rift S has an odd bug where I have to disable my internal graphics drivers before it will work with my GTX 1070, and even then I have to restart the Oculus desktop app twice before it will work. I always have the white light, the screen is just black until I uninstall the internal graphics drivers (or disable it) and restart twice.
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Dear Oculus
Below is a comment I made on youtube and I thought I would send it to you here, since it has a lot of great ideas, what the community wants/need and some inspiration for you guys to work with.
Please do read it all and make sure the right people see it, obviously we all know you are not going to make a new headset, probably, the next 2-4 years, but still! I honestly think that some suggestions within this long comment, can truly help you guys to go beyond (plus ultra!) with your next-gen headsets and controllers, whenever that might be.
"Rift S is better than the Quest, in every single way.. YES, it lacks IPD adjustment physically (though, not a problem for me) and the sound could be better (but it's literally better than the one on the quest as well).. but PCVR will always be to prefer over standalone, at least until standalone can be to where PCVR is right now, which is probably... not until +10 years from now.
Sure, I would like a wireless PCVR headset, but it's not really that much of a bother at all.
HERE IS WHAT WOULD BE OPTIMAL FOR THE FUTURE.
So, HTC is currently working on it's "cosmos", which is a hybrid, it can be a PCVR headset, but ALSO connect to mobile and work in that way, which is basically what the future would be.
So, here is what the next Rift needs, which will kill both the RIft S and the Quest and anything else.
1. For now, for the Rift S, the 1 LCD screen is great and works fine (though it has issues when it comes to the IPD), but the Rift 2 should definitely have 2 LCD/OLED (it doesn't really matter, it depends how they make it and optimized it) screens.. so , ye,.. back to having 2 screens in the headset, to have physical IPD adjustment.
2. Higher Fov (atleast 160 degrees)
3. Higher hertz (at least 90, anything above at that point is still just a waste and something that will make it more expensive)
4. Index controller like Touch Controllers (for now, the Index controllers are simply a gimmick and has no real use in any game and won't have for years, so it's fine that they haven't done it now, because again.. it's just a gimmick)
5. WIRELESS, OF COURSE.. but with a tether you can plug-in to charge it and keep playing, when it is low on battery
6. Improved Halo-headband , in my opinion.. the Halo headband is much better than the Quest/OG Rifts one, but they need to make it better still, higher quality and also allow the headset itself to "tilt" as you want it, now you can just put the halo headband higher or lower on your head, but that does not allow for optimal comfort for some people.
7. Hybrid (again, allow for both PC, streaming (PC/Mobile)
8. A sixth camera in the back, that can capture everything behind the back/head.. literally about 0% tracking issues.. then there is the issues with the controllers being infront of one another, but they'll have to put something inside the controllers as well or simply do so that one Halo ring on the controller is up and the other is down, that literally fixes that problem as well (what I mean is, imagine taking one controller and turning it around, so that the tracking ring is under your hand, istead of over.. problem solved (not the best design, but just a quick idea).
That's it.. this would be the perfect next gen VR headset and some would argue.. that the Index has higher fov, higher hertz, it has the gimmicky (for now) controllers.. but first thing is about the problems with the index..
1. The controllers is and will continue for years, to be just a gimmick and have no real use
2. Too expensive (it doesn't matter if you have the money or not, it's still too much and Valve knows it too, what Valve also knows though, is that they can easily sell the Index at that price and since they have no real competition who delivers the same specs, they have no issues doing it)
3. External sensors (Sorry guys, whether you want it or not, inside-out-tracking is not only BETTER, it allows for faster tracking.. YES! it's not perfect by any means (neither is the external ones though), but eventually
4. headband design seem very similar to the OG Rift/Quest, so that could be improved as well, THOUGH.. this is not 100% certain yet, not until we have actually tried it on.
And I'm not going to lie, if I had the money.. I would buy the Index, simply because of the better specs, but fact is fact guys.. we all want the same thing here, so let's keep focusing on that."
That's it. Thank you guys for reading and I wish you all a great day!
Kind Regards
Patrick Sommer (Oculus supporter! - 100%)
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Iâve noticed that while playing certain games that allow you to select things by looking, primarily Elite Dangerous, the current âcursorâ, for lack of a better term, is about 2 cm higher than my normal resting center of vision. This means I have to tilt my head down to look straight at it, rather than normally look straight ahead. Its rather uncomfortable. I suggest a sort of calibration where you look at a dot in space at your normal resting look-forward position, and press a button similar to âwheres the frontâ when setting up guardian. This can set your normal looking-point. This may be difficult to understand, but Iâve had this problem since the CV1, and I know Iâm not alone in this. I dont know if this is even the Rift software doing this, or if it is natural in-game support. Just thought I might throw it out there.
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A section of known issues on the website, app, or in the settings section of the HMDs with progress statuses (Known, In Progress, Finished)
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A facial silicone membrane that would allow oculus to track emotions and or the way youâre looking at something.
Your facial shape could also be tracked and replicated within games thus giving a more realistic experience not only for a single player gaming experience but from a multiplayer perspective where theyâll be able to see how you react to things within a certain game.
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It would be very nice and more immersive if Dash could be placed in the scene of the application/game instead of being painted over the scene.
Use case:
A pinned webpage showing runes for OrbusVR's Runemage (that aren't recorded in the player's journal) is pinned in Dash so the player can practice tracing the runes with the in-game wand.
Currently, all in-game objects (hands and wand included) disappear behind the pinned window regardless of its apparent placement. Inserting the pinned window into the actual scene of the game would solve this and prevent pinned windows from constantly breaking immersion.
I don't know if this is possible with the current flow of scene rendering without creating an API for the game to interface with Dash features (rather than Dash injecting objects into the game).
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