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chilli chubb

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Everything posted by chilli chubb

  1. Eventually got it fixed from Vive's Support. Yes the free code just adds 2 months to my subscription's end date.
  2. I received 2 complimentary Viveport subscriptions when I bought the VivePro starter kit as well as the Wireless adapter kit. I used one for 2 months (that came with the Wireless adapter) but was charged the standard subscription rate when 2 months passed (I wasn't alerted that the subscription was ending as it just automatically renewed since I have already given my visa card details). I then cancelled the subscription (auto renewal) so that when it ends I can use the free subscription (I don't know how many months) that came with my VivePro starter kit. My question is, can I use the coupon code before the paid subscription ends or do I have to wait until it expires? Can I even use 2 free subscriptions from buying 2 Vive products (if there is a limitation)? I have no issue continuing as a paying subscriber when the free codes expire but I just needed clarification on how I can use the free codes.
  3. I fully agree! It will be great to share our experience and recommendations for the best VR games, which not only covers gameplay but also things like game resolution, textures, immersion, control scheme and general VR-playability etc. Perhaps I can start by sharing a VR hidden gem game... "Crashimals" - found this gem of a game after checking out Youtube's recommended must play VR games. The gameplay is much like Angry Birds where you knock down objects by flying a RC plane releasing bombs on them. It's a simple but addictive game much like Angry Birds. The graphics are lush and vibrant and the animations are a joy to watch. The control scheme takes getting used to as you will need to use both wands to control your RC plane's trajectory to make bombing runs on the targets below. It's one of those games where a short playthrough always results in you wanting to keep playing until you realized how much time you had actually spent playing than you had anticipated.The game is available for free download at VivePort Infinity for VivePort subscribers.
  4. We all have ingrained habits myself included. I know about not doing top-up charges because of battery memory and all such advice but in reality I guess most of us simple charge after usage irregardless of the remaining battery level. I do the same for my mobile devices (handphones, music players, cameras, game consoles etc) all these years and 99% of the time, they either get sold or replaced before any battery problem showed up.
  5. I'm a long-time PC gamer, yes hardcore one going thru many SLI setups but not presently, and I just dived into VR for less than a month. I don't play racing games on my Vive Pro but I have learnt to appreciate what VR has to offer and accept what it could not. The first thing I would say is since you're already heavily invested in a high-end gaming PC and equally high-end racing gear, I don't see how adding a high-end VR setup would be any issue. I have an i9-9900K/2080Ti/34" 21:9 monitor gaming rig and a VivePro with the wireless adapter. What takes getting used to coming from a hardcore PC gamer's perspective? You'll see pixels. I don't fault the 2880x1600 resolution VR screens, I accept that such small screens just mere inches away from my eye is going to let you see pixels but it's in no way unacceptable, just have to get used to it. Controllers - instead of keyboard/mouse you get 2x motion controlled 'wands', in some cases much more intuitive and immersive (if you play other games besides racing simulations). Tethered VR - takes getting used to but I got the wireless adapter to remove that barrier. Turn your head instead of glancing left & right, you'll get used to it and it may be more immersive too. Telescope vision - you'll get used to focusing on the centre of the screen so you won't notice it over time. I would think it would be a real blast racing in VR although I don't do so myself.
  6. I would think a VR headset would cause mild disorientation and nausea to any person, much worse for someone who is unwell. But I know where you are coming from as its a great way to "explore the world" (in virtual reality at least) for someone who is confined to a bed or immobile. Not knowing if your mom can adapt to viewing things in 3D comfortably, maybe you can consider something like the Oculus Quest for a start as its wireless and portable. Perhaps getting the digital audio strap would make the headset less front-heavy and improve overall comfort while providing a boost in audio quality. A tethered HMD is not practical. As you have said, viewing videos or photographs or listening to music are the main reasons for getting a VR headset so you don't need a too high-end tethered setup for that.
  7. I do the same thing for my controllers like I do for my mobile phone or GoPro camera.. it gets charged overnight. I don't think there is an issue of overcharging as most modern chargers simply off by itself after detecting the battery is full. I'm just 3 weeks into VR but I have not encountered a time when my controller's battery went flat while playing (its the wireless adapter's powerbank/battery that always go first) and I seldom play for more than 2/2.5 hrs max. The controller's power LED will always be orange when I finished playing and they get charged overnight.
  8. I'm no HTC staff but I wouldn't put any chemical liquid on the lens or exterior of the HMD (unless HTC specifically say its OK to do so). I would think any form of chemical would have an effect on most contact surfaces. A good option is to use disposable fabric eye masks or cushion wraps, the former being cheaper. For the sponge eye cushion I usually use a slightly damp cloth to clean it once in a while but I would be getting spares as soon as new stocks are in.
  9. I am wondering what the 2 cameras on the VivePro's faceplate are for but I would think it would come in mighty useful if I can use it to peek at my environment while taking a break from VR. I mean there are times I would like to use the keyboard or mouse to change some PC settings and I have to remove the headset in order to do this. I thought most VR HMDs have this function?
  10. Thanks for the heads-up, I wasn't aware of this. Does this override whatever SS settings you have chosen via SteamVR's (or the in-game) SS settings? Isn't this more like the VivePro Eye's foveated rendering? Have you seen any improvements in graphics fidelity or frame boosts? I don't have any games which has VRSS support to compare.
  11. Gosh Thanks a Heap VN! I didn't even notice it until you showed me the screenshot above! I did however used the free 2mths' VivePort subscription code which came with my Wireless Adapter. Do I wait until that expires then I key in this new code? Or can I add on to the existing 2 months? Anyway it says its valid until 31 Dec 2020 so I still have time.
  12. I didn't get the advertised free VivePort 6 months subscription with my Vive Pro Starter Kit either. It was on the advertiser's webpage but not on the VivePro's packaging - not indicated on the box nor available as a coupon code inside the box. However I did get a 2-month free VivePort subscription coupon which came with the Wireless Adapter. @jagibson
  13. I have been gaming since the 1990s and I wouldn't recommend a notebook for gaming whether VR or not, but I admit its portability is indeed a real bonus if you are into LAN/VR parties. I have seen vendors bridge the gap by offering equally portable Shuttle mini-PCs for the portable VR crowd but whether these offer an available PCI-E slot for wireless gaming is another matter. Talking about wireless, this is one of the best upgrades (or "accessory") for the HTC Vive. I bought one for my Vive Pro and I feel that wireless VR gaming is a real game-changer albeit at an eye-watering cost.
  14. I feel you. I really wanted the Valve Index but it was near impossible to get one outside the US and the only other "latest model" VR headset available in my country was the Cosmos. Since it was readily available in my country (not surprising due to the bad reviews) I really wanted to like it but I read online that despite many firmware updates through the months, the tracking issues persisted. The fact that HTC came up with the Cosmos Elite was obviously an acknowledgement that the base Comos' tracking issues could not be resolved via software but needed a hardware implemention. So when you say you feel ripped off I know where you are coming from. To their credit, HTC giving their user base the wireless option was a big bonus, especially when you are comparing what the other VR manufacturers can and cannot offer. But the price of the wireless adapter (+ the attachment kit) for my VivePro was wallet crunching and yes I do feel ripped off because that is on top of the high price HTC was already asking for the VivePro. (Although I do acknowledge that transferring huge amount of data wirelessly would require expensive high-tech hardware). But the benefits of wireless is indeed a game changer, and for that none of the competitors could compete. For now.
  15. I too was keen on the Index for my first VR but like you it was impossible to get one outside the US. I ended up with a VivePro + the wireless adapter. The wireless adapter was the real game changer, and that is before even considering system specs. The Index and the VivePro have similar resolutions of 2880x1600, the Cosmos is slightly higher at 2880x1700. If you upgrade to the Cosmos you will need to get the compatible wireless adapter which adds a lot to the cost. The Cosmos upgrade will see a jump in resolution (a few YouTube reviewers have mentioned the jump wasn't day and night) whereas the Index upgrade would give you wider FOV, faster refresh rate and the sought-after Index controllers, but you lose the wireless option. But the fact that you can reuse your base stations is a bonus. I really wanted the Valve Index but unfortunately Valve is not interested in customers outside the US so I had no choice. I would think the Index would be a better upgrade for you but not having a wirelss option may be a dealbreaker if that is important to you. For me, I would be thoroughly satisfied if I can get my hands on the Index controllers sometime in the future to complete my setup (AMOLED screens + Wireless + Index controllers).
  16. Yes we are still a long way off in VR replacing the standard PC monitor gaming. How much can a RTX2080Ti do now or a RTX3080Ti can do next doesn't seem optimistic. Even a SLI setup would not make any difference since VR wasn't configured for SLI rendering/optimization.
  17. New VivePro/VR user here.. When I first watch YouTube VR headset reviews I was quite impressed at what it could do - graphics fidelity, but that changed when I experience VR for the first time with the VivePro. I could see pixels, something which YouTube VR gameplay videos doesn't show (recorded gameplay were from what the PC generated for the PC monitor rather than what is seen through the VR headset's screens). I have been PC gaming since the late 90s and I have seen gaming resolution go from 640x480 right through to my current 3440x1440 monitor. I can see pixels despite the combined resolution of 2880x1600 which is technically sharper than 1080p BUT the difference is that these screens inside of the VR headset are mere inches from my eyes so logically they don't seem as high resolution as I expected them to be. I super-sampled all my VR games to 1.5-1.7x but that can never duplicate a true native higher resolution screen. So even with my i9-9900K/RTX2080Ti rig, that limitation in VR is still there. Of course I'm aware that 4K/5K/8K VR high refresh rate headsets are available from Pimax but for that kind of ultra high definition I would think even my rig would have difficulty running them at native resolution at high refresh rates. That limitation is real and it is as real as the current PC hardware's limitation with ray tracing. It's a strange situation to be in. VR's "close field" resolution limitations can be somewhat resolved by lowering the graphics setting to make it run at 90/120hz at 4K per eye resolution but that would be kind of contradictory. The irony is that the gains of VR (full 3D immersion of being inside a game world) is compromised by the perceived lower resolution of viewing images just inches from your eyes. I game on a close to UHD resolution of 3440x1440 (albeit 2D) PC monitor and the difference from what I see on a VR headset is stark. Mind you I still enjoy playing Halflife Alyx/Arizona Sunshine/Pistol Whip on my "low resolution" VivePro so for now the graphics "downgrade" is still acceptable. To duplicate what I see on my PC monitor on a VR headset is still a long time away but I'll enjoy what is possible for now.
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