I understand wanting to use fixed foveated rendering on a limited device like the Quest. It's very easy to over-do it with the current generation of consumer VR hardware though. The user may be forced to constantly turn her whole head to see things clearly instead of just being able to glance naturally. With future fields of view of 140 degrees or greater FFR will make more sense.

My specific unit has a bad pixel unfortunately so I'm back to the Vive after boxing everything up for an exchange.

The Index headset arrived and seems like a good step forward in most ways. I was able to get mine running in Ubuntu and used Proton to play Compound at 144Hz. I would have liked to see a wireless accessory released at launch but I'm sure that's in the works.

I liked this post about how Valve increased the FOV of the Index headset and why it wasn't as straight-forward as you might think:

valvesoftware.com/en/index/dee

I finally upgraded my CPU cooler, it may be a bit large for my case though:

I decided to try a 'garage-scale' VR setup while I wait for the Index to arrive. The original Vive base stations actually provide pretty robust tracking even when well beyond 5 meters apart.

Naturally walking around and taking in a large VR scene without teleportation or trackpad/thumbstick movement feels great. Now I just need to attach some cable management gear to the tether...

I just came across these photos from the tokyomk6 meetup, there were some super cool mechanical keyboards being displayed: flickr.com/photos/164140344@N0

Someone even made a mini-deck 💖: flickr.com/photos/164140344@N0

roadtovr.com/logitech-vr-ink-s

This looks like a good tool. Voxel sculpting seems like the main thing you'd want to use a stylus for in VR but putting it on a desk to paint with a large virtual tablet would also be rather nice.

Ultrawings is one of the few VR games I've put a parent into where they clearly wanted to keep playing and didn't just take the headset off after a few minutes. I'm sure it helped that they've flown actual planes before, skills acquired IRL can certainly be used in VR. They did mention the flaps control was reversed though, oops.

surveillance 

I'm glad to see Jeri Ellsworth and her team finally able to make the AR headset they wanted. It needs a retroreflective surface to work but the goggles themselves are small, feature a wide FOV, and will almost certainly be less expensive than Magic Leap and Hololens systems.

roadtovr.com/tilt-five-ar-tabl

PC upgrades, VR 

Maybe everyone knows about this already but Mastodon washes the contrast out of thumbnails for greyscale images. If you want things to look right be sure to add a bit of colorization before uploading. I haven't tried other formats, maybe that matters, I've just been using .png for my artwork.

This is a very cool emulation hack, it fixes the slow-down in games like Gradius III for SNES. Without the 'bullet-time' some parts of the game are now harder though. :-)

github.com/VitorVilela7/SA1-Ro

Thinking back to Gradius III reminded me of Axelay which was also from Konami and released for the SNES. It ran much better even with similar sprite counts and more graphical effects and it didn't use any enhancement chips. One of its programmers went on to work for Treasure, unsurprisingly.

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