I finally got my Index controllers and started using the 2.0 base stations. The tracking is _vastly_ improved over 1.0 stations with very few noticeable hitches even in a 5m x 5m play area. The controllers are very comfortable as well, I don't think I'll miss the old Vive donut wands.

I'm quite happy with today's thrift store find. There were several numbered units on the shelf so a school must have been getting rid of them. Once I put in three AA batteries and hit the 'on' button it booted in about 2 seconds and let me start typing. It has two ports, one for 'Computer' and one for 'Printer'. 👍

It's also called an 'AlphaSmart 3000' and has a translucent enclosure so it's pretty much perfect.

This is a nice look back at first-person games and video cards of the late 90s. youtube.com/watch?v=eFqqsYoT4h

I remember playing the Trespasser demo and being impressed at how cohesive the world was. The game almost clicked as an open-world imsim but was held back by the controls and low frame rate.

I couldn't figure out why I sometimes couldn't drop objects in my VR application. It turns out the trigger on my Vive controller was sticking a bit so when I tried to let go I was actually still just baaarely holding onto things. I should have added a tiny deadzone I guess.

Working with Index controllers will have its own challenges I'm sure.

Also, to clarify, you wouldn't need to know where the user was looking. You would only need to know how their eye was rotating so you could use that to drive the blur effect which would also be based on whatever was moving within the view.

I'm not sure how computationally expensive such a blur effect would be. A too crude approximation might cause nausea or eye strain for some users though.

I bet you could make 90Hz look like 1000Hz in VR if you used a motion blur effect that was based on the movement of objects within a scene _and_ the direction and speed of the user's gaze across their view field. With low-latency eye tracking you would be able to fake extremely high frame rate without having to actually render all the in-between frames or run display hardware faster.

I'm finally able to touch every wall in a roughly 5m x 5m garage space dedicated to VR. I ended up using a swivel pulley for the tether with a DP signal booster as counterweight. I wear a harness (modified $1 thrift store backpack) to distribute the cable's pull to my torso instead of my head. Tracking is a little spotty with such a big area because I'm stuck using 1.0 base stations until I get Index controllers.

Wireless would be nice but this works for now. Space Pirate Trainer is unreal...

I'm giving Pop!_OS a go and it seems pretty slick so far. Having Nvidia driver installation fully handled from the start without having to enter any terminal commands is appreciated.

It doesn't seem good to mix accurate finger tracking in VR with hand-crafted poses for holding oddly-shaped objects. You don't want a difference between what the player's real hand is doing and what their virtual hand is doing.

A simple way to increase presence is to just make any object the player can grab have a handle shaped like the VR controller's grip. Once the virtual item is snapped into place the player can drum their fingers and get perfect feedback from the real controller's surface.

Oculus creep, Twitter link 

I let Ubuntu update and came back to find only one of my monitors with a signal after reboot. The resolution was set to 1024 x 768 as well. I hope this is user error and not the OS just being super fragile. To be honest I'm never sure if I've installed a video driver the 'Right Way' with Linux.

Spending a lot of time in VR and then looking at my real hand under high-frequency flickering lights messes with me a bit. It's just a little too close to the look of a headset panel refreshing.

Always consider: your code is a guest on someone else's system. Any other agreements you think everyone is signing up for are built on top of that.
/end rant.

Space Pirate PvP looks like a blast:


I'm glad to see things like this getting made, 1:1 movement is very fun in multiplayer VR. The play area requirements are no joke of course.

Someone I know was happy to tell me about their machine learning program.
When I rephrased their work as "so, this create bullshit data to fill gap in the real data?"
He admitted yes, but tried to convince me it's not that bullshit because the generated data is likely to be correct.

Sorry, you won't buy me on this.
Replacing missing real measures by statistics doesn't replace real measures.

I stopped at the PC repair shop and my timing was perfect: another customer had just brought in her old iMac and a printer. The guy at the counter was polite to her but it was very entertaining to hear him go on about Apple's repair restrictions and the printer industry's business model.

After using an Index headset for a few weeks I am really enjoying the higher refresh rates. I'm not confident that I could spot the difference between 120Hz and 144Hz but going back down to 90Hz is jarring. I think the Quest's 72Hz would feel pretty distracting and choppy, for me at least.

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