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    Originally posted by Neon Ignition View Post
    https://praydog.github.io/uevr-docs/
    The Unreal Engine VR Injector has been released!





    That's only the Guide (well worth a look) the Github page isn't up yet

    Page not found · GitHub · GitHub​
    Last edited by huxley; 31-12-2023, 11:52. Reason: typo

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      Yep, it's releasing slower than expected

      This program will apparently go through your Steam etc libraries and tell you the engines they use so you can prep what to prioritise:

      Mod manager for universal game mods. Contribute to Raicuparta/rai-pal development by creating an account on GitHub.


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        Release is at 9pm

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          As much as the full VR elements are impressive, simply pressing Inject and getting headtracked VR perspective in standard gameplay alone is amazing


          Out Now
          Universal Unreal Engine VR Mod (4.8 - 5.4). Contribute to praydog/UEVR development by creating an account on GitHub.

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            I got the coupon I'd been waiting for and got my PSVR2 today!

            Last night I spent some time on PSVR1 playing Doom 3 VR to remind myself how to play in VR. I wasn't keen on the shooting mechanic but am glad I didn't spend the money on an Aim controller.

            The wife took our son out to meet friends so I got to set it up and played some Pistol Whip, Hubris (demo) and Resi 4. I keep forgetting R/L1 and R/L2 being different buttons, which made climbing in Hubris annoying, but otherwise :explodinghead: I doubt I'll get more time today but I'll be on GT7 and No Man's Sky next. NMS has been updated with foveated rendering, so I'm interested to see how that performs (or if I even notice). NMS was amazing on PSVR1, so I have high expectations for the PSVR2 version.

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              Originally posted by Neon Ignition View Post
              As much as the full VR elements are impressive, simply pressing Inject and getting a head-tracked VR perspective in standard gameplay alone is amazing

              Out Now
              https://github.com/praydog/UEVR
              Yes, I need to download this and take a look - shame that Alan Wake II isn't UE, that would be something special. It's also controller injection too, which is probably more impressive (it makes VorpX pretty much redundant).

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                I've tried a few games with this this evening, and whilst the technology is impressive (especially given it's free), it's very hit-and-miss. I'm getting flickering in a lot of titles, even though they're listed as working perfectly on the Quest 3 running via Virtual Desktop at 120 fps (or 90 fps, doesn't seem to make any difference) and it seems to crash quite a lot, sometimes just sit at the waiting screen.

                The movement is also quite motion-sickness-inducing in first-person titles - Street Fighter V isn't on the list but is UE4, and I couldn't get that to work. Samurai Showdown was quite impressive (was perhaps the one I liked most), Train Sim 4 had flickering and odd artifacts in the peripheral. Pinball FX just kept crashing, Railgrade didn't really work top-down.

                The UI is very clunky too, you have to manually hook into the game, so you have to tab out, set it up, wait for the process to kick in, then start meddling with camera positions, overlay distances, etc - it's not play-and-play.

                So I can't really see myself using it - it's still not a replacement for properly tuned VR titles, but it is a far better experience than VorpX.
                Last edited by MartyG; 03-01-2024, 21:28.

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                  Something fun to tinker with for PCVR gamers then, but not solid enough to actually make games playable or comfortable.

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                    I've not tried it yet. After watching several videos on it I've seen it mentioned multiple times about how profiles will end up being shared for games so I'm thinking of waiting for that which should simplify things and make the experience more consistent.



                    I've been spending more time with PSVR2, specifically with Horizon, and the more time that I play the more a number of opinions of it cement into place:

                    01 - I've been surprised how much going back to having even a single cable attached to the headset is an annoyance
                    02 - The battery life of the controllers seems inconsistent, one discharges much faster than the other and neither last ages
                    03 - The sweet spot really is very small meaning that the much talked about FOV rendering is pretty redundant

                    I'd be very interested to know what Sony makes from each sale. I'm increasingly of the view that PSVR2 must be made on the basis that each unit makes a reasonable profit because the £530 price tag is frankly unfathomable.

                    Coming from PSVR1 I think the headset is a reasonable improvement on several fronts, but coming from elsewhere it struggles much more. It's without question inferior to the Quest 3. The biggest defense I've seen come in favour of the PSVR2 is that the graphics are much better but that's a pretty big lie to rely on and is why I feel like Sony must have safeguarded against loss by setting a high RRP. The Quest 3 isn't the most powerful machine on the face of the earth but the PSVR2 isn't doing anything at all, even to the hand it feels mostly like an empty shell. The PS5 is the device doing all the work just like when using a Quest to play PCVR games.


                    I think if I knew someone who owned a PS5 and wanted to get a VR headset I'd wholeheartedly recommend the Quest 3 to them. The PSVR2 is a very expensive road into it and using it cements just how heavily it requires exclusives to justify itself. Putting the processing aside, Horizon looks nice but it definitely sits in a bit of an awkward middle ground. On the one hand it looks better than most VR games, but on the other it's very pared back in many ways and ironically while there's clearly an effort to put a lot of fidelity into it the PSVR2 headset actually lets the game down a little as so much of it is soft focused or blurred because of the lens. It would genuinely look better if Quest 3 could connect to your PS5. My PSVR1 turns up today, it's going to be interesting to see how wide the scale is between the devices when going that far back tech wise.

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                      I'd send your second hand headset back it sounds broken, to be serious this is a really good guide on how to fix your problem, maybe give the lenses a really good clean experiment with the ipd and how it sits on your head as it feels like you haven't got it set up right to me.



                      Pancakes made you lazy?
                      Last edited by Lebowski; 04-01-2024, 12:03.

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                        Going off that vid I'm certain I have the right sweet spot so I'll try giving the lens a clean over. That sweet spot is really small though, I recall it from the first headset but 2 shifts out of it even easier. The headset seems comfortably positioned, managed an hour last night without feeling discomfort, and eye tracking etc worked perfectly. I'll redo the IDP setting in game to be sure though as well.


                        But, definitely a Pancaker

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                          If you ordered your Quest 3 at launch and haven't redeemed the 6-month Quest+ offer yet, you've only got a few days left to do so. I've been waiting for something to turn up that interested me enough to have to setup the calendar reminder to cancel it; Richie's Plank Experience is on there this month, and I haven't had the chance to try that yet.

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                            I've seen a lot of negativity around Quest+ and its offerings, if you cancel you don't get to keep the monthly games and the value of what you get is pretty questionable, take this month. Two sub £10 games, Richie's Plank Experience, something you bring out to scare your relatives when playing VR for five minutes and Nock, which is multiplayer football with a bow and arrow with really basic aviators and a rocket league looking arena full of chipmunks, both "games" are very throw away and low quality.
                            Last edited by Lebowski; 04-01-2024, 14:27.

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                              It's free for six months, I don't think it's something I would pay for.

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                                Originally posted by MartyG View Post
                                It's free for six months, I don't think it's something I would pay for.
                                Exactly which is a real shame as £8 a month for what they're offering when Gamepass and Playstaion plus extra are a thing is borderline insulting.

                                It kind of highlights a bigger problem with VR games and the mostly digital nature of its games its a suck it and see approach, there are loads of games I've bought over the years that sounded good on paper and I completely bounced off of, A subscription service or a 15 minute demo for each title would solve a lot of the problems i have with VR as at present im super careful what I purchase as I've been burnt too many times.

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