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Cake day: June 6th, 2023

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  • It really depends how the release turns out. Eye tracking is often used in social VR games like VRChat, and it can help increase peformance, but that often requires setup. The other “features” are not standard or completely lacking in PC VR, like “headset feedback” or adaptive triggers. These wouldn’t be used in any games even if the hardware/software was capable of it.

    Compared to the Valve Index, the PSVR2 has a higher screen resolution, OLED, no finger tracking (different controllers), and inside-out tracking instead of base station tracking. It looks like a really good option, at a really good price (compared to other “consumer” PC VR headets like the Index). From what I can tell, you’re not really “missing” any major hardware features when using PSVR2 on a PC compared to an Index (depends on implementation, will be obvious at release). Although the lack of eye tracking when the hardware is capable is kind of a bummer.

    Wait this one out for initial reviews, but if those are good, the PSVR2 seems like a very good option for PC VR (Although only “casual”, like playing games, social vr, etc. compared to “competitive” like very high level play at Beat Saber, shooters, etc).

    Do note that this is just looking at PC VR exclusive headsets. “Standalone” headsets like the Meta Quest lineup offer similar VR hardware specs at a similar or lower cost. These come with the downside of having to “stream” from a PC rather than using raw display output (for games not natively supported on the headset). The privacy aspect of standalone headsets needs to be considered too. Most run a version of Android, which comes with just as much (or more) telemetry as an average Android smartphone.

    As for being tethered, you get used to it pretty quickly. The main problem is that the cable is being used, and will break after some time. They are often expensive to replace, like on the Index. With standalone headsets, the cable is often USB-C and a lot cheaper to replace. I don’t know how replacement cables for the PSVR2 are handled.







  • This is a very rushed update. SteamVR on Windows will be lacking some features a lot of people got used to, but it runs. (Main one I ran into so far is screenshot management, but a lot of the big picture mode UI is not accessible due to a controller being required to push buttons)

    SteamVR on Linux however, is a complete mess. It was also a mess on SteamVR 1.x, but 2.0 broke so many things. Launching any of the included apps such as room setup, changing settings, taking screenshots. I really hope they add the last 1.x version as an update branch for compatibility reasons, 2.0 is simply not ready on Linux.

    Also, good luck everyone on the keyboard. It’s supposed to have support for using multiple controllers, but it has been dropping and duplicating keypresses for me.





  • The only build is an aab file. This is a Play Store bundle file, not an APK, so not directly installable in Android without the Google Play Store.

    The only build being a Google Play release also indicates that non-foss libraries were likely included, such as the FCM libraries, as is common for GPlay releases of otherwise FOSS projects.

    As far as I’m concerned, Element X for Android is not available yet, unless either building from source (with modifications to included libraries), or by using a non-FOSS version from GPlay.