Honestly, one of my favorite SteamVR overlays I've found so far isn't even actually on the steam store It's called VR Hands Frame, and basically, it lets you take screenshots, translate text, and even scan QR codes in game, just by using natural hand gestures. Quite literally, you just use your fingers to make a rectangle around whatever you want it to take a picture of, and then you can just move your hands around to resize the picture. Want to scan a QR code or text instead? Just put your hands on the other corner of the rectangle. No need to fiddle around with UIs or anything to switch it around. Extraordinarily handy, probably my second favorite overlay, just after FPS VR, followed by OVR Advanced Settings Edit: Neat, the same person also made another useful looking overlay that allows you to use passthrough dynamically so that you only see the area around your controllers
I'll have to check this out, sounds like a very interesting solution, but I'm also wondering if it uses the SteamVR screenshot hook, which might conflict with other accessories. Will investigate.
@@BOLL7708 unsure as to exactly how it works. All I know is that it's miles more convenient than the stupid trigger plus menu thing that Oculus and steamvr do. Seriously, it's so inconsistent, and seems to only ever happen when I don't want it
Steam has a massive VR shovelware problem that makes browsing the upcoming titles not even worth doing It's like rifling through a dirty trashcan for a sandwich, but then you're not hungry anymore
It's better for a platform to have the floodgates open and have the issue of needing separate method of discovery for titles, instead of "maintaining quality" and rejecting a lot of valuable content. The reason GabeN gave up on gatekeeping is because of multiple regretful mistakes - they had too many situations of rejecting a game they thought was crap later to be praised by reviewers and selling in millions. Good example is Braid. Recently a viral hit "Vampire survivor" is a typical title that wouldn't be allowed on old steam. This freedom of choice and access is worth much more than having a nice, clean store.
The SteamVR keyboard has the same problem the VRChat keyboard had for years, they're registering the key being pressed on release of the trigger, making it feel really terrible and missing a lot of keystrokes because it doesn't register the key if your pointer leaves the key before you full let go of the trigger. VR Keyboards really need to register the button press on the first press down of the trigger instead.
This^ I don't want to rely on 3rd party software to fix basic functionality, especially knowing how taxing VR is for hardware, the last thing I need is another software that may take up a fuckton of resources
@@0LoneTech They are way worse, they removed it because it was simply difficult to pick up and learn right away, and they wanted to use something familiar and easy. Forgetting that the people they're targeting for life in VR are all the weirdo freaks who would be interested in learning how to do things the hard way for way better functionality later. Honestly I can't even figure out why swipe typing hasn't been implemented on any vr keyboards yet either. Makes total sense for VR use yet I've only seen like one 3rd party keyboard try it.
@@gar_ee8884 I just don't buy that reasoning. It's the same way we've been typing on phones, except the thumb isn't in the way; we still got highlighting of where we were pointing. It wasn't hard to learn, some people just didn't think to try. I find it much more plausible it just didn't work as well on the minuscule touchpads of the Index.
@@0LoneTech But knowing how to press buttons on a keyboard is something that requires zero learning. They're targeting the lowest common denominator and removing as many roadblocks as they can to get people into VR to even have a market in the first place. YOU think it was easy because you're already one of the aforementioned weirdo vr freaks, the average person trying VR for the first time can barely put on an Index controller, or figure out what a vive wand is. The thumb typing was already basically dead in the water before the Index controller came out. The relatively terrible VR experience of the Vive wand and commercial failure of the Steam Controller probably did more to kill thumb typing than the small touchpad on the Index controllers.
@SadlyItsBradley Yeah. It's pristine. Hooking up my Bobo M2 3D printed adapter today. Got my M3 ordered directly from the Bobo store. Amazon is still out of stock. Bought several games. This is my 4th headset and I've let friends and my Mom try them all and she was really wowed by the First Encounters MR demo, even with the somewhat dim lighting in my room.
As one of those rare SteamVR Linux users (you might've seen me around the compositor IPC GitHub issue), I appreciate the general Tux shoutout. SteamVR 2.0 is rough; I and several others weren't even able to test it for most of the beta due to it failing to launch on Debian/Ubuntu until a fix made 2 days before stable release. Here's to hoping more fixes are inbound.
@@mgord9518 The most recent failure-to-launch issue on Kubuntu 22.04 has been fixed for me as of SteamVR 2.2.3 stable (see issue #638 on the SteamVR-for-Linux GitHub tracker), but - confusingly - **not** on the SteamVR beta build. Beta builds remain broken for me for some reason, even when it was the same version number as the stable release.
Fun fact I found out, the OG UI is completely present if steam is not running. Perhaps you could use that as fallback for your strings experimentations.
Three things I could see them doing with this to make Deckard/SteamVR attractive for non-VR use cases: - Streaming from another PC/Deck - Foveated rendering for 2D games - 3D stereoscopic support for 2D games
For the past couple years I've been spending more money on VR games than flatscreen games on Steam. I'm all in on VR. I'm losing interest in flatscreen games.
Its just a whole new level isnt it. Beint IN the game instead of some outsife force controlling the game. Though ill admit i happily poured 300+ hours into baldurs gate 3 so far. Best game i have ever played
Just remember that nothing happening here stops VR games from being made. It’s just sorta adding more legacy content due to the hardware getting to the baseline for it
@@thedoomslayer5863 The same point VR always had at Valve: to increase sales of Steam content. Steam Deck succeeded at this task, but VR has not. So Valve is doing the obvious move that is finally possible with high resolution panels and what Apple already showed: spatial computing with 2D content, optionally enhanced and extended to the room scale (for immersion but with no locomotion). Valve contrary to Apple will still support full dive VR gaming properly (controllers, no restriction for locomotion).
@@kazioo2 Just to be clear, Apple has not said they're not making controllers. If there's ONE THING Apple wants to sell you, it's "extra stuff." Get ready for those 1200 dollar controllers my man. Vision Air Touch - $1199.99. Optional charging dock 499. They'll even sell you grips for your controllers for 199... They won't shy away from selling you MORE stuff.
Hey Brad, a month ago Facepunch Studio showed off its new office. Very detailed every room, except for VR which was only mentioned at 3:26. Considering they are the only ones (besides Valve) working on Source 2 (S&ndbox game), do you think they are hiding a Deckard prototype behind the door and didn't want to show it? :) Link to video: ua-cam.com/video/4TcVIlfEwMQ/v-deo.html
I'm just a bit peeved that the new VR ui for the VR app doesn't show recently played VR games. Also, I'd be glad to play flat games in VR whenever I don't have to be using nearly all my VRAM just to get to steamvr through VD. All the games I've wanted to try just crash as soon as you launch them so until higher VRAM cards are the norm I don't see flatscreen gaming in VR to catch on much. Gotta remember that not everyone has a 4090
I would rather view 2d content in a vr headset rather than monitor's because you can't change the size of your monitors. They cant float around in your room ect.. There are also probably really cool ways of displaying 2d content that we have not seen before. The real time reflections of virtual content onto the real world looks so cool!
Yar, the only thing holding me back is not having a 165+ refresh rate. If we can get a 165 refresh rate on any screen that can do true black pixels (completely turned off next to completely bright) will absolutely dominate
Idk, when I desktop game its for like 8+ hrs most days...whereas in vr I play maybe 3 to 4 hours, just don't want to have something on my face for extended periods of time...gets a little exhausting imo
yeah, but a 32inch 1080p 144hz monitor is dirt cheap these days. and will be more comfortable than a vr headset. just recently got a quest 3, it's fantastic....but it's not replacing my monitor for flat 2d gaming. even a portable projector is cheaper than a vr headset (and has the adjustable size feature you mentioned).
@@legendp2011 Quest 3 has a resizable window option what are you talking about? I resize my my browser overlays all the time. Especially for Twitch chat and everything.
@@legendp2011I've been using my quest 3 on my work breaks. When xbox game pass launches that's going to be a new part of my breaks. $500 for a portable, non intrusive to others " TV" is a bargain.
Praydog mod does that for Unreal 4,5 games. Reshades works for ~95% of games but does produce artifacts. Valve could definitely produce an SDK that game developers could use output a stereoscopic mode for all games. If they incentivised developers by giving them a greater profit share if they supported 3D output then I can`t see why a VR mode in all games would not become the standard.
You mean with reshade/depth3d ? Make sure you set your IPD correctly. You can also adjust the "3d depth", it sounds like you are pushing that too far. @@iraklimgeladze5223
The keyboard dropping keystrokes is really irritating and makes sending messages to anyone a pain in the ass. I've also had repeated crashes of SteamVR on startup that didn't used to happen before. Valve really needs to fix these issues asap.
I’m pretty sure the main reason they pushed 2.0 so fast was to get feedback of what needs to be fixed first/quickly. The first beta update since launch was already a big fix for a lot of people.
many many thanks from germany - Brad - very interesting to hear your thoughts to the development - stay health and the most important youtuber for Steam and VR and XR 🤩😊
I truly don't think the future is going to revolve around XR until headsets are nearly weightless. Most people would rather not sit around with a bulky headset on to watch a movie or play a flat game when they can watch a movie or play a flat game in their room with their monitor. People will say "Well the social aspect", well thats already covered in VR with bigscreen/vrchat/etc. I have both the Index and Quest 3. We'll see though, I could be wrong.
Waiting for Valve is like waiting for Star Citizen, only with even less information. From a business point of view I can't understand why all the secrecy. This notion of them not telling us of what's in the works because they're afraid of backlash if they don't deliver is nonsensical. The damage they do because the users are frustrated is far greater than any imagined backlash. Meanwhile the other companies are providing constant updates and fostering anticipation and hype for when the products do release. Someone should tell Valve to stop playing stupid games.
Agree. The amount of updates Meta pushes for the Quests kinda make it look like meta are the only ones trying and spending cash on this.. which is probably truer than anyone wants it to be… quest OS is hitting v60… steam OS hit 2.0 after close to ten years… and it broke VR for lots of people, myself included… yet valve still gets mostly praise while meta gets shit on… Upside down world is in full effect.
2 questions about the 14:48 scene, 1, how with the passthrough? looks like a chroma key of some sort? and 2, is that a streamed and tracked live screenshare on walllable, or a avatar "psuedo screen" to represent his screen as a still on his vrc avatar? if screenshare, HOW
Passthrough here was Quest 3 with virtual desktop. Didn’t want to use Valve Index’s Room view because of camera quality. But the transition between VR and AR would have been less hacky if I did use it Wallable has a pseudo screen on their wrist that activates when they are looking at a desktop overlay (via OSC trigger). It’s not a networked screen unfortunately
on Steam VR I play: -VRChat -Pistol Whip -Super Hot VR -Half Life Alyx -Black Mesa VR MOD -Half Life 2 VR MOD -Cyberpunk 2077 Phantom Liberty VR MOD -Microsoft Flight Simulator 2020 VR -No Man Sky VR -Star Wars Squadron VR -Asserto Corsa VR -Resident Evil 2, 3, 4, 7, & 8 VR MOD -Outer Worlds VR MOD -Left for Dead 2 VR MOD -DOOM 3 VR MOD -Alien Isolation VR MOD -House of the Dead Remake VR MOD -Devotion VR MOD -VISAGE VR MOD -Slender The Arrival VR MOD
Thank god valve is doing something about there UI. the oculus UI on pc is absolute bogus and they even took "home environment" out for literally no reason at all. This is a bit refreshing :)
14:19 can you explain how you are doing this with quest 3 vrchat. I was thinking your in a green screen world or some special pass through world. Would love to see more.
Reliability and performance is astronomically more important than slight UI updates that still feel ancient compared to Meta's. Steam VR is the Epic game store of VR.
Yeah, it's too bad. I haven't used open xr / open composite hardly at all because it's inconvenient for me, or incompatible with certain games, but I'm always hearing you can get 10 or 20 extra fps vs. using SteamVR.
one thing i dont get is why hasn't there been a solution yet for playing "3d compatible" pc games in a vr 3d screen? all those games that work with the nvidia 3d glasses, should be able to be played on a virtual 3d monitor in vr...
I think those nvidia 3d games run on proprietary nvidia code, and if I remember correctly from the old days of VR, that stuff was weirdly hard to get working, harder than flat games with vorpx. That might have changed in the 6 years since I had a look last though..
Yeah, but what we really need is flat games playable in VR via programs like the Praydog mod, VorpX, Reshade integrated into steam. If one guy can do what Praydog has done SURELY valve could create something even better some kind of universal VR mod that would put ANY flat "into VR". That is the only way that VR survives IMO. Native VR games made by single developers are NOT good enough for mainstream gamers and that is why "VR is dying".
I’m really curious what you think of vorpX. I’ve been using it for years to play my older games in VR, and I wonder if these moves could be taking Valve in a similar direction using these overlays
I was thinking along the same lines. That would be amazing. Maybe they are anticipating the Unreal Engine VR Injector coming out soon. If they build their own flat to VR integrated into Steam VR... wow.
I would have thought the same but apparently there has not been any contact between Valve and the Praydog team. I have been bugging "waifu enjoyer' (search for his channel) to relay this to praydog but he doesn`t seem that receptive. Maybe Valve are working on their own approach or they just don`t want to talk about this now. We can only HOPE that is the case. @@tobiasmyers3505
I’d have thought a “2D games in mild VR 3D” would be a good use of existing games in VR. And by that I mean the old “3D TV” style, so it’s still a standard game running but the image has depth (think 3DS perhaps). Does anything really do that currently?
I love VorpX for 2d games, having a double curved screen and an environment that changes color to whatever is on screen is amazing. And having just a little head movement translated to the camera gives that cherry on top. Not to mention having the screen turn 3d is god-like.
I gotta say, I don't usually watch/listen to someone basically just talking into a camera for 15 minutes straight. It always feels repetitive or they have some annoying gimmick or are more concerned about how they promote themselves or their own channel, whatever. Anyway, you were really nice to listen to, no bs, just straight to the point. Just the important information, well explained, in a short amount of time. Great job! Seen a few of your videos now, and I'm pretty sure you're my new favorite VR reviewer. There's this other guy that isn't annoying, can't remember his name. Anyway, subbing to you 2 guys should be enough VR news for me :)
As it stands I can't really get behind overlays as a concept till the per eye resolution is better. I use a 4k 28" monitor for productivity so the incredibly low dpi of most headsets just gives me awful eyestrain over time trying to read just about anything, it's like going from 4k down to a scaled up 480p screen. That's one reason I'm holding out for something like the deckard that'll hopefully address it better than the Quest 3's minor bump.
It`s doubtful the deckard will have high dpi if they`re making yet another 140fov headset… especially standalone headset. There`s no way to make high dpi 140fov work with a mobile chip like in the deckard, whether it be pure mobile or a stramdeck style APU soc. 140fov with higher dpi than quest 3 would mean 3k width screens AT LEAST. If the deckard is getting that, that would mean the deckard is probably still some years out due to the lack of processing power to run something like that… you`d need a pretty fast pc to do pcvr on a headset with that high resolution.. a 2023 AMD SOC won`t cut it… Deckard is either going to cost 2k and be awesome, or cost 1k and be almost the headset people want..
@JimmyNuisance they could still implement 4k per eye and use like 60% of that resolution when running off the native hardware and would still give you the option of using the full resolution when connected to a pc
@@logankesler3421 would be pretty sad to pay 1k+ for a standalone headset that really needs a high end PC to do it justice. At that point they could just drop the standalone and go for a much cheaper pcvr headset with even better screens. I feel like people are going to cry when they see what deckard really is. Mobile headset for a high dollar cost… like the pimax crystal… kinda bad standalone, quite good with a pc… but you have to pay 500 extra for the SOC you’ll end up not utilizing cause it’s too slow for pcvr, and no one is going to make exclusives for a 1k++ vr headset that will sell less than a million units…. Likely running linux and being incompatible with 95% of VR games.. The headset valve is supposedly making just seems out of reach technologically for at least one more amd soc generation if they want to run 2016-1018 pcvr on it… and making a standalone x86 pcvr headset that only runs old PCVR games is just nuts… most of those games are abandoned and just shamble along hardly working due to outdated apis and sdks and stuff… And then the ever-janky steamvr on top of that… as the core of this headset.. not much of this gets me amped tbh.
Ha, I like how they responded to your scraping. I'm pretty sure they have a "Brad Taskforce Alpha" that watches everything you do, and decides how/if/when to respond. I mentioned before, I wouldn't be surprised if they had a commented out section in an update release code that said "How are you enjoying our proctology exam, Bradley"😅
Desktop game theater hasn't worked a single time since I've been a VR player, which has been years at this point. I always get either a single frame of the game stuck as soon as it starts or just a pure black screen. If they could even just make that work halfway correctly I would be so happy. It still doesn't work in SteamVR 2.0 for me but the better overlay controls are nice.
Oh ya, the desktop game theater is garbage, and basically deprecated (even though it’s not officially). I deleted the exe so I never accidentally open it 😂
I don't get it, virtual desktop already let's you play 2d games on a massive virtual screen, psvr 1/2 had this for years too... It works, what am I missing here?
@@billss889 you`re not really missing anything. I think people might just want to be more amped about flat games in VR than what is merited. As you say, we`ve been able to do this forever, and we kinda just don't because it`s not that rad… just holo-screens.. I don’t think people want them as much as they think… at that poin’t we’re just using a helmet to play flat games on a large virtual TV… It’s neat, but not something I care to do much of…
As a genuine introvert lone wolf type of person i cant imagine talking to strangers for eight hours a day outside of forced occasions such as work. Sounds like a nightmare. Or just really boring.
@@thedoomslayer5863 I am an introvert only to those I don't want to associate with, a few people I really like are also completely introverts but vrchat makes it easier for those people to communicate especially for those who know how to approach those people like myself successfully without being awkward. The way I do it is definitely not something you'd think of if you're "a normal person" but it's never failed me. The other method of mine being more mundane works too but you have to be able to lay around and enjoy ambience of talking with your Spotify Playlist in the background for sometime before someone comes up to you or you find a conversation interesting around you that you can slowly make your way into. You can also use apps to meet up with those in vr with similar interests that I only started doing after 2350 hours in game. For me it's not boring at all. I want to reserve time for college 8 hours a day, eating for 2, and another 8-12 for vrchat. And if I get everything done before deadlines I have a bunch of free time. You either suck at talking with strangers cause you have terrible socialization skills or you're just very boring or not interesting to people. If you aren't one of those people however or are okay with becoming a selective mute then the game does take time to get used to but is 100% possible to be very viable for you. I after 1000 hours only then found myself 90% okay with socialization and communicating with a group or individual. You need to be okay with patience to find people you like which I find surprisingly often (I am not easy to satisfy) and you can't have a garbage mentality like "oh this isn't going to work I don't know what to do" or "oh this is boring this game sucks". You need to find world's with people of your liking as that's main step number one which takes time and number 2 if you can find a specific community you like such as mine being the furry community, it is extremely easy to find tolerable people. I hate playing before 10pm because there's a lot of children online otherwise 90% 18+ depending on what worlds you go to. Then you need to also find what avatar you like which also takes a lot of time. I personally keep a friends list of around 30 with only 20 being of those I like talking to, and 10 being swappable for others that I find if I don't like them as much or for those who are never ever available or online at the times I'm online. And I currently have around 5-7 people I really like where I talk to at least one of them a day if not 3 or 4. I also sleep in vr as I feel it's a better use of my time before I go to sleep instead of watching videos on my phone. I replaced all social platforms and games with vrchat, I only use social media now to keep up with my hobbies and interests. Instagram is just for balisongs, Twitter is just for Brad lynch as well as the occasional artwork people post, and discord is for vrchat related things. I have a private discord account which only purpose is to dm people from vrchat and close people in my personal life. You can either meditate alone before sleeping, talk with a friend before sleeping, sleep with a friend and talk before sleeping, sleep in a public world with someone or a group of people or in a private world, or just be in a world you find comfortable that you can work in before you go to sleep with floating windows thanks to ovr toolkit where you can work on your pc in vr either at your desk, or in your bed with a wireless keyboard + track pad. There's nothing you CAN'T do in vrchat making it thing worth time online other than productivity replacing all of your entertainment and for what I like, finding people so often that would take you forever to find on other platforms or games. There's so many talented special groups of people within that you'll never find anywhere else for a long time. And most men that touch the game become bi-curious because that's just the nature of the game in at least MY community. Where I've made over 20 straight people question their sexuality because it's fun to see hidden sides of people. You'll also inherit things you never would of imagined doing by playing with certain people too. And this is a fact after my 2400 hours can tell you that people that stick with vrchat change quite a bit if they were considered "normal" before hand.
Steam has changed their UI all because of the Steam Deck. The SteamVR UI is literally from the Steam Deck's UI, and the Steam Big Picture is also the Steam Deck UI. Basically the Steam Deck pretty much was the change to every "Console" UI for Steam.
I just want to let you know. The video bitrate seemed bad, and what do you know, you also have "Enhanced Bitrate". If I could ask for anything, please upload in 1440p so I don't have to deal with the intentionally-reduced quality of normal 1080p when the Enhanced Bitrate feature is enabled.
When it comes to gaming performance, form factor and visual clarity l, do you think valve deckard will compare to or surpass current hmds like pimax crystal, varjo aero or bigscreen beyond?
SteamVR 2.0 made Alyx near unplayable for some reason. I used to take two seconds to load into levels or saves and now it legit freezes for 3 whole minutes at times. I also get 100% memory usage which implies a memory leak.
A point I appreciate about the SteamVR overlay is that they work to focus Window's games that are sitting behind the Windows log-in screen. Useful for games that need to be in focus. The only thing that stops it being a complete replacement of monitors, is having the ability to log-in and log-out of MS Account to get full access to the windows desktop (not a local account)
This will bring 3D back in a big way. Woudl you rather player Mario Wonder in 2D or on a 180degree curved 3D screen that you can control the depth and size. Mario Wonder wouldnt make for a good first person VR game. But here comes God Mode.
I'm a sucker for bluetooth headphones. Not being tethered to a cable going to a device is big. Spatial computing devices are "bluetooth monitors" but even better. I'm already sold. Just gimme that, dammit! Can't wait for the near-future of VR.
You mentioned an upcoming ecosystem war in the next year's or year. Are you looking at the new DMA from the European Union at all? I think it's very interesting especially on mobile.
Index is so outdated, we all be dead before they release a new one. Given Steamdeck success and handhelds overall means VR is dead. Unless you think Boomerbook Headset and children games can bring it back. I lost hope long ago, it was a good try at least. Myb in 20 years.
Big problem for pcvr developers is the small base combined with pc users being spoiled by steam sales. Many pc gamers don't even get interested in a game until it is 50-60% reduced. Flat game developers can still make a slot of money with massive reductions in price, due to install base.
05:48 Why is this described as a new trend when at this point its some what an old feature? For example, many people had the ability to play flat content in the PSVR ecosystem. We are talking since the original one in 2017. I think its the apple effect at play here again.
I absolutely HATE that they shitcanned the interface that was custom built for VR and replaced it with pretty close to a clone of the desktop interface. It was absolutely fine the way it was, it's now terrible.
If this new Valve headset is stand alone and can be used with light house tracking. My quest 3 is going to collect dust. Especially if they fix up the game theatre.
If the Vision launches with AI dictation-based app development on the hardware itself then no one will have any reason to use anything else. Otherwise meh.
Valve came back with the milk, now they're going out for cigarettes. Let's hope they return faster.
Because, Valve work A LOT.
With their cigares!
Daddy Valve needs to come back before uncle Meta gains custody.
@@SimiGameplay4 accurate though.
Next VR game from valve: 2027.
@@Wooskii1 lmaooooo
Well at least this video wasn't delayed for 4 years. Great job, brad.
heh heh
tommel opp
Honestly, one of my favorite SteamVR overlays I've found so far isn't even actually on the steam store
It's called VR Hands Frame, and basically, it lets you take screenshots, translate text, and even scan QR codes in game, just by using natural hand gestures. Quite literally, you just use your fingers to make a rectangle around whatever you want it to take a picture of, and then you can just move your hands around to resize the picture. Want to scan a QR code or text instead? Just put your hands on the other corner of the rectangle. No need to fiddle around with UIs or anything to switch it around. Extraordinarily handy, probably my second favorite overlay, just after FPS VR, followed by OVR Advanced Settings
Edit: Neat, the same person also made another useful looking overlay that allows you to use passthrough dynamically so that you only see the area around your controllers
I love stuff like that
I'll have to check this out, sounds like a very interesting solution, but I'm also wondering if it uses the SteamVR screenshot hook, which might conflict with other accessories. Will investigate.
@@BOLL7708 unsure as to exactly how it works. All I know is that it's miles more convenient than the stupid trigger plus menu thing that Oculus and steamvr do. Seriously, it's so inconsistent, and seems to only ever happen when I don't want it
Steam has a massive VR shovelware problem that makes browsing the upcoming titles not even worth doing
It's like rifling through a dirty trashcan for a sandwich, but then you're not hungry anymore
The overall quality of VR games is going to remain low until the userbase is large enough for them to justify making quality games for it.
There is even more shovelware on Meta. But Steam has the best VR Games available including Half Life Alyx.
Good thing there's a curator system, as long as you ignore the gimmick accounts
It's better for a platform to have the floodgates open and have the issue of needing separate method of discovery for titles, instead of "maintaining quality" and rejecting a lot of valuable content. The reason GabeN gave up on gatekeeping is because of multiple regretful mistakes - they had too many situations of rejecting a game they thought was crap later to be praised by reviewers and selling in millions. Good example is Braid. Recently a viral hit "Vampire survivor" is a typical title that wouldn't be allowed on old steam. This freedom of choice and access is worth much more than having a nice, clean store.
Its like that for all platforms. Even xbox. Nintendo Switch probably has the most.
The SteamVR keyboard has the same problem the VRChat keyboard had for years, they're registering the key being pressed on release of the trigger, making it feel really terrible and missing a lot of keystrokes because it doesn't register the key if your pointer leaves the key before you full let go of the trigger.
VR Keyboards really need to register the button press on the first press down of the trigger instead.
This^
I don't want to rely on 3rd party software to fix basic functionality, especially knowing how taxing VR is for hardware, the last thing I need is another software that may take up a fuckton of resources
Why do these new modes sound so much worse than the thumb typing we had at first?
@@0LoneTech They are way worse, they removed it because it was simply difficult to pick up and learn right away, and they wanted to use something familiar and easy. Forgetting that the people they're targeting for life in VR are all the weirdo freaks who would be interested in learning how to do things the hard way for way better functionality later.
Honestly I can't even figure out why swipe typing hasn't been implemented on any vr keyboards yet either. Makes total sense for VR use yet I've only seen like one 3rd party keyboard try it.
@@gar_ee8884 I just don't buy that reasoning. It's the same way we've been typing on phones, except the thumb isn't in the way; we still got highlighting of where we were pointing. It wasn't hard to learn, some people just didn't think to try. I find it much more plausible it just didn't work as well on the minuscule touchpads of the Index.
@@0LoneTech But knowing how to press buttons on a keyboard is something that requires zero learning. They're targeting the lowest common denominator and removing as many roadblocks as they can to get people into VR to even have a market in the first place.
YOU think it was easy because you're already one of the aforementioned weirdo vr freaks, the average person trying VR for the first time can barely put on an Index controller, or figure out what a vive wand is.
The thumb typing was already basically dead in the water before the Index controller came out. The relatively terrible VR experience of the Vive wand and commercial failure of the Steam Controller probably did more to kill thumb typing than the small touchpad on the Index controllers.
Yo what's up brad been watching you for a while, great content been hooked!
hi hi. thanks for watching. honestly been busy spending a ton of time with quest 3 lately :D
@SadlyItsBradley Yeah. It's pristine. Hooking up my Bobo M2 3D printed adapter today. Got my M3 ordered directly from the Bobo store. Amazon is still out of stock. Bought several games. This is my 4th headset and I've let friends and my Mom try them all and she was really wowed by the First Encounters MR demo, even with the somewhat dim lighting in my room.
SteamVR 2.0.8, now with even more broken and buggy Linux support... sigh...
As one of those rare SteamVR Linux users (you might've seen me around the compositor IPC GitHub issue), I appreciate the general Tux shoutout. SteamVR 2.0 is rough; I and several others weren't even able to test it for most of the beta due to it failing to launch on Debian/Ubuntu until a fix made 2 days before stable release. Here's to hoping more fixes are inbound.
What was even worse was VRChat breaking completely in Proton Experimental, though that's fixed in bleeding edge since yesterday.
I've had no luck getting it working with a new Index (PopOS and Nix tested), is it still pretty shoddy?
@@mgord9518 The most recent failure-to-launch issue on Kubuntu 22.04 has been fixed for me as of SteamVR 2.2.3 stable (see issue #638 on the SteamVR-for-Linux GitHub tracker), but - confusingly - **not** on the SteamVR beta build. Beta builds remain broken for me for some reason, even when it was the same version number as the stable release.
Fun fact I found out, the OG UI is completely present if steam is not running. Perhaps you could use that as fallback for your strings experimentations.
Three things I could see them doing with this to make Deckard/SteamVR attractive for non-VR use cases:
- Streaming from another PC/Deck
- Foveated rendering for 2D games
- 3D stereoscopic support for 2D games
they cant count to 3 so its one of those 2
For the past couple years I've been spending more money on VR games than flatscreen games on Steam. I'm all in on VR. I'm losing interest in flatscreen games.
Its just a whole new level isnt it. Beint IN the game instead of some outsife force controlling the game.
Though ill admit i happily poured 300+ hours into baldurs gate 3 so far. Best game i have ever played
Just remember that nothing happening here stops VR games from being made. It’s just sorta adding more legacy content due to the hardware getting to the baseline for it
I think flat gaming in vr is going to be a focus of their new headset.
Whats the point then?
Hopefully that means the next Half-Life game will just be Half-Life 3
@@thedoomslayer5863 The same point VR always had at Valve: to increase sales of Steam content. Steam Deck succeeded at this task, but VR has not. So Valve is doing the obvious move that is finally possible with high resolution panels and what Apple already showed: spatial computing with 2D content, optionally enhanced and extended to the room scale (for immersion but with no locomotion). Valve contrary to Apple will still support full dive VR gaming properly (controllers, no restriction for locomotion).
@@kazioo2 Just to be clear, Apple has not said they're not making controllers. If there's ONE THING Apple wants to sell you, it's "extra stuff." Get ready for those 1200 dollar controllers my man. Vision Air Touch - $1199.99.
Optional charging dock 499.
They'll even sell you grips for your controllers for 199... They won't shy away from selling you MORE stuff.
Hey Brad, a month ago Facepunch Studio showed off its new office. Very detailed every room, except for VR which was only mentioned at 3:26. Considering they are the only ones (besides Valve) working on Source 2 (S&ndbox game), do you think they are hiding a Deckard prototype behind the door and didn't want to show it? :)
Link to video: ua-cam.com/video/4TcVIlfEwMQ/v-deo.html
Thank you Brad! I was starting to fall into copium withdrawal, still kinda am, but every lil bump helps!
I'm just a bit peeved that the new VR ui for the VR app doesn't show recently played VR games. Also, I'd be glad to play flat games in VR whenever I don't have to be using nearly all my VRAM just to get to steamvr through VD. All the games I've wanted to try just crash as soon as you launch them so until higher VRAM cards are the norm I don't see flatscreen gaming in VR to catch on much. Gotta remember that not everyone has a 4090
I would rather view 2d content in a vr headset rather than monitor's because you can't change the size of your monitors. They cant float around in your room ect.. There are also probably really cool ways of displaying 2d content that we have not seen before. The real time reflections of virtual content onto the real world looks so cool!
Yar, the only thing holding me back is not having a 165+ refresh rate. If we can get a 165 refresh rate on any screen that can do true black pixels (completely turned off next to completely bright) will absolutely dominate
Idk, when I desktop game its for like 8+ hrs most days...whereas in vr I play maybe 3 to 4 hours, just don't want to have something on my face for extended periods of time...gets a little exhausting imo
yeah, but a 32inch 1080p 144hz monitor is dirt cheap these days. and will be more comfortable than a vr headset. just recently got a quest 3, it's fantastic....but it's not replacing my monitor for flat 2d gaming. even a portable projector is cheaper than a vr headset (and has the adjustable size feature you mentioned).
@@legendp2011 Quest 3 has a resizable window option what are you talking about? I resize my my browser overlays all the time. Especially for Twitch chat and everything.
@@legendp2011I've been using my quest 3 on my work breaks. When xbox game pass launches that's going to be a new part of my breaks. $500 for a portable, non intrusive to others " TV" is a bargain.
If steam could find a way to natively make 2-D games into stereoscopic 3-D games, they’d have a winner on their hands.
Praydog mod does that for Unreal 4,5 games. Reshades works for ~95% of games but does produce artifacts.
Valve could definitely produce an SDK that game developers could use output a stereoscopic mode for all games. If they incentivised developers by giving them a greater profit share if they supported 3D output then I can`t see why a VR mode in all games would not become the standard.
I convert 2D games into 3D SBS mode but I got huge eye strain. What i notice very hard to focus
You mean with reshade/depth3d ?
Make sure you set your IPD correctly.
You can also adjust the "3d depth", it sounds like you are pushing that too far.
@@iraklimgeladze5223
Steam Deck VR is what I want. Would love to have a standalone device for steam.
I believe all these updates are getting ready for there standalone headset rumoured to be coming, the deckard
I love brad
uwu
Bread
i love bread too @@rainydays070
@@SadlyItsBradley :3
The keyboard dropping keystrokes is really irritating and makes sending messages to anyone a pain in the ass. I've also had repeated crashes of SteamVR on startup that didn't used to happen before. Valve really needs to fix these issues asap.
I’m pretty sure the main reason they pushed 2.0 so fast was to get feedback of what needs to be fixed first/quickly. The first beta update since launch was already a big fix for a lot of people.
Waiting for the day of a confirmed Deckard release date 🙄
SAME
many many thanks from germany - Brad - very interesting to hear your thoughts to the development - stay health and the most important youtuber for Steam and VR and XR 🤩😊
I truly don't think the future is going to revolve around XR until headsets are nearly weightless. Most people would rather not sit around with a bulky headset on to watch a movie or play a flat game when they can watch a movie or play a flat game in their room with their monitor. People will say "Well the social aspect", well thats already covered in VR with bigscreen/vrchat/etc. I have both the Index and Quest 3. We'll see though, I could be wrong.
Waiting for Valve is like waiting for Star Citizen, only with even less information. From a business point of view I can't understand why all the secrecy. This notion of them not telling us of what's in the works because they're afraid of backlash if they don't deliver is nonsensical. The damage they do because the users are frustrated is far greater than any imagined backlash. Meanwhile the other companies are providing constant updates and fostering anticipation and hype for when the products do release. Someone should tell Valve to stop playing stupid games.
Agree. The amount of updates Meta pushes for the Quests kinda make it look like meta are the only ones trying and spending cash on this.. which is probably truer than anyone wants it to be… quest OS is hitting v60… steam OS hit 2.0 after close to ten years… and it broke VR for lots of people, myself included… yet valve still gets mostly praise while meta gets shit on…
Upside down world is in full effect.
2 questions about the 14:48 scene, 1, how with the passthrough? looks like a chroma key of some sort? and 2, is that a streamed and tracked live screenshare on walllable, or a avatar "psuedo screen" to represent his screen as a still on his vrc avatar? if screenshare, HOW
i want to know the same
Passthrough here was Quest 3 with virtual desktop. Didn’t want to use Valve Index’s Room view because of camera quality. But the transition between VR and AR would have been less hacky if I did use it
Wallable has a pseudo screen on their wrist that activates when they are looking at a desktop overlay (via OSC trigger). It’s not a networked screen unfortunately
@@SadlyItsBradley thanks for replying in both!
Such big steamvr update must mean deckard is going to release soon! cope copium cope
SteamVR deck when Valve!?
on Steam VR I play:
-VRChat
-Pistol Whip
-Super Hot VR
-Half Life Alyx
-Black Mesa VR MOD
-Half Life 2 VR MOD
-Cyberpunk 2077 Phantom Liberty VR MOD
-Microsoft Flight Simulator 2020 VR
-No Man Sky VR
-Star Wars Squadron VR
-Asserto Corsa VR
-Resident Evil 2, 3, 4, 7, & 8 VR MOD
-Outer Worlds VR MOD
-Left for Dead 2 VR MOD
-DOOM 3 VR MOD
-Alien Isolation VR MOD
-House of the Dead Remake VR MOD
-Devotion VR MOD
-VISAGE VR MOD
-Slender The Arrival VR MOD
Thank god valve is doing something about there UI. the oculus UI on pc is absolute bogus and they even took "home environment" out for literally no reason at all. This is a bit refreshing :)
I guess I should get back into VR eh, I've been too hooked on all this AI stuff for a while now... >_>
Are you the real BOLL or the AI overlord version 🥺
Put 'em both together ❤️ The Skyrim AI mods and other things look amazing and it's still early days. What have you been doing with AI?
Liberal refences to FLCL in the demo videos are recognized and appreciated.
Hi Brad, do you think it's almost certain that Valve will release a new headset in the near future?
Soon we all have scuba masks
Can't wait for Steam VR Alyx
I'd like to ask you to clarify something. And to do so right at the start of the next video.
Are you Brad?
😘😘😘
Answer coming in next video
@@SadlyItsBradley I CAN'T WAIT!
Unrelated but UA-cam has been unsubscribing me from channels. Yours was one. Resubbed!
YES
I still dream the day when you reveal the new vr headset from valve for 1500usd❤
I don`t care what it costs as long as its 4k per eye / microOled / eyetracking / DP.
I just want a proper index upgrade. Quest 3 is very unappealing with its bad speakers and comfort and bad controllers
Thanks Bradly as always you can see the vision. And yes I did notice some things broken in steam.
14:19 can you explain how you are doing this with quest 3 vrchat. I was thinking your in a green screen world or some special pass through world. Would love to see more.
It's very nice of them to improve user experience for quest owners
Been using SVR 2.0 for some time now, it was pretty buggy at 1st. But now it's been a smooth and clean feeling system.
I LOVE THIS TECHNIC VERY VERY MUCH!
Reliability and performance is astronomically more important than slight UI updates that still feel ancient compared to Meta's. Steam VR is the Epic game store of VR.
Yeah, it's too bad. I haven't used open xr / open composite hardly at all because it's inconvenient for me, or incompatible with certain games, but I'm always hearing you can get 10 or 20 extra fps vs. using SteamVR.
one thing i dont get is why hasn't there been a solution yet for playing "3d compatible" pc games in a vr 3d screen? all those games that work with the nvidia 3d glasses, should be able to be played on a virtual 3d monitor in vr...
I think those nvidia 3d games run on proprietary nvidia code, and if I remember correctly from the old days of VR, that stuff was weirdly hard to get working, harder than flat games with vorpx. That might have changed in the 6 years since I had a look last though..
valve deckard incoming, i hope it will be good then i instant buy also hope will be expensive so it will be good
Yeah, but what we really need is flat games playable in VR via programs like the Praydog mod, VorpX, Reshade integrated into steam.
If one guy can do what Praydog has done SURELY valve could create something even better some kind of universal VR mod that would put ANY flat "into VR".
That is the only way that VR survives IMO. Native VR games made by single developers are NOT good enough for mainstream gamers and that is why "VR is dying".
Ranger Kayla your comment appears to have been deleted ? I can only read the first part in the notification.
It looks good but VDXR boosts fps by over 10% vs steamvr and reduces stuttering, valve gotta look at this proper
Agreed. The stuttering that’s been common for steamvr forever needs to be sorted.
I’m really curious what you think of vorpX. I’ve been using it for years to play my older games in VR, and I wonder if these moves could be taking Valve in a similar direction using these overlays
I was thinking along the same lines. That would be amazing. Maybe they are anticipating the Unreal Engine VR Injector coming out soon. If they build their own flat to VR integrated into Steam VR... wow.
I would have thought the same but apparently there has not been any contact between Valve and the Praydog team.
I have been bugging "waifu enjoyer' (search for his channel) to relay this to praydog but he doesn`t seem that receptive.
Maybe Valve are working on their own approach or they just don`t want to talk about this now.
We can only HOPE that is the case.
@@tobiasmyers3505
I’d have thought a “2D games in mild VR 3D” would be a good use of existing games in VR. And by that I mean the old “3D TV” style, so it’s still a standard game running but the image has depth (think 3DS perhaps). Does anything really do that currently?
You can with ReShade and Depth3D
Yep, as the other reply here said: there are apps that have already done it. And more keep growing from what I’ve been seeing on Twitter
Praydog mod makes all Unreal 4.5 games into almost native VR titles.
waifu enjoyer channel
@@marcosscriven I tried Reshade, and it looks great but got huge eye stains, I notice it was hard for eyes to focus
@@SadlyItsBradley I'll give some of those examples a look in. It'd be nice if SteamVR could just do it as a built in, but can't have everything!
I love VorpX for 2d games, having a double curved screen and an environment that changes color to whatever is on screen is amazing. And having just a little head movement translated to the camera gives that cherry on top.
Not to mention having the screen turn 3d is god-like.
I gotta say, I don't usually watch/listen to someone basically just talking into a camera for 15 minutes straight. It always feels repetitive or they have some annoying gimmick or are more concerned about how they promote themselves or their own channel, whatever. Anyway, you were really nice to listen to, no bs, just straight to the point. Just the important information, well explained, in a short amount of time. Great job! Seen a few of your videos now, and I'm pretty sure you're my new favorite VR reviewer. There's this other guy that isn't annoying, can't remember his name. Anyway, subbing to you 2 guys should be enough VR news for me :)
really don't care about any of that. i want want to do is play games
So, I think I have steam vr 2.0 but my dash/UI and whatnot hasn’t changed. Don’t know why
Same here. I haven't seen any of this . No Idea what hes talking about.
I like where vr are going.
Let's go
As it stands I can't really get behind overlays as a concept till the per eye resolution is better. I use a 4k 28" monitor for productivity so the incredibly low dpi of most headsets just gives me awful eyestrain over time trying to read just about anything, it's like going from 4k down to a scaled up 480p screen. That's one reason I'm holding out for something like the deckard that'll hopefully address it better than the Quest 3's minor bump.
It`s doubtful the deckard will have high dpi if they`re making yet another 140fov headset… especially standalone headset. There`s no way to make high dpi 140fov work with a mobile chip like in the deckard, whether it be pure mobile or a stramdeck style APU soc. 140fov with higher dpi than quest 3 would mean 3k width screens AT LEAST. If the deckard is getting that, that would mean the deckard is probably still some years out due to the lack of processing power to run something like that… you`d need a pretty fast pc to do pcvr on a headset with that high resolution.. a 2023 AMD SOC won`t cut it…
Deckard is either going to cost 2k and be awesome, or cost 1k and be almost the headset people want..
@JimmyNuisance they could still implement 4k per eye and use like 60% of that resolution when running off the native hardware and would still give you the option of using the full resolution when connected to a pc
@@logankesler3421 would be pretty sad to pay 1k+ for a standalone headset that really needs a high end PC to do it justice. At that point they could just drop the standalone and go for a much cheaper pcvr headset with even better screens.
I feel like people are going to cry when they see what deckard really is. Mobile headset for a high dollar cost… like the pimax crystal… kinda bad standalone, quite good with a pc… but you have to pay 500 extra for the SOC you’ll end up not utilizing cause it’s too slow for pcvr, and no one is going to make exclusives for a 1k++ vr headset that will sell less than a million units…. Likely running linux and being incompatible with 95% of VR games..
The headset valve is supposedly making just seems out of reach technologically for at least one more amd soc generation if they want to run 2016-1018 pcvr on it… and making a standalone x86 pcvr headset that only runs old PCVR games is just nuts… most of those games are abandoned and just shamble along hardly working due to outdated apis and sdks and stuff…
And then the ever-janky steamvr on top of that… as the core of this headset.. not much of this gets me amped tbh.
Ha, I like how they responded to your scraping. I'm pretty sure they have a "Brad Taskforce Alpha" that watches everything you do, and decides how/if/when to respond. I mentioned before, I wouldn't be surprised if they had a commented out section in an update release code that said "How are you enjoying our proctology exam, Bradley"😅
Desktop game theater hasn't worked a single time since I've been a VR player, which has been years at this point. I always get either a single frame of the game stuck as soon as it starts or just a pure black screen. If they could even just make that work halfway correctly I would be so happy. It still doesn't work in SteamVR 2.0 for me but the better overlay controls are nice.
Oh ya, the desktop game theater is garbage, and basically deprecated (even though it’s not officially). I deleted the exe so I never accidentally open it 😂
I don't get it, virtual desktop already let's you play 2d games on a massive virtual screen, psvr 1/2 had this for years too... It works, what am I missing here?
@@billss889 I guess you're missing that nobody mentioned Virtual Desktop and SteamVR isn't available on PSVR1 or 2.
@@billss889 you`re not really missing anything. I think people might just want to be more amped about flat games in VR than what is merited. As you say, we`ve been able to do this forever, and we kinda just don't because it`s not that rad… just holo-screens.. I don’t think people want them as much as they think… at that poin’t we’re just using a helmet to play flat games on a large virtual TV… It’s neat, but not something I care to do much of…
AR/VR is the future.
Still no clipboard copy/paste buttons on the built in keyboard 🤬
I’d definitely like that as well
I've been using this during the beta and I enjoyed it a lot and it's such a smart move from valve.
For me to play 2D games in VR it needs to be more enjoyable than my 4K OLED and that's a pretty high bar.
Yess!!
You look a bit like macaulay culkin
Loving SteamVR 2.0 💜
What I miss is the return to desktop button. We can only go to task view but not the desktop itself.
If enough people complain, I can see them readding it lol
5:07 I'm one of those vrchatters, quit every other social media platform and game I play just to spend 8 hours a day on it.
As a genuine introvert lone wolf type of person i cant imagine talking to strangers for eight hours a day outside of forced occasions such as work.
Sounds like a nightmare. Or just really boring.
@@thedoomslayer5863 I am an introvert only to those I don't want to associate with, a few people I really like are also completely introverts but vrchat makes it easier for those people to communicate especially for those who know how to approach those people like myself successfully without being awkward. The way I do it is definitely not something you'd think of if you're "a normal person" but it's never failed me. The other method of mine being more mundane works too but you have to be able to lay around and enjoy ambience of talking with your Spotify Playlist in the background for sometime before someone comes up to you or you find a conversation interesting around you that you can slowly make your way into. You can also use apps to meet up with those in vr with similar interests that I only started doing after 2350 hours in game.
For me it's not boring at all. I want to reserve time for college 8 hours a day, eating for 2, and another 8-12 for vrchat. And if I get everything done before deadlines I have a bunch of free time. You either suck at talking with strangers cause you have terrible socialization skills or you're just very boring or not interesting to people. If you aren't one of those people however or are okay with becoming a selective mute then the game does take time to get used to but is 100% possible to be very viable for you.
I after 1000 hours only then found myself 90% okay with socialization and communicating with a group or individual. You need to be okay with patience to find people you like which I find surprisingly often (I am not easy to satisfy) and you can't have a garbage mentality like "oh this isn't going to work I don't know what to do" or "oh this is boring this game sucks". You need to find world's with people of your liking as that's main step number one which takes time and number 2 if you can find a specific community you like such as mine being the furry community, it is extremely easy to find tolerable people. I hate playing before 10pm because there's a lot of children online otherwise 90% 18+ depending on what worlds you go to. Then you need to also find what avatar you like which also takes a lot of time.
I personally keep a friends list of around 30 with only 20 being of those I like talking to, and 10 being swappable for others that I find if I don't like them as much or for those who are never ever available or online at the times I'm online. And I currently have around 5-7 people I really like where I talk to at least one of them a day if not 3 or 4.
I also sleep in vr as I feel it's a better use of my time before I go to sleep instead of watching videos on my phone. I replaced all social platforms and games with vrchat, I only use social media now to keep up with my hobbies and interests. Instagram is just for balisongs, Twitter is just for Brad lynch as well as the occasional artwork people post, and discord is for vrchat related things. I have a private discord account which only purpose is to dm people from vrchat and close people in my personal life.
You can either meditate alone before sleeping, talk with a friend before sleeping, sleep with a friend and talk before sleeping, sleep in a public world with someone or a group of people or in a private world, or just be in a world you find comfortable that you can work in before you go to sleep with floating windows thanks to ovr toolkit where you can work on your pc in vr either at your desk, or in your bed with a wireless keyboard + track pad.
There's nothing you CAN'T do in vrchat making it thing worth time online other than productivity replacing all of your entertainment and for what I like, finding people so often that would take you forever to find on other platforms or games. There's so many talented special groups of people within that you'll never find anywhere else for a long time. And most men that touch the game become bi-curious because that's just the nature of the game in at least MY community. Where I've made over 20 straight people question their sexuality because it's fun to see hidden sides of people. You'll also inherit things you never would of imagined doing by playing with certain people too. And this is a fact after my 2400 hours can tell you that people that stick with vrchat change quite a bit if they were considered "normal" before hand.
@@thedoomslayer5863 He didn't say anything about talking. The core gameplay loop of VRC is sitting in front of a mirror in silence.
And all the player created worlds and games. Harry Potter, Star Wars, Warhammer, etc, etc...
Ayy, I’m having trouble reviewing my Quest during my one month period because I just wanna only spend time in VRChat with it lol
Steam has changed their UI all because of the Steam Deck. The SteamVR UI is literally from the Steam Deck's UI, and the Steam Big Picture is also the Steam Deck UI.
Basically the Steam Deck pretty much was the change to every "Console" UI for Steam.
I just want to let you know. The video bitrate seemed bad, and what do you know, you also have "Enhanced Bitrate". If I could ask for anything, please upload in 1440p so I don't have to deal with the intentionally-reduced quality of normal 1080p when the Enhanced Bitrate feature is enabled.
They're definitely working towards Deckard which is exciting! I am tired of my Meta Quest 2 already
It seems like they're getting ready to release a steam deck headset thing. My dream is coming true.
When it comes to gaming performance, form factor and visual clarity l, do you think valve deckard will compare to or surpass current hmds like pimax crystal, varjo aero or bigscreen beyond?
SteamVR 2.0 made Alyx near unplayable for some reason. I used to take two seconds to load into levels or saves and now it legit freezes for 3 whole minutes at times. I also get 100% memory usage which implies a memory leak.
Enigma
Pure quality. When its over, it's over. no reminders or begging... The surprise of NOT being asked to 'like' is what now reminds me to do so...
Steam VR connected to my Steam Deck OLED.
PLAYING New Valve Game that would utilise those.
would be MAGICAL
A point I appreciate about the SteamVR overlay is that they work to focus Window's games that are sitting behind the Windows log-in screen. Useful for games that need to be in focus. The only thing that stops it being a complete replacement of monitors, is having the ability to log-in and log-out of MS Account to get full access to the windows desktop (not a local account)
I have just bought a Meta Quest 3. Can I use Steam VR for this headset? And if so, how?
This will bring 3D back in a big way.
Woudl you rather player Mario Wonder in 2D or on a 180degree curved 3D screen that you can control the depth and size.
Mario Wonder wouldnt make for a good first person VR game. But here comes God Mode.
Thanks for sharing your thoughts about this. I saw the new surface yesterday and it is kind of annoying as it keeps popping up unwantingly.
I'm a sucker for bluetooth headphones. Not being tethered to a cable going to a device is big. Spatial computing devices are "bluetooth monitors" but even better. I'm already sold. Just gimme that, dammit! Can't wait for the near-future of VR.
Hi Brad
hi callumbirks
The keyboard is surprisingly not good. Like, where the heck are the CTRL / ALT keys. Cmon.
You mentioned an upcoming ecosystem war in the next year's or year. Are you looking at the new DMA from the European Union at all? I think it's very interesting especially on mobile.
Index is so outdated, we all be dead before they release a new one. Given Steamdeck success and handhelds overall means VR is dead. Unless you think Boomerbook Headset and children games can bring it back. I lost hope long ago, it was a good try at least. Myb in 20 years.
Big problem for pcvr developers is the small base combined with pc users being spoiled by steam sales. Many pc gamers don't even get interested in a game until it is 50-60% reduced. Flat game developers can still make a slot of money with massive reductions in price, due to install base.
Is this a VR headset, or just a set of standard API interfaces, or what?
05:48 Why is this described as a new trend when at this point its some what an old feature? For example, many people had the ability to play flat content in the PSVR ecosystem. We are talking since the original one in 2017.
I think its the apple effect at play here again.
VR highlights what games are actually good v bad. "Do I actually want to BE IN this game?"
The biggest annoyance for me with the steamvr keyboard is still the lack of copy and paste for non vive/index users
I absolutely HATE that they shitcanned the interface that was custom built for VR and replaced it with pretty close to a clone of the desktop interface. It was absolutely fine the way it was, it's now terrible.
If this new Valve headset is stand alone and can be used with light house tracking. My quest 3 is going to collect dust. Especially if they fix up the game theatre.
We need the next EMAN find. I feel like I'm the only one in my circle so sure of a MX future but I don't know how to use that to my advantage.
I love Google & Samsung! I'll buy their headset asap!!
They added free locomotion yet? That's all I really care about.
It would be cool to see you interview the dev(s) of vertigo/vertigo 2!
If the Vision launches with AI dictation-based app development on the hardware itself then no one will have any reason to use anything else.
Otherwise meh.
Anyone else missing half of their keypresses on the new keyboard? Pretty much unusable for me.
1221 views and only 159 likes. You slackers give Brad some ❤
Uwu