29 votes

VR questions, recommendations, tips, and tricks

I know we have a few VR veterans around the site, and given that the Steam Frame has finally materialized, we likely have some people who are soon to be new to VR.

This is a topic for people to ask any questions they have about VR, as well as for people who are familiar to share recommendations, tips, tricks, and any other thoughts they have.

19 comments

  1. [4]
    kfwyre
    (edited )
    Link
    So, for roomscale games (games in which you can physically move around), it's easy to think that you'll be able to keep track of your physical location and intuitively know when you're getting...

    So, for roomscale games (games in which you can physically move around), it's easy to think that you'll be able to keep track of your physical location and intuitively know when you're getting near an IRL wall.

    This is WRONG. You WILL forget all about them!

    The good news is that you can set up a boundary for your playspace, and the headset will pop up a wireframe wall indicator in-game when you get close. Do not ignore this (or think that you don't need it in the first place). You WILL end up punching/faceplanting into a wall otherwise. Many a controller or even finger has been broken because people disregarded the need for a boundary.

    A perfect example:

    I'm a VR veteran, and just recently re-set up my VR space after having it down for a while. When I set it up, I set it up for Standing/Sitting gaming, meaning I didn't set up a boundary for my walls. No problem, right? I only planned on playing Synth Riders and Beat Saber which have you standing in one spot. I have plenty of space and shouldn't come near any real-life walls!

    Except that re-catching the VR bug had me curious about another game: Increment. I installed it and jumped right into it.

    Did I remember to set up the boundary? Absolutely not.

    Did I unintentionally attempt to put my hand through my IRL wall shortly after starting the game? Of course I did.

    Remember how I said you will forget about your actual walls? This was the perfect example, because when I did that, my first response wasn't "oh shit, I hit my wall" it was "what the fuck was that?" Because my brain was calibrated to the VR space I was in (in which there was plenty of open space), it genuinely had no idea what was happening for a moment. VR is that immersive. I'm lucky nothing broke, especially because I've got an Index. I could get new fingers if I needed to, but the Knuckles are irreplaceable. /vrjoke

    Anyway, in addition to the software boundary, you can also do things to your physical space to help you with understanding your orientation in the real-world while you're in the headset.

    Consider getting a rug that’s slightly smaller than your play space so that there’s a margin near the edges. It’s an easy way for your feet to feel when they're near the limits of where you’re supposed to be.

    You can also point a fan at your playspace while you're in it. This is especially good if you've got an irregularly-shaped area. The direction and intensity of the airflow can help you establish your real-world location by feel. Also, if you're doing VR exercise, it's great for cooling you off!

    (Note: I have both a rug and a fan and still tried to haymaker my wall, so don't rely solely on these.)

    I also like a bit of a gap at the bottom of my headset near my nose. This means I can peek down to see my approximate IRL location without having to take the headset fully off. It's also convenient for checking my watch.

    While it's important to secure yourself in your VR space, it's also important to do so for other people/critters too. If you've got pets or children who might wander up to you while you're playing, come up with something that prevents them from getting hit or stepped on.

    Similar to the "I'll know where I am" fallacy, there's also the "someone will be able to move out of the way" fallacy of VR. People outside the headset have no idea what you're seeing, which means your movements are completely unpredictable to them. If someone is in your space, the chances of a successful dodge are very low, while the chances of a successful hit are very high.

    The easiest way to keep yourself and others safe is to make sure that your space is and remains clear for whenever you're in the headset.

    17 votes
    1. [2]
      Zorind
      Link Parent
      I think I read somewhere that fans can also help with the motion sickness/nausea that VR can cause, but I’m not sure how scientifically sound that is.

      You can also point a fan at your playspace while you're in it. This is especially good if you've got an irregularly-shaped area. The direction and intensity of the airflow can help you establish your real-world location by feel. Also, if you're doing VR exercise, it's great for cooling you off!

      I think I read somewhere that fans can also help with the motion sickness/nausea that VR can cause, but I’m not sure how scientifically sound that is.

      6 votes
      1. ThrowdoBaggins
        Link Parent
        I definitely benefited from a fan early on while I was developing my VR fortitude. It helps keep you grounded in a below-conscious-thought kind of way. It didn’t take me out of the immersion, but...

        I definitely benefited from a fan early on while I was getting my sea legs developing my VR fortitude. It helps keep you grounded in a below-conscious-thought kind of way. It didn’t take me out of the immersion, but it did provide another data point for my brain to make sense of what was going on.

        While it didn’t completely prevent the motion sickness (which I think is an approximation, but not quite an accurate description, of what’s going on) it certainly helped reduce the heights of spiking discomfort when the various senses didn’t agree. And occasionally helped against being completely disoriented when dramatic movement or rotation happened in-game.

        2 votes
    2. first-must-burn
      Link Parent
      I feel like something like these VR boots getting to the consumer scale is the real answer to these problems. Or maybe saccadic redirection.

      I feel like something like these VR boots getting to the consumer scale is the real answer to these problems. Or maybe saccadic redirection.

      2 votes
  2. kfwyre
    Link
    Not sure how common knowledge this is, but in case it's not well-known: keep your VR lenses out of direct sunlight. They can focus the light and permanently damage the internal screen (think:...

    Not sure how common knowledge this is, but in case it's not well-known: keep your VR lenses out of direct sunlight. They can focus the light and permanently damage the internal screen (think: burning something with a magnifying glass).

    If you store yours in a room that regularly has direct sunlight in it, make sure you store it where the sun won't hit it, put it inside a case, or put some sort of blocker over the lenses. If you plan on using it outside (not recommended), make sure the lenses aren't ever exposed directly to the sun.

    12 votes
  3. [2]
    delphi
    Link
    I own an Apple Vision Pro, and while it is a pain in the ass to set up, needs a VR capable computer's power about twice over, requires a Wifi 7 access point essentially strapped to your forehead,...

    I own an Apple Vision Pro, and while it is a pain in the ass to set up, needs a VR capable computer's power about twice over, requires a Wifi 7 access point essentially strapped to your forehead, and your options are controllers that sometimes don't work or a full SteamVR lighthouse and Knuckles controller setup, in that one session where everything finally fucking works, using it for VR gaming is the best experience I've tried so far. There's no screen door effect. That's the benchmark, and they hit it out of the park. It looks and feels incredible.

    8 votes
    1. ThrowdoBaggins
      Link Parent
      When I saw the stats for the Vision Pro and compared the numbers to my only IRL experience (Quest 3), I’m not at all surprised that having an external computer running it needs an incredibly beefy...

      When I saw the stats for the Vision Pro and compared the numbers to my only IRL experience (Quest 3), I’m not at all surprised that having an external computer running it needs an incredibly beefy setup. I can’t wait for that kind of resolution (and the hardware to power it) to be cheap enough for me to participate, but I don’t expect that to be any time soon.

      2 votes
  4. [3]
    kru
    Link
    My advice for anyone who wants to use VR for more than 30 mins at a time: Get a halo headstrap. For the quest 3, the best one I've played with is the Bobo S3 Pro (although I've tried cheaper ones...

    My advice for anyone who wants to use VR for more than 30 mins at a time: Get a halo headstrap. For the quest 3, the best one I've played with is the Bobo S3 Pro (although I've tried cheaper ones which are pretty good, too!).

    The thing is, the default straps for the quest (and it looks like the steam frame as well) keep the device held in place by pressing it against your face. This is fine for awhile, perhaps even an hour or so of comfortable use. But during long sessions, or after many sessions over weeks, this constant pressure gets very uncomfortable. The halo strap instead is secured across your forehead and skull using less sensitive pressure points along your forehead and back the head. The device just sits gently in front of your face. And a good halo strap will counterweight the device by providing a small battery unit in the back of the head.

    Why do the devices ship with simple, uncomfortable straps? Because it's cheap.

    I'd also avoid straps that just add a top-strap, like meta's "elite strap" or the frame's "ergonomic kit" offers. These are a little bit better than the default face-squishing strap, but they're still not as good as a real halo strap.

    7 votes
    1. PraiseTheSoup
      Link Parent
      I'm going to agree with you 100% but I haven't actually done this myself despite having a headset for almost 2 years now. I have a Quest 3S. Where I live, in the winter, the humidity gets very low...

      I'm going to agree with you 100% but I haven't actually done this myself despite having a headset for almost 2 years now.

      I have a Quest 3S. Where I live, in the winter, the humidity gets very low and my skin gets very dry. The VR pressed against my face is unbearably itchy. I assume the halo-type strap would alleviate this if not completely solve it. That said, my solution was a simple reduction in the use of my VR headset, and by that I mean I put it away and barely ever take it out anymore.

      I still think Beat Saber is amazing, it's just not worth it most of the time.

      3 votes
    2. Baeocystin
      Link Parent
      I have that same strap for my Q3. The halo part is a big plus, but the fan is the must-have for me. There's no way I could comfortably workout without it!

      I have that same strap for my Q3. The halo part is a big plus, but the fan is the must-have for me. There's no way I could comfortably workout without it!

      3 votes
  5. [2]
    kfwyre
    (edited )
    Link
    For those playing VR rhythm games, especially if you're wanting to do it for exercise purposes: Loosen up. I mean this literally. Like, physically. Sway and bob your body with the music. Get...

    For those playing VR rhythm games, especially if you're wanting to do it for exercise purposes:

    Loosen up.

    I mean this literally.

    Like, physically.

    Sway and bob your body with the music. Get dancey.

    Interestingly enough, the games themselves effectively incentivize against this: they've got scoring systems that promote precision, and their difficulties escalate in a way that gets highly technical. If you're playing them as "intended" by that system, a rigid, inflexible stance and swings are the "ideal" way to play.

    Now, there is absolutely a ton of fun to be had chasing high scores and getting good enough at the games to play the really hard stuff. I'm not trying to say that this is the "wrong" way to play.

    However, the most fun I have is when I ignore the point system and just, you know, vibe with the music. It makes the songs so much more engaging and exciting for me. Also, it gets my heartrate going much higher. Moving your bodyweight around while swinging your arms gets your blood pumping more than just standing still and swinging your arms. You don't even have to move your feet if you don't want to -- just bounce to the beat, lean around your play area, rock back and forth, squat, etc.

    I often imagine I'm performing for an audience, which gets me to add some variety and flair to my movements. I like to create little "moments" in songs where I do something with a particular flourish or unusual technique. This also creates longevity for when you invariably find your favorite songs and play them over and over and over again.

    I don't necessarily recommend doing this when you're first learning the game. It's probably better to focus on getting the basics down. But once you're comfortable with how things work, and you're starting to get to more difficult stuff, try adding in some body groovin' and see how it goes for you.

    6 votes
    1. Protected
      Link Parent
      In Beat Saber specifically, a well designed level is a choreography. I always recommend playing curated/ranked community levels (ranked levels have to be manually approved by a team of experienced...

      In Beat Saber specifically, a well designed level is a choreography. I always recommend playing curated/ranked community levels (ranked levels have to be manually approved by a team of experienced players) with a good upvote/downvote ratio, rather than the game's native tracks - at least for much of the history of the game, the included levels were decent at best.

      New players may be unaware that, with all modifiers off, the angle of your swing when you slice through a block does not matter. All you really need for the cut to count is to enter the block from the correct side (as per the arrow), meaning the angle is extremely permissive and you can play in your own way. Instead, scoring depends mainly on two things:

      1. Big swings! This is most of the score awarded to each cut. You want a big swing before and after the cut.
      2. Closest distance your saber reaches to the center of the note (how close to cutting the note perfectly in any two halves). This is the main accuracy factor, however it's only worth up to 15 points contrasted with the swing's 100 points.

      Certain modifiers and certain map designs may demand greater accuracy (and very high level players may seek these out for the higher maximum scores), but both of those things can be avoided and players can still have a lot of fun.

      4 votes
  6. [2]
    Jordan117
    Link
    It's not technically a game, but Google Earth VR is an absolute must-have. Not only is the 3D stereophotogrammetry amazing to move through in both cities and natural landscapes, but you can also...

    It's not technically a game, but Google Earth VR is an absolute must-have. Not only is the 3D stereophotogrammetry amazing to move through in both cities and natural landscapes, but you can also explore Street View imagery, including the insides of buildings, parks, deserts, etc., basically anywhere people have uploaded 360-degree imagery. You can easily get lost in it for hours.

    3 votes
    1. Minithra
      Link Parent
      Its also a great desensitization tool for VR vertigo, as I found out when I excitedly plopped myself on top of a castle :D

      Its also a great desensitization tool for VR vertigo, as I found out when I excitedly plopped myself on top of a castle :D

      2 votes
  7. [2]
    ThrowdoBaggins
    Link
    For VR newbies, I definitely recommend spending a bit of time looking into what kinds of experiences cause nausea and the recommended approach to desensitising yourself to it. I’m so glad I took...

    For VR newbies, I definitely recommend spending a bit of time looking into what kinds of experiences cause nausea and the recommended approach to desensitising yourself to it. I’m so glad I took the advice to go through the progression in order rather than jumping in at the deep end, because ultimately I was able to get to my end-goal of being able to handle nearly anything, but certainly felt each step would have been difficult to skip along the way.

    In general, I believe teleporting with a black screen is the least nauseous movement option, followed by teleporting with full vision. Then smooth movement with vignettes would probably be the next stage, then smooth movement without vignettes. By far the most challenging I’ve been able to do so far was free falling without vignettes, and even though I’ve built up my fortitude, it still feels uncomfortable nearly every time.

    Also, take your time with it. And I don’t just mean a few hours of each level before you progress — if you take a break for a few weeks, take yourself a step back before jumping straight back into it. The point is to develop your own fortitude in the long run, not just skip to the endgame as soon as possible.

    3 votes
    1. Pavouk106
      Link Parent
      I don't have mucb experience with VR but I absolutely couldn't do sliding on a rope in Horizon on PS5. I could climb the mountain, drop from higher floor, use rope to climb up or down on it, use...

      I don't have mucb experience with VR but I absolutely couldn't do sliding on a rope in Horizon on PS5. I could climb the mountain, drop from higher floor, use rope to climb up or down on it, use ladders... But when I had to move at say 20-30km/h sliding down (and forward at the same time) on a rope, I wouldn't be able to stand straight in the real world. When such situation came on in the game, I used natural shutter - I simply closed my eyes for the time I was sliding down the rope. I don't know if I could ever learn to accept that.

      On the other hand - I played Puzzling places and it was very easy to walk around the VR space as I was actually walking in friends living room, no teleporting. That was really great to do, very natural.

      2 votes
  8. Weldawadyathink
    Link
    I have good news for anyone looking to stream VR games from a Mac. This is relatively new, but there is a fantastic bit of software called MoltenVR that runs VR streaming through wine and streams...

    I have good news for anyone looking to stream VR games from a Mac. This is relatively new, but there is a fantastic bit of software called MoltenVR that runs VR streaming through wine and streams them to a headset like a Quest. I used it to get elite dangerous running on my Mac. Elite on a Mac is nothing new, but VR on a Mac is. I tried to get it running even 6 months ago and couldn’t make it work. MoltenVR is absolutely fantastic.

    2 votes
  9. [2]
    Carrow
    Link
    Have folks got any experience with the games in Digiphile's VR bundle? I got the short stick, it'll be a while before I can play, but thinking I'll pick it up so when I finally get some headset...

    Have folks got any experience with the games in Digiphile's VR bundle? I got the short stick, it'll be a while before I can play, but thinking I'll pick it up so when I finally get some headset I'll already have games.

    Into the Radius 2
    Arizona Sunshine VR 2
    UNDERDOGS
    Bootstrap Island
    CONVRGENCE
    UnLoop
    EXD - Extra Dimensional

    https://www.digiphile.co/collections/vr-games-showcase-the-new-essentials

    2 votes
    1. kfwyre
      Link Parent
      Can't speak to any of the games specifically, but I'll say that VR bundles and discounts are far less common than they are for pancake games, so I make it a point to buy them when they come around...

      Can't speak to any of the games specifically, but I'll say that VR bundles and discounts are far less common than they are for pancake games, so I make it a point to buy them when they come around if I'm even remotely interested in what's on offer.

      3 votes