Feeling any software-related FOMO leave my body as Adobe threatens to sue users for using old versions of their programs, more triple-A games add kernel-level spyware for their games, and Windows continues to bog down the entire system with ads and anti-consumer lock-in.
There's nothing on Windows that I want on Linux anymore :meowdab: FOSS all the way, baby.
(Except I still wish Steam VR wasn't trash in Linux :meowpout: )
@darth#SteamVR on linux "works" but what's missing from SteamVR on linux is Motion Smoothing (I.E. frame interpolation, this is mandatory for unoptimized VRChat maps) and automatic audio source switching for index, you have to manually invoke pavucontrol to switch the audio input. No bueno, that annoyance will add up over time. Also frame pacing was awful on Xorg.
Now, it's been like a year and a half since I tried this on EndeavourOS, it may or may not have been fixed by now on wayland arch.
I hate when I have the perfect hardware for something, but software doesn't let me use it.
I love flight simulaton. And head tracking is a good way to make it more immersive without a big performance impact.
I have a TrackHat head tracker, but it's very inaccurate.
However, I also have VIVE Trackers which can track anything with sub-millimeter accuracy and no perceivable latency. They would be PERFECT!
But I can't use them. There are just so many software obstacles. For one, SteamVR requires a VR compositor for tracking; and the VR compositor requires a headset to be connected. Now, I have a headset, but it's an Oculus Rift that won't work on Linux. On top of that, the OpenTrack plugin for SteamVR seems outdated.
tbh the more I see people having face tracking in #vrchat the more I think the deckard might lack in that area unless #valve surprises us. I mean they totally could?* but like, I havent heard a whiff of facetracking in bradleys #steamvr videos nor have heard of any patents indicating so. The quest face tracking just seems sooo nice and social vr is undeniably a massive use for these headsets :nkoThink:
As part of SteamVR Fest, RC Rush is on sale for 50% off (ends this week). If you fancy experiencing the coolest, most realistic, most fun and awesome VR RC racing experience ever made by a human being (well, two humans actually) then you should check it out. Fully customizable controls, so use vr controllers or gamepads .. or if you have a pro USB RC controller, you can even play with that! Did I mention it's VR? And 50% off? WooOOOt! https://store.steampowered.com/app/1654800/RC_Rush/#IndieGames#SteamVR#VR#RC
It only took me nearly 2 hours to get Beat Saber running today!
Because obviously #SteamVR needs radv and if amdvlk is even installed it won't be able to get exclusive access to the VR headset. Then the room setup didn't start because the built-in script to start it has the wrong relative path to another built-in script... Then I had downgrade Beat Saber to get mod support back...
I'm starting to think that I'd rather give the NSA a backdoor into my whole computer than have to enter a BitLocker recovery key one more fucking time.
Looking into one issue I've had with #SteamVR on #Linux recently (Error: "Shared IPC Compositor Init Failed (303)") someone on Valve's GitHub issues just minutes ago described how "the 1.27 release introduced a ton of cpu false starts that made VR look like drunk double vision slide show" and I realize that I'm not the only one having that problem, even if I couldn't think of a better way to describe it. Not sure how long that problem's going to take to fix as a result.
According to this information, I've tried installing AMDVLK and configuring /etc/environment and launch options as instructed. When SteamVR 2.0.8 is running, games hang at startup (the executable runs, I can stop it in the Steam desktop, but no video or audio appears). I've tried VTOL VR and Universe Sandbox.
Curiously, when SteamVR isn't running, everything configured the same, the games run fine.
I have tried disabling asynchronous reprojection in #SteamVR on #Linux (with an AMD RX 6700 XT) by adding "enableLinuxVulkanAsync" : false to the steamvr section of ~/.steam/steam/config/steamvr.vrsettings.
This was to be the nuclear option. I thought it would at least eliminate the weird double images I see when I move my head with the GPU loaded.
It didn't work at all.
The only conclusion I can make at this point is that SteamVR on Linux systems with AMD graphics cards is fucked, and it's not going to be unfucked until Valve unfucks it.