Back in April this post inspired me to start experimenting with splatting in VRC, so I wanna share what I've been occasionally working on since.🧵 In my experiments I mostly focused on getting high fidelity results and seeing if I could streamline the process. fxtwitter.com/VoxelKei/sta...
@dorpomi.bsky.social
A few days ago I did the antenna mod (31.2mm wire) for all of my 11 Smol Slimes, as well as found actively developed firmware fork by Jitingcat, and TDMA fixes on top of that by promyxe.
Finally implemented another idea I wanted to do for a while: soldering 3.5mm headphone jack to the PSVR2 audio cable instead of their earbuds. Works great and reduces the friction when switching between the headsets! I love how those IEMs sound.
Something like 2 weeks ago the left earbud of my IE100 Pro IEMs, that I extensively use for all stuff VR, started having connection issues. Simple troubleshooting by changing the cable showed it was the connector in the earbud itself that was causing issues.
Ancient Dungeon VR is quite a fun game I play occasionally with my friends, but lately I've been experiencing a bug in the endgame screen, where the background in that scene is not properly cleared and generates very bright smears behind objects, only in right eye in VR.
Something like 2 weeks ago the left earbud of my IE100 Pro IEMs, that I extensively use for all stuff VR, started having connection issues. Simple troubleshooting by changing the cable showed it was the connector in the earbud itself that was causing issues.
Another evening project happened haha, this time I found how to actually disable foveation and actually increase resolution (density, not size of the foveated region) in Steam Link.
It's been a while, but recently I got some motivation from a great friend of mine and did another evening project. This time the goal was to fix the poor mic quality with Steam Link, since Virtual Desktop sounds much better if you disable noise suppression, showing there's a software limitation.
An update on my standalone eye tracking project which is turning more into a standalone OpenXR overlay-toolkit-thingy. The debug UI can now be toggled and interacted with. Also has a new working toggle for local dimming on QPro (impossible to toggle otherwise in Steam Link, Valve c'mon).
I've run into stick drift on both of my VR headsets I use and kept wondering why are there no replacement Hall or TMR sticks for Quest controllers, or any other VR controllers at this point. I searched the internet a few times and kept stumbling upon the same described problems.
Here's another project I've been working on for quite a long time now and very excited with what I achieved. This runs completely locally on Quest 2 with the cameras connected with USB, and ET/FT data is injected into Steam Link, which then goes into VRCFT same as QPro.
I'm thinking about starting to post some updates here about the stuff and projects I work on, so here we go. Got a bunch of stuff for new Smol Slimes, will be working on the case soon while waiting for the batteries to arrive. I found that I have 2 compatible batteries, so I'll use that first.
BLUESKY GIVEAWAY: - 1 Bigscreen Beyond 2e: @vrchat.com Edition (no 10 years of VRC+, sorry). As long as Bigscreen can ship to you, you're eligible. RULES: - must be following me on Bluesky - must RT this post you must be comfortable with me ordering it for you!