Does Sansar support MR VR headset? If not, by when can we expect this?
19 comments
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Charmarley Nightfire when I heard it was powered by Steam I assumed it was great news, really hope it is...anyone know?
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Charmarley Nightfire after further looking, perhaps not. Looks like the system requirements are a bit low.
NVidia GTX 965M/AMD RX 460 or greater DX12 capable discrete GPU only going to power 'cartoony stuff'...really well, gives me motion sickness thinking about it, but hope they get some millions into the idea of VR and wanting for better graphics!
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MartinRJ @Charmarley Nightfire Windows Mixed Reality headsets have two modes. A standard mode which has the requirements you posted, and an optional 'Ultra' mode, which can be enabled in the Windows 10 settings app. With higher system requirements, and a larger viewing angle.
They are great, and have a better PPI than the Oculus Rift for example. And they have Steam VR support. So far every game I tried was working great on my HP Mixed Reality headset.
No motion sickness whatsoever, except in Fallout 4 VR when I disabled the vignette- and teleport- options. But that's a different story.
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JackTheRipper So, what's the procedure for getting a Windows mixed reality HMD working with Sansar? I have a new win 10 PC and a Lenovo Explorer but I can't seem to get Sansar to work in VR mode with experiences.
I have Steam and Steam VR installed and have successfully played Google Earth and RecRoom (which are only for Vive & Oculus but modded for WMR using Windows Mixed Reality for SteamVR).
But I can't get VR working for Sansar experiences.
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RichardT I'm using the Samsung HMD Odyssey and I managed to get it to work in Sansar. First I got the windows VR part to work then I had to first play a Stream program: Blocks to make sure that Stream VR was working. Then it allowed me to go into Sansar.
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JackTheRipper Yes, I've now sussed out how to user Sansar in VR using WMR.
Thanks
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Bersten Hello!
So... You 2 finally made it? How it works? I'm about to buy Lenovo Explorer Just for Sansar, but I'mafraid it doesnt work... It gives a nice 3D inmersive feeling?
Thankyou! :)
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RichardT All WMR headsets should work the same forcing you to use Steam VR to set things up for accessing Sansar. The only difference is that mine has the audio headset and microphone built-in which is really nice. It is really immersive when you can't see anything else but the 3-D world and when moving your head allows you to easily change your view.
Sansar was part of the Intel 2018 CES keynote that just ended. They recreated their CES booth in Sansar so you don't have to travel to Las Vegas to visit their booth.
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Vassay So I understand correctly, as long as SteamVR is running, we can use MR headsets in Sansar?
Also, did anyone try the MR headsets with glasses, is it very uncomfortable, or regularly uncomfortable?
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Luckie Howlett Hello All,
I followed your specific recommendations about how to get into Sansar through Steam VR everything is working properly and yet when I go to Sansar I keep getting a memory address error and Sansar shuts itself down. Any suggestions about how to get a Samsung Odyssey WMR to work?
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RichardT I think I had that happen too, and what I did was close down another program that I thought might be taking up too much memory and that fixed the problem and I haven't had it come back.
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Vassay So how did you guys get your hands to track in Sansar? After I start SteamVR, then Sansar, then choose VR mode, I get VR camera in my headset, but my controllers don't work, like at all. No buttons register, no way to move, and no hand movement. What am I doing wrong?
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RichardT First just make sure that you can set the controllers working in SteamVR, if you can't get that to work then it's not going to work in Sansar. I had that problem until I found that there was a windows setting that I had to turn on for developers. I would think that they Steam or MS would have fixed that by now. I took me about day of hard work hunting that info down.
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Vassay Well, I got my controllers to show up in steamvr home limbo - dark blue thingy with circles. Does that count?
Where can I find the option you are talking about?
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RichardT I was afraid you would ask that. I couldn't remember, but after a little looking around I found it. Go to widows settings, update & security, For developers
Under Use Developer Features, turn on Developer Mode
That's what I had to do to make Steam VR work. I wouldn't think that it is a requirement this late into the game, but since it took so long for me to get things working I don't want to change things now.
I hope that it fixes things for you, but that fix was only for Steam VR so it sounds like you might have a different problem.
I just tried going into Sansar and nothing worked, no picture or controllers. What happens is if I log-in to Sansar first it starts up my WMD sw and the Steam software, but that never works for me. I always need to startup the WMD sw first and make sure everything is working, then I start up the Steam sw and make sure everything is working, only after that can I start Sansar and expect that to work too, if I don't have too much other stuff running.
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Vassay Thank you Richard, enabling Developer Mode helped a lot =) Now my controllers are working in SteamVR applications (home included), and I can look at Sansar in VR too =)
But there's a catch - Even though visor tracking works fine, and I can see blue hands representing my controllers, my avatar doesn't move his head or hands in any way. Is it the same for you? I'm still able to move around and semi-successfully grab objects, but I really want to move my avatar with my RL body motions =)
Also, the FOV seems wrong, and my head motion (camera) feels extraggerated, like if multiplied by 2 or even 3.
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Pyrrho I'm having pretty good luck using WMR in Sansar (at least as of end of March 2018) without doing anything special:
:oad up Sansar, enter an experience, turn on VR, and it works. I can navigate, pick up objects, and interact. I've previously installed SteamVR with WMR support. But I did NOT have to turn on developer mode or mess with system settings.
I've got a box that comfortably exceeds the minimum system requirements for WMR. I do get rather motion sick when walking, but that's typical for me of any VR experience when I don't teleport. I also agree with Vassay above that some of elements of the experience feel a little bit "off", but it's pretty subtle for me.
Bottom line for me so far: it feels workable and I'm thrilled I can participate in this community, but there's plenty of room for optimizing the experience.
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Vassay @Pyrrho yes, but one problem remains - your avatar doesn't move when you move. It remains in a looped animation state, like it's still in desktop mode. Granted, you can look around and interact with objects, but it's less fun if people can't see your avi move like you move
Fingers crossed, this will be solved eventually =)
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Pyrrho I see, Vassay; you're right. I didn't notice at first that other people don't see my avatar move in sync with my movements. Also, I'm losing my ability to tolerate the dizziness: I'm not a fan that the teleport button starts off as a manual head turn until it figures out you're trying to teleport, and VR mode is not a lot of help when authoring experiences either.
New bottom line for me: good only for brief tantalizing jaunts into this proto-metaverse, which I pay for with simulator sickness. Hoping WMR will be fully natively supported soon.