Tarquinn2049

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  • 401 Comments
Joined 2 years ago
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Cake day: July 2nd, 2023

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  • Tarquinn2049@lemmy.world
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    toAndroid@lemdro.idLowering the minimum volume on Android
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    9 days ago

    I just grab an app that lets it increment by amounts other than 10%. Not as good, but doesn’t need root. If I gotta change the volume by alot, I drag the bar. Otherwise I just leave the button at 1% increments. Cuz yeah, my volume is like 1% to 5% most of the time, until I need to watch a youtube video, then it’s like 70%… then the next thing I do on my phone after the youtube video renders me temporarily deaf and everyone within a mile glares at me… and I turn my volume back down to 5% or less again.

    Not sure why every single other thing on the phone uses a different standard for volume than video does… just a new loudness war I guess.





  • I game on one virtual representation of my real monitor at 4k60hz, and one entirely virtual monitor at 4k120hz. When I am playing a game my sister wants to watch, I play it on the screen that also exists in real life. When I am playing just for me, I play it on the 120hz screen. They are one on top of each other, at the touch of a button they swap exact places with each other. I put the one I’m playing on currently at the bottom.

    The main reason I do top/bottom is because the screens are quite large. About the equivalent of sitting a foot away from my real 55 inch TV, but the screens are 20 feet away for eye comfort. So I can effectively only see one screen at a time as they each nearly fill my vision. As big as they can be without having to turn my neck to see parts of them. The top monitor is tilted down towards me, and basically on the roof. Oh, I should mention I generally play from a recliner when playing desktop games, so even the lower monitor is tilted down to face me.

    When I want to play something in ultra-wide, the virtual screen can be set to 5740x1080 at 120hz(equal to 3 1080p screens side by side, but as one screen, flat or curved to any degree you want), but for the most part anything that works in ultra-wide works in VR, and full VR is likely gonna be the better option.

    Although most of the time I’m playing full VR games and standing to play them. No apparent screens there, just living in the game.




  • They are essentially a fun toy for most people, and an ok tool for people with the patience and training to get useful output from them. And they cost an insane amount of money to train and an insane amount of power to run.

    Not to mention the other cost of training them, the human emotional cost. And the human cost of running them.

    It just costs so much of a variety of things, for an output that has barely made anything better. Maybe they might get “better” in the future, and have to get through this stage to get there, but I’ve also seen a lot of people saying they appear to be starting to plateau… maybe a temporary plateau, but if so, how temporary? Could we just drop it for 10 years and start back up when they won’t be as inefficient? Maybe a law that they have to pay for everything they feed it, would effectively cause them to only emerge at a time when they are actually feasible.








  • Tarquinn2049@lemmy.world
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    toFunny@sh.itjust.worksStep up your VR Experience today
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    2 months ago

    Cv1 was significantly more expensive than a Quest 2. Like, double the price. Even Quest 3 is cheaper, assuming you want the best version of Quest 3.

    A rift cv1 nowadays would be a pretty bad deal even if you got it for free.

    Could you imagine someone getting a 10 year old cellphone?

    What about someone getting a 10 year old cellphone 10 years ago, like, the first smartphone, when everyone else was using an iphone 8 or galaxy s8.

    That is the era VR was in 10 years ago. CV1 was fine back then. But it is caveman VR now.