#meta quest 3 head strap
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nordquestv · 17 days ago
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Elevating Your Meta Quest 3 Experience: Essential Accessories for Comfort, Convenience, and Longevity! 🎮✨
Virtual reality experiences are getting more immersive, and the Meta Quest 3 is at the forefront of this evolution! While the device itself delivers impressive functionality, enhancing it with the right accessories can take your experience to a whole new level. From comfort-focused head straps to convenient charging docks, these add-ons ensure that your VR sessions are smooth, comfortable, and uninterrupted.
1. Boost Comfort with the Best Quest 3 Headstrap 💆‍♂️
When it comes to immersive VR, comfort is key. The Quest 3, while revolutionary, can feel a bit heavy during extended play. That’s why upgrading to the best Quest 3 headstrap is one of the most impactful modifications you can make. Premium headstraps offer improved weight distribution, reducing strain on your neck and allowing you to lose yourself in the game without constantly readjusting. Many upgraded straps also feature cushioned padding and easy-to-adjust sizing, perfect for anyone looking to dive into extended VR sessions with ease.
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Choosing a comfortable headstrap is particularly beneficial if you plan on using your Quest 3 for physical VR games or workouts, as these often require quick movements. A good strap keeps the headset in place, letting you move freely without discomfort.
2. Prolong Playtime with a Battery Pack 🔋
Running out of battery in the middle of an exciting game can be frustrating, but the solution is simple: a battery pack. Several battery packs are designed specifically for the Quest 3, fitting seamlessly with the headset without adding too much bulk. With a battery pack, you can extend your playtime significantly, ensuring that you won’t have to cut your sessions short to recharge.
Battery packs also help to balance out the headset’s weight, similar to the upgraded headstraps. The added weight at the back provides extra stability, which can make a world of difference in terms of comfort, especially if you’re engaging in high-energy VR activities. Battery packs come in various capacities, so be sure to pick one that offers enough extra hours to suit your gaming style.
3. Keep It Charged and Ready with a Quest 3 Charging Dock ⚡
Having a Quest 3 charging dock is a game-changer for anyone who wants a hassle-free way to keep their headset powered up. These docks are specifically designed to accommodate the Quest 3, holding it securely while delivering a steady charge. Instead of fumbling with cables every time you finish playing, you can simply place your headset in the dock, ensuring it’s always ready for your next session.
Most charging docks also have a sleek, modern look that complements the Quest 3, so it won’t just be practical—it’ll look great as part of your setup! Additionally, many docks are equipped with fast-charging capabilities, so you’ll be back in the virtual world quicker than ever.
4. Enhance Your Experience with Prescription Lenses and Face Cushions 👓
For those who wear glasses, VR headsets can sometimes be uncomfortable. Thankfully, prescription lenses for the Quest 3 allow for a clearer view without the need for glasses, while face cushions add an extra layer of comfort. Both accessories improve the user experience, making VR accessible and comfortable for everyone.
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Conclusion: Build Your Perfect VR Setup Today! 🌟
Equipping your Quest 3 with these must-have accessories ensures that every VR session is comfortable, immersive, and convenient. Whether it’s a more stable headstrap, a reliable battery pack, or a sleek charging dock, each addition elevates your VR setup, making it more enjoyable and personalized.
Ready to explore these essential accessories? Visit this site to find the best options and take your VR experience to the next level. With the right setup, there’s no limit to what you can achieve in the virtual world!
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crazydiscostu · 2 months ago
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Maecker Quest 3 Elite Battery Strap
The Maecker Quest 3 Elite Battery Strap is one of the latest accessories from Maecker, enhancing the virtual reality experience by providing added comfort and stability – addressing some of the common pain points users experience with stock head straps, particularly related to weight distribution and comfort during extended use. Today we take a closer look at the Maecker Quest 3 Elite Battery…
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canmom · 9 months ago
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VR observations, 10 months in
I've been a game dev for 10 months now. It's pretty great, I'm enjoying it a lot, I get to spend my days doing crazy shader shit and animations and voxels and visual effects. Hopefully the game that will come out of all this will be one people enjoy, and in any case I'm learning so much that will eventually come back to the personal ~artistic~ side of things. I can't talk about that game just yet though (but soon it will be announced, I'm pretty sure). So this is a post about other games.
Mind you, I don't actually play very many VR games, or games in general these days, because I'm too busy developing the dang things. but sometimes I do! And I think it's interesting to talk about them.
These aren't really reviews as such. You could project all sorts of ulterior motives if it was. Like my livelihood does sorta depend on people buying VR headsets and then games on them. This is more just like things I observe.
Headsets
The biggest problem with VR at the moment is wearing a headset for too long kinda sucks. The weight of the headset is all effectively held on a lever arm and it presses on your face. However, this is heavily dependent on the strap you use to hold it to your head. A better balanced and cushioned strap can hold the headset still with less pressure and better balance the forces.
The strap that comes with the Quest 3 is absolute dogshit. So a big part of the reason I wouldn't play VR games for fun is because after wearing the headset for 30-60 minutes in the daily meeting, the absolute last thing I'd want to do is wear it any longer. Recently I got a new strap (a ~£25 Devaso one, the low end of straps), and it's markedly improved. It would probably be even better if I got one of the high end Bobo straps. So please take it from me: if you wanna get into VR, get a decent strap.
I hear the Apple Vision Pro is a lot more comfortable to wear for long periods, though I won't have a chance to try it until later this month.
During the time I've been working at Holonautic, Meta released their Quest 3, and more recently Apple released their hyper expensive Vision Pro for much fanfare.
The Quest 3 is a decent headset and probably the one I'd recommend if you're getting into VR and can afford a new console. It's not a massive improvement over the Quest 2 - the main thing that's better is the 'passthrough' (aka 'augmented reality', the mode where the 3D objects are composited into video of what's in front of you), which is now in full colour, and feels a lot less intrusive than the blown out greyscale that the Quest 2 did. But it still has some trouble with properly taking into account depth when combining the feeds from multiple cameras, so you get weird space warping effects when something in the foreground moves over something in the background.
The Vision Pro is by all accounts the bees knees, though it costs $3500 and already sold out, so good luck getting one. It brings a new interaction mode based on eye tracking, where you look at a thing with your eyes to select it like with a mouse pointer, and hold your hands in your lap and pinch to interact. Its passthrough is apparently miles ahead, it's got a laptop tier chip, etc etc. I'm not gonna talk about that though, if you want to read product reviews there are a million places you can do it.
Instead I wanna talk about rendering, since I think this is something that only gets discussed among devs, and maybe people outside might be interested.
Right now there is only one game engine that builds to the Vision Pro, which is Unity. However, Apple have their own graphics API, and the PolySpatial API used for the mixed reality mode is pretty heavily locked down in terms of what you can do.
So what Unity does is essentially run a transpilation step to map its own constructs into PolySpatial ones. For example, say you make a shader in Shader Graph (you have to use shader graph, it won't take HLSL shaders in general) - Unity will generate a vision pro compatible shader (in MaterialX format) from that. Vertex and fragment shaders mostly work, particle systems mostly don't, you don't get any postprocessing shaders, anything that involves a compute shader is right out (which means no VFX graph), Entities Graphics doesn't work. I don't think you get much control over stuff like batching. It's pretty limited compared to what we're used to on other platforms.
I said fragment shaders mostly work. It's true that most Shader Graph nodes work the same. However, if you're doing custom lighting calculations in a Unity shader, a standard way to do things is to use the 'main light' property provided by Unity. On the Vision Pro, you don't get a main light.
The Vision Pro actually uses an image-based lighting model, which uses the actual room around you to provide lighting information. This is great because objects in VR look like they actually belong in the space you're in, but it would of course be a huge security issue if all programs could get realtime video of your room, and I imagine the maths involved is pretty complex. So the only light information you get is a shader graph node which does a PBR lighting calculation based on provided parameters (albedo, normal, roughness, metallicity etc.). You can then instruct it to do whatever you want with the output of that inside the shader.
The upshot of this is that we have to make different versions of all our shaders for the Vision Pro version of the game.
Once the game is announced we'll probably have a lot to write about developing interactions for the vision pro vs the quest, so I'll save that for now. It's pretty fascinating though.
Anyway, right now I've still yet to wear a Vision Pro. Apple straight up aren't handing out devkits, we only have two in the company still, so mostly I'm hearing about things second hand.
Shores of Loci
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A few genres of VR game have emerged by now. Shooting and climbing are two pretty well-solved problems, so a lot of games involve that. But another one is 3D puzzles. This is something that would be incredibly difficult on a flat screen, where manipulating 3D objects is quite difficult, but becomes quite natural and straightforward in VR.
I've heard about one such game that uses 3D scans of real locations, but Shores of Loci is all about very environment artist authored levels, lots of grand sweeping vistas and planets hanging in the sky and so on. Basically you go through a series of locations and assemble teetering ramshackle buildings and chunks of landscape, which then grow really big and settle into the water. You can pull the pieces towards you with your hand, and then when you rotate them into roughly the right position and orientation relative to another piece, they snap together.
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It's diverting, if kinda annoying when you just can't find the place the piece should go - especially if the answer turns out to be that there's an intermediate piece that floated off somewhere. The environments are well-designed and appealing, it's cool to see the little guys appearing to inhabit them. That said it does kinda just... repeat that concept a bunch. The narrative is... there's a big stone giant who appears and gives you pieces sometimes. That's it basically.
Still, it's interesting to see the different environment concepts. Transitions have this very cool distorted sky/black hole effect.
However, the real thing that got me with this game, the thing that I'm writing about now, was the water. They got planar reflections working. On the Quest! This is something of a white whale for me. Doing anything that involves reading from a render texture is so expensive that it's usually a no-go, and yet here it's working great - planar reflections complete with natural looking distortion from ripples. There's enough meshes that I assume there must be a reasonably high number of draw calls, and yet... it's definitely realtime planar reflections, reflections move with objects, it all seems to work.
There's a plugin called Mirrors and Reflections for VR that provides an implementation, but so far my experience has been that the effect is too expensive (in terms of rendertime) to keep 72fps in a more complex scene. I kind of suspect the devs are using this plugin, but I'm really curious how they optimised the draw calls down hard enough to work with it, since there tends to be quite a bit going on...
Moss
This game's just straight up incredibly cute.
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Third person VR games, where you interact with a character moving across a diorama-like level, are a tiny minority of VR games at the moment. I think it's a shame because the concept is fantastic.
Moss is a puzzle-platformer with light combat in a Redwall/Mouse Guard-like setting. The best part of Moss is 1000% interacting with your tiny little mousegirl, who is really gorgeously animated - her ears twitch, her tail swings back and forth, she tumbles, clambers, and generally moves in a very convincing and lifelike way.
Arguably this is the kind of game that doesn't need to be made in VR - we already have strong implementations of 'platformer' for flatscreen. What I think the VR brings in this case is this wonderful sense of interacting with a tiny 3D world like a diorama. In some ways it's sorta purposefully awkward - if Quill walks behind something, you get a glowing outline, but you might need to crane your neck to see her - but having the level laid out in this way as a 3D structure you can play with is really endearing.
Mechanically, you move Quill around with the analogue stick, and make her jump with the buttons, standard stuff. Various level elements can be pushed or pulled by grabbing them with the controllers, and you can also drag enemies around to make them stand on buttons, so solving a level is a combination of moving pieces of the level and then making Quill jump as appropriate.
The fact that you're instantiated in the level, separate from Quill, also adds an interesting wrinkle in terms of 'identification with player character'. In most third person games, you tend to feel that the player character is you to some degree. In Moss, it feels much more like Quill is someone I've been made responsible for, and I feel guilty whenever I accidentally make her fall off a cliff or something.
A lot is clearly designed around fostering that protective vibe - to heal Quill, you have to reach out and hold her with your hand, causing her to glow briefly. When you complete some levels, she will stop to give you a high five or celebrate with you. Even though the player is really just here as 'puzzle solver' and 'powerful macguffin', it puts some work in to make you feel personally connected to Quill.
Since the camera is not locked to the character, the controls are instead relative to the stage, i.e. you point the stick in the direction on the 2D plane you want Moss to move. This can make certain bits of platforming, like moving along a narrow ledge or tightrope, kinda fiddly. In general it's pretty manageable though.
The combat system is straightforward but solid enough. Quill has a three button string, and it can be cancelled into a dash using the jump button, and directed with the analogue stick. Enemies telegraph their attacks pretty clearly, so it's rarely difficult, but there's enough there to be engaging.
The game is built in Unreal, unlike most Quest games (almost all are made in Unity). It actually doesn't feel so very different though - likely because the lighting calculations that are cheap enough to run in Unity are the same ones that are cheap enough to run in Unreal. It benefits a lot from baked lighting. Some things are obvious jank - anything behind where the player is assumed to be sitting tends not to be modelled or textured - but the environments are in general very lively and I really like some of the interactions: you can slash through the grass and floating platforms rock as you jump onto them.
The story is sadly pretty standard high fantasy royalist chosen one stuff, nothing exciting really going on there. Though there are some very cute elements - the elf queen has a large frog which gives you challenges to unlock certain powers, and you can pet the frog, and even give it a high five. Basically all the small scale stuff is done really well, I just wish they'd put some more thought into what it's about. The Redwall/Mouse Guard style has a ton of potential - what sort of society would these sapient forest animals have? They just wanted a fairytale vibe though evidently.
Cutscene delivery is a weak point. You pull back into a cathedral-like space where you're paging through a large book, which is kinda cool, and listening to narration while looking at illustrations. In general I think these cutscenes would have worked better if you just stayed in the diorama world and watched the characters have animated interactions. Maybe it's a cost-saving measure. I guess having you turn the pages of the book is also a way to give you something to do, since sitting around watching NPCs talk is notoriously not fun in VR.
There are some very nice touches in the environment design though! In one area you walk across a bunch of human sized suits of armour and swords that are now rusting - nobody comments, but it definitely suggests that humans did exist in this world at some point. The actual puzzle levels tend to make less sense, they're very clearly designed as puzzles first and 'spaces people would live in' not at all, but they do tend to look pretty, and there's a clear sense of progression through different architectural areas - so far fairly standard forest, swamp, stone ruins etc. but I'll be curious to see if it goes anywhere weird with it later.
Weak story aside, I'm really impressed with Moss. Glad to see someone else giving third person VR a real shot. I'm looking forward to playing the rest of it.
...that's kinda all I played in a while huh. For example, I still haven't given Asgard's Wrath II, the swordfighting game produced internally at Meta that you get free on the Quest 3, a shot. Or Boneworks. I still haven't finished Half Life Alyx, even! Partly that's because the Quest 3 did not get on well with my long USB A to C cable - for some reason it only seems to work properly on a high quality C to C cable - and that restricts me from playing PCVR games that require too much movement. Still though...
Anyway, the game I've been working on these past 10 months should be ready to announce pretty soon. So I'm very excited for that.
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aurosoulart · 1 year ago
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Hey, sorry if this is bad(?), but I was wondering if you had any advice for getting into the xr world/career. I think I've seen you mention the topic (encouraging others to join the field?) at least once, but I don't know how to even get started. Thank you for your time!
(If you could answer this not publicly I would appreciate it, but it's fine if you do, or like, if you don't answer at all)
not a bad thing to ask at all! I've actually been in the middle of writing a guide about this for some time that I will.... hopefully finish sometime soon ghskgh.
I hope you don't mind me posting this publicly - I ended up writing a short novel and figure it might be useful to others who are curious as well! anyways, the advice I give to people with a background in illustration is to start out with a Quest 2 headset. they retail at $300 new, but you can get them used via eBay, Craigslist, FB Marketplace or someplace like that for around $200 or under. the Quest 2 works without needing to be plugged into a PC, though you will probably want to buy a more ergonomic head-strap to make it more comfortable. (the head strap that Meta sells is overpriced, but this third-party one is really good) if you're interested in working with augmented reality (the type of work I do!) and have the ability to save up some extra money, I'd recommend waiting for the release of the Quest 3, which will launch this fall and cost $500. totally not a requirement at all to start learning, though.
other than that, I'd recommend starting out with free art programs like Open Brush and Gravity Sketch to familiarize yourself with creating in-headset. both of these programs have a large amount of tutorial videos up on YouTube - as well as an active community of other artists who are all generally very friendly and eager to help people learn. VR Art Live and The Spatial Canvas's Discord servers are the communities I'm part of. :)
after that, it all just comes down to posting your new artwork online to as many platforms as you can mentally handle (this is the hardest part for me, ghsghs), and also looking at paid XR artist programs/gigs. Mozilla Hubs, Horizon Worlds, and Figmin XR (that's me!) all have some creator opportunities where they pay people to create things on their platform.
you can also find work doing XR concept art, art performances, and I've even seen grant programs for XR artists from art galleries. these things are harder to find, but if you make a LinkedIn page and a modest portfolio of your XR art, chances are high that you'll get some eyes on it.
it's ridiculously easy to be a big fish in a small pond right now if you have any kind of skills with these programs. I will say that there does seem to be a push towards people who can create things that are interactive and can be shared with others (like AR Snapchat/TikTok/Instagram filters, experiences created and published to platforms like Mozilla Hubs, Figmin XR, etc.), so that's something to keep in mind while learning - but not something that should stop you!
going from 2D illustration to creating things in 3D space is a whirlwind of learning new skills that can often feel overwhelming, but the most important thing is that it should feel fun and enjoyable to you. I started out by just listening to music while painting in Tilt Brush (Tilt Brush was the original version of Open Brush, before Google made it open-source) and creating whatever felt the most fun in the moment. everything else just came from natural curiosity and connecting with other artists in the space.
lastly... I have no technical (coding, traditional 3D modeling) skills. I am a 2x college dropout with chronic mental illness, and prior to my current employment I was never able to hold a job for longer than 3 months. and yet....... this new industry has changed my life completely, and at 29 years old I finally feel like I have a purpose. I'm somehow a software developer now, without needing to know anything about software development. that's wild!!!
this is why I'm so excited for the future. if this brand-new technology (still in its infancy! viewed as frightening by so many!!) was able to help me in such a radical way... what will that mean for even more people discovering it as it becomes more accessible?
I don't know the answer to that yet... but I do know how wonderful it is to see people learning about all of this for the first time. helping with that alone is more than enough for me 💖
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alexsmale · 1 month ago
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End Of Year Round Up: The Best VR Headsets Of 2024
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The rise in popularity of Virtual Reality (VR) has been considerably slow. Still, it has had a significant influence in various industries, including gaming, education, entertainment, and even health care. However, with many models in the market, it’s difficult to determine which one offers the best virtual experience. That’s why I’m here to guide you on some of the best VR headsets of 2024.
By the end of this post, you’ll know exactly which headset will best meet your particular preferences and needs. 
Best VR Headsets of 2024
Here is a list of the best VR headsets of 2024:
1. Best Bang For Buck: The Pimax Crystal Light
For those seeking a high-quality VR without the trouble of a steep cost, the Pimax Crystal Light is your go-to set-up. It features an ultra-sharp resolution of 2880×2880 pixels per eye, with an impressive 35 pixels per degree. The display also uses QLED technology that offers vibrant colors and contrast compared to traditional LCD panels.
It’s also worth noting that the Crystal Light uses the exact same display as its more expensive sibling, the Pimax Crystal. Other significant improvements over the original Crystal include a 200-gram reduction in weight and a redesigned head strap. This means you’re getting the same top-tier display quality and added comfort at a cheaper price.
Pros
Wide field-of-view (FOV) that contributes to a more immersive experience
Uses inside-out tracking, which simplifies the setup and makes the headset more user-friendly
Employs high-quality glass aspheric lenses that contribute to a large sweet spot
Cons
There’s no eye-tracking feature
Has a very large and clunky design
2. Best For Budget: Meta Quest 3S
The Meta Quest 3S is the best budget-friendly VR headset, offering impressive performance for its price. Most people would consider this setup to be a watered-down version of its well-received predecessor, the Meta Quest 3. However, Meta Quest 3S still carries more similarities than differences at a much lower price. 
The Meta Quest 3S consists of a Snapdragon XR2 Gen 2 chip along with 8GB of RAM. The combination of both helps deliver twice-as-fast GPU performance, thus catering to faster loading times and overall smoother gameplay. Additionally, the 3S has a dual RGB camera system, allowing for full-color passthrough during mixed-reality games. 
Pros
Rated for a higher battery life than the Quest 3
Has an “Action Button” to easily switch between passthrough and immersive modes
A smoother and less jagged visual experience due to that extra processing power
Cons
Consists of fresnel lenses, which lead to lower resolution and less sharp visuals
Lacks the fine-tuning PD (Pupillary Distance) adjustments
3. Overall Best: Somnium VR1
The Somnium VR1 emerges as one of the best VR headsets due to its acute attention to quality. One of the standout features of this headset is its crystal-clear visuals and exceptional brightness, which help add to the immersive experience. Users are able to explore virtual worlds with such stunning details and vivid colors that other headsets dim in comparison. 
Another feature that contributes to VR1’s experience is its expansive FOV. Most high-end headsets feature an FOV of about 130 degrees. So, you’ll be glad to know that the Somnium VR1’s FOV is more than 120 degrees horizontally and 105 degrees vertically. This means you’ll be able to view more of your virtual surroundings at once and feel fully present in the environment. 
Pros
Accommodates PDs of 58 mm – 76 mm through manual adjustment
Headset can be fully opened and customized by expert users
Can enjoy the content without technical glitches or interruptions
Cons
Does not have built-in audio speakers
Front-heavy design that weighs on the user’s neck after a while
Conclusion
The VR headset you choose to invest in can make or break your overall virtual experience. So, we’ve narrowed down your search to some of the best VR headsets. To get the most out of your money, go for the Pimax Crystal Light or Meta Quest 3S. If not, you can also consider the Somnium VR1 for overall quality.
Besides this, VR technology can also help improve the quality of life of dementia patients. If you want to help a loved one and learn more about this service, contact me today. I’m Alex Smale, and proud owner of the award-winning VR application, Immersicare.
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onedirectdeals · 2 months ago
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KYYOKE Head Strap Compatible with Oculus Quest 3, Comfortable Elite Strap for Meta Quest 3 Accessories, VR Headset Stable Headstrap Replacement for Quest 3 Accessories
Price: Buy Now Last Updated: Package Dimensions ‏ : ‎ 21.3 x 17.3 x 7 cm; 330 g Date First Available ‏ : ‎ 9 Nov. 2023 Manufacturer ‏ : ‎ KYYOKE ASIN ‏ : ‎ B0CMZ8ZPCB Country of origin ‏ : ‎ China Guaranteed software updates until ‏ : ‎ unknown Comfort head strap: Comfortable cushion with inner soft memory foam with larger head support, making the head strap more comfortable and reducing facial…
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govindhtech · 4 months ago
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Quest 4 Meta: The Next Leap in Virtual Reality
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Meta Quest 4 news
Meta has pushed the boundaries of virtual reality (VR) in an ever-changing landscape. Not exception is their most recent headgear, the Quest 4 Meta. The Quest 4 combines contemporary technologies with a simple design, leading to an unmatched virtual reality experience, while also expanding upon the achievements of its previous versions. This document analyses the attributes, improvements, and prospective impact of the Meta Quest 4 headgear on the virtual reality (VR) market.
Meta Quest 4 concept
Quest Series Evolution
The Meta Quest series has evolved since Oculus Quest. The first Quest headset, debuted in 2019, revolutionised VR without a  PC or sensors. The 2020 Quest 2 improved performance, display quality, and price. With Quest 3 maintaining this track, Quest 4 will elevate VR.
Design and Comfort
The Quest 4 Meta‘s new form factor stands out. Meta prioritised comfort because long VR experiences demand a lightweight, well-balanced headset. Its smaller design and lighter weight make the Quest 4 more pleasant to wear for long periods. The redesigned head strap fits securely and appropriately distributes weight.
Display & Visuals
To be immersive, VR headsets need decent screens; the Quest 4 Meta satisfies this need. With 2160 x 2160 pixels each eye, its twin OLED display offers remarkable clarity and brightness. This is a big improvement on Quest 3, which featured great graphics. Increased pixel density lowers the screen door effect, which shows pixels’ gaps, creating a more smooth and immersive visual experience.
Performance and CPU
Snapdragon XR2+ chipset manufactured with Qualcomm powers the Quest 4 Meta. A new CPU built for VR and AR applications improves speed and efficiency. The Quest 4 has 12GB of RAM for smoother multitasking and more complicated apps. These hardware advancements make the Quest 4 robust enough for the most demanding VR experiences.
Advanced Trackers/Controllers
A smooth VR experience requires accurate tracking, which Quest 4 Meta improves. Four ultra-wide cameras improve inside-out tracking and reduce latency in the headset. Redesigned touch controllers improve ergonomics and haptic feedback. Advanced finger tracking makes VR interactions more natural and intuitive on the controllers.
Mixed-reality capabilities
Mixed reality (MR) is one of Quest 4 Meta‘s most interesting features. The headset has high-resolution passthrough cameras so users can see their surroundings in VR. This allows for improved productivity apps and mixed reality gaming. The Quest 4 offers hand tracking and gesture recognition for seamless interaction with virtual and real-world items.
Software, Ecosystem
Meta has established a strong VR ecosystem, and the Quest 4 offers a large library of apps and games. The Meta Store has immersive games, social VR platforms, productivity applications, and instructional stuff. Meta’s support of a robust developer community ensures new and original Quest 4 content.
Social VR, Meta’s Vision
Meta’s rebranding from Facebook emphasises its dedication to the metaverse, a shared virtual place where users may engage with each other and digital information in real time. This concept relies on the Quest 4 to enable metaverse exploration and participation. Horizon Worlds and other social VR apps let users create and share virtual locations, encouraging community.
Security and Privacy
Any technology that collects personal data must prioritise privacy and security. Meta addressed these vulnerabilities with Quest 4. User data is protected by strong encryption and data protection in the headset. Meta also offers transparent privacy policies and tools to let users manage their data and privacy settings.
Accessibility, inclusivity
Meta strives to make VR accessible to all. The Quest 4 has customisable controls, voice commands, and display settings to improve accessibility. These qualities allow VR users of all capacities to enjoy it. With more diverse applications in its content repository, Meta is promoting inclusivity.
Future Impact and Prospects
The Quest 4 Meta advances VR technology. It redefines standalone VR headsets with its comfort, display, performance, and mixed reality capabilities. As the Quest 4 gains popularity, VR may become commonplace in gaming, education, healthcare, and remote work.
The headset’s mixed reality features enable new applications and experiences. In education, students can interact with virtual objects while seeing their classroom. Surgeons can employ mixed reality to overlay medical imagery on patients, improving precision and outcomes.
Issues and Considerations
Meta Quest 4 has strengths and weaknesses. Some users are deterred by VR hardware’s expensive price, but Meta’s range of prices helps. Due to technology improvements, today’s headgear may become outdated shortly.
VR use may cause eye strain and motion nausea over time. Meta’s adjustable interpupillary distance (IPD) and improved display technology have helped address these concerns, but more study and user feedback are needed to improve them.
Meta Quest 4 release date and price
When is the Meta Quest 4 coming out?
The official release date of Meta Quest 4 is still unknown, however rumors and leaks indicate that it will likely come out in late 2025 or early 2026.
Meta Quest 4 price
Although the pricing of Meta Quest 4 has not yet been revealed, trends and rumors indicate that it will cost between $500 and $600 USD.
The Quest 4 may come in different variants, with a base model closer to $500 and a more feature-rich premium version at roughly $600. However, this is only conjecture, so we’ll have to wait for Meta to make an official statement.
Conclusion
Meta’s Quest 4 Meta headset shows its dedication to VR and metaverse possibilities. The Quest 4 provides an immersive, accessible VR experience with its remarkable features and advancements. The Quest 4 leads VR innovation and possibilities. Meta Quest 4 will shape VR’s future for gaming, socialising, education, and work.
Read more on govindhtech.com
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pearatwar · 7 months ago
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I'm not posting enough, let alone blogging enough! Here's to you with a review of the Quest 2 from my 3 hours or so of gameplay, idk.
My friends gifted me the VR headset formerly known as Oculus Quest 2, formally as Meta Quest 2, and even though I have an utterly incapable laptop the fact it can work on its own makes it a cool experience.
The setup was a cool experience in and of itself, even - I was blasted away by the graphics, having never experienced VR, and after a while I got it up and running.
Using it is cool, and it even allows me to use glasses. I hear you say: "But why do you need glasses? Isn't the screen up in your face? Literally?". And to that I say... well probably there's some lens magic refraction tech magic going on to allow for depth perception as God [i'm not religious shut up] intended, so glasses are a given.
You can use your controllers to point and use triggers, sure, and you can use hand tracking to break your fingers instead of your controller when you inevitably punch your closet (more on that later), but did you know there is a secret third way to do things? When you're using controllers, the Quest is so kind that it shows you your hands' outline around the controller: you can use the FINGERS OF THE OUTLINE to press on the UI. THE DIGITAL HAND!! That's cool.
About punching closets, there's some countermeasures! Three of them and then some. Boundaries come in two flavors: Stationary and Roomscale. The former is just a circle for when you sit down or stand still, but really, you might as well go the pro gamer way by defining a room-scale (eh? get it?) boundary so that it may fit your room's shape better. The third way is Passthrough. The 144p, 15 fps, black and white cameras kick in, and suddenly virtual reality is just a bank security camera. You can use it for a cool menu, mixed-reality games, or have it turn on when you go out of the boundaries you set so you see where the hell you're going.
The game selection appears to be quite cool, honestly. Job Simulator, Car Mechanic Simulator, Simulator Simulator, Super Simulacrum Simulator Returns XXAC+R The Definitive Trilogy Nintendo Switch, it's all here! I didn't pour any money into the Quest as of yet, mainly due to my mother being all pissy at the sight of me spending anything on virtual commodities, but I guess I've played Gorilla Tag...?
Gorilla Tag is just as shown on social media: native English-speaking pre-teens will yell at you their know-it-all monkey jargon about how to walljump, juke, korean backdash and solve antiderivatives. It's like you were playing Getting Over It with your arms, and it's most serviceable as a glorified VRChat with a hint of bananas and tea. 8/10 would pay, like, 5 bucks? It's free anyways.
I've also played some Roblox games experiences with VR-Exclusive features. Crazy Stairs among them is a game where usually you'd climb up a set of platforms interconnected by platforms using powers to aid you or fuck over other people... on VR you scratch the climbing aspect and just mess around. Fun, really! VR Hangouts also exist: non-VR players run around in this comically massive map, and VR players are this comically massive floating head with comically massive floating hands that they can use to fling non-VR players around to kingdom come, slap them into the atmosphere, or just play with the comically massive props. Also fun, also free, would not pay five bucks but definitely refreshing.
What about Steam games? You can play them, if you have a PC able to handle them. I can't, so I'm stuck with the Oculus' Meta Store: the one-stop shop for hardcore golf players and the maniacs that want WhatsApp on their headset.
It performs well, despite having a phone's GPU. All games in the Meta Store were carefully optimized for standalone gaming, and Steam games run on your PC, so you're strapped in for an adventure of whimsy and motion sickness!
Talking about motion sickness, I had none. Maybe after laying down while playing GT I got weirded out a bit - your PoV does not move vertically with your headset, so finding myself kneeling but still standing at the same time was slightly disorienting?
Another nitpick is that the charger is, hear me out, USB-C TO USB-C. You pretty much have to use its own charger, but that's okay really.
Overall: make sure to have enough room to fling your arms about and try to stop your mother from taking silly pictures of you with the headset on.
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metaverse-ar-vr · 8 months ago
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With the Comfort Battery Head Strap, Kiwi Design offers an inexpensive alternative to Metas Elite straps with battery. I have tested it. The post Quest 3 accessory review: The Kiwi Comfort Battery Head Strap is a great alternative to Meta's Elite St #AR #VR #Metaverse
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reaperzvr · 11 months ago
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ANNAPRO BATTERY HEAD STRAP | REVIEW
The ANNAPRO Battery Head Strap for the Meta Quest 3 is a great alternative to the official meta battery strap, and can even compete with some of the premium third party head straps.
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wisdomwaves · 11 months ago
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crazydiscostu · 7 months ago
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ZyberVR ACE Quest 3 Elite Strap
As VR technology continues to advance, so do the accessories that enhance our immersive experiences and this accessory is no different. The ZyberVR ACE Quest 3 Elite Strap promises to be an innovative head strap replacement for the Meta Quest 3 stock strap and a contender for the Meta brand offering. Let’s check it out. Product supplied for review purposes ACE Elite Strap The ZyberVR ACE Quest…
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silver-wield · 5 years ago
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I’m curious as to what you think about the friendship between Tifa & Aerith with the remake & if you have any (possibly in-depth) analysis of their friendship? Watching them interact during the remake really made me think about how much Tifa cares for Aerith & vise versa. I love how their friendship progresses over the game. I hope we get to see more of it in future games. I’m all about Cloti but I also love whatever Tifa & Aerith got going on for themselves, just the ladies lol
I gotchu, nonny!
About time we show everyone these girls can get along and hopefully people will stop trying to erase one of them!
Ok, spoiler warning for ppl who haven't played – do I still need to do this? Eh ok, (I tag FF7R spoilers as final fantasy 7 remake spoilers) and it's gonna be a VERY long one so prepare to scroll.
Also, this is one person's interpretation of the scene, so if you disagree that's cool and we'll agree to disagree.
You're also gonna have to excuse the janky quality on some of the screens, I'm grabbing them from Youtube and it's frustrating af trying to get the exact moment I want.
Other analyses if anyone's interested.
Shinra HQ vision scene (Cloti/plot analysis) 
Chapter 3 (Cloti reblog) 
Tifa character analysis 
Aerith Resolution (plot analysis/theory – I should probably update this since I've had other ideas since then) 
Train graveyard (not really an analysis, but I got some sweet screenshots of Cloti) 
Clotiscrew tunnel analysis 
Cloti reunion analysis 
The Promise Analysis 
Andrea's approval (Cloti ask response) 
Cloti action touching
Now, strap in and enjoy the ride.
Before the recap I'm just gonna say the vid I'm taking this from is over 20m of them being friends and they didn't even meet until late in chapter 9 and they weren't even together after chapter 12 and only reunited in chapter 17, so if they can manage to become bffs in such a short amount of time then yall warships can calm your chill too.
Oh and I'm also throwing in some Cloti asides since Cloud is in all of this too and I wanna lol. Maybe next disc we'll get more of the girls without the leading man.
Quick recap for anyone who's forgotten the series of events.
Tifa's gone to get info out of Don Corneo at Wall Market and asked Cloud to go back to Sector 7: “You've seen how much ass I can kick”
Aerith's decided that's a bad idea, so they head in and jump through a series of side quest hoops to get them inside Corneo's place.
After the goons knock them out and take them to the basement, Cloud wakes up and sees Tifa, who asks if he's ok. After his embarrassing moment where he remembers he's wearing a dress in front of his crush, Aerith wakes up.
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Eugh, I've mentioned the utterly janky quality on some of my screenshots right? There's a split second after this where Aerith is beaming at Tifa that I'm trying to capture but it’s just not happening.
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Okay, so Aerith has literally just woken up and the first thing she does is bounce over to Tifa and introduce herself, all smiles and cheer. Tifa for her part is confused but polite because who is this girl? This is pretty simple from Tifa's pov. She is just confused, but polite. There's no signs of “rawr that's my man over there you can't touch”.
Aerith is like that one kid who's always first to greet new people. She's very much the extrovert, compared to Tifa's introvert.
(Bonus: Grumpy Cloud is grumpy. It's like he expects Tifa to be more responsible when he hears her insane plan lol)
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So, after hearing Tifa's story and hearing the obvious concern in her voice, Aerith jumps in to reassure her. You'll notice she's leaning forward with open arms. This is simplistic body language, she's being open and earnest. Tifa has her full attention on Aerith, so she's listening without any signs of dismissing her – even though they've literally just met and she has no idea what Aerith is like or what she might say.
(Bonus: Cloud rolling his eyes. He thinks they're both crazy lol)
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Responsible Tifa makes a return here! After Aerith's done enthusiastically throwing all of them to the wolves, Tifa shows concern. She knows Cloud and she can fight, but she's worried Aerith will get hurt because of her. This is a girl she's just met and we've seen how she is with strangers (shinra middle manager), so going along with Aerith's idea with no reservations wouldn't be her. Both girls have semi-relaxed body language. Their poses are mirrored, so there's no one is better than the other here. They're meeting as equals.
(Bonus: Cloud appears to be looking at Tifa's butt in this screen lol)
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So, we're out of the basement and dealing with rapists. Fuuuun. FF7 really went there back in the day huh? Tifa and Aerith are on the same page, you'll see. They're both disgusted. Aerith probably more so than Tifa, who I expect is a little more used to dealing with scumbags who don't take no for an answer. Semi mirrored body language – Aerith has her hands protectively in front of her while Tifa's are by her sides so that she can better strike a fighting pose.
(Bonus: Cloud at this moment in time is calling Corneo a depraved bastard lol)
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Aerith's little eyebrow raise and knowing look here. Now, she doesn't actually know how much ass Tifa can kick, but it looks like she suspects anyone who knows Cloud has skills. Not to mention he told Aerith that Tifa can handle herself. (Or maybe it's meta!Aerith, who knows?) She's expectant, anyway and Tifa delivers. Not to mention the teasing dialogue the goons mistake for being sexy. But that's what douchebags get.
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Vicious Aerith is vicious lol I just wanted to add this one because it's a great expression for her and actually shows a different emotion from her besides her typical mask of cheer. She actually looks convincingly dangerous here, unlike most of the time when she's about as threatening as a cupcake lol
So Aerith kicks the douchebag and Tifa follows up in a seamless display of co-op that showcases her fighting skills. She takes Aerith's lead and goes for it.
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Then comes the fight scene. Massive co-op between the girls. Tifa protects Aerith at one point, who uses the opportunity to grab a makeshift weapon.
Tifa is the disciplined fighter using her Zangan martial arts and Aerith...uses a chair lol
I have to admit that's one of my favourite moments with her in the entire game. It also fits with the expression she pulled at the start of the fight – that vicious look showed just how far she'll go when she wants to win.
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Both girls, all smiles, complimenting each other for a job well done! What else is there to say about this? Oh, yeah, neither of them needs a lesson in how to high five lol
Remember, they've just met like an hour ago, if that. They're already high fiving and getting along.
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Ok, so we've moved on from Corneo's place and now we're in the sewers. Here's where we hit a change in behaviour from Aerith. She's no longer the bouncy puppy jollying everyone along to be cheerful and optimistic. She's now become very serious and grave. She could choose to reassure Tifa that the slums are safe, but instead she urges them to hurry. This is likely another instance of meta!Aerith knowing things before they happen.
Tifa is very in her own space during this section of the game; she's worried about her friends and her home, so there's a sense of urgency in all her dialogue. Worry is clear in her tone and Aerith empathises with that and reinforces the need to get back.
You'll notice in most of these moments between them that we're looking over Tifa's shoulder. That's her perspective we're getting, as opposed to when we get scenes with Cloud when we're standing in a third party location watching both. This is deliberate framing so that we relate to Tifa in this situation. We’re looking at Aerith with some distance, but a human perspective rather than an omniscient one.
(Bonus: Cloud still takes the time to flirt with Tifa by reminding her of their little “sayings” interaction from chapter 3)
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About halfway through the sewers and the gang has to cross a manky water way. Cloud goes first, leaving Tifa and Aerith behind. Tifa is still worrying about what Corneo said. Her body language, expression and voice all convey a deep fear of what will happen.
Aerith, though probably meta!Aerith, again doesn't act how she did when they first met, which is to reassure her things will be ok. She's become very serious and quiet, unlike how she was in the beginning. Her face here clearly says she knows they won't stop the plate from falling, but I think she knows if she says anything it would just make things worse. She and Tifa are only just sort of friends at this point, so she probably believes it isn't right to confide in her when she's already worried about so many people.
You'll see again the perspective is Tifa's and she notices that something is wrong with Aerith. Despite having so many other concerns, she notices that Aerith looks down. Her question is that of someone wanting to have all the information about the worst case scenario, but before she can find out anything Cloud tells them to keep moving (nice timing)
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And now we're at the crossing bit. Tifa's made her way over and waits with Cloud for Aerith. Tifa's very encouraging at this point, reassuring Aerith that she's almost across. Once the platform topples into the muck, she reaches out a hand and pulls her to safety. This is another example of Tifa being the protector.
(Bonus: Cloud grabs Tifa when she staggers.)
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“Then it's a date.”
It's likely that by this point Aerith has realised Tifa is spiralling with worry. She offers words of comfort and says to think of something fun. They agree to go shopping, and Tifa suggests bringing Cloud along to carry their stuff (lol bf role)
What's interesting is their contrasting body language here. When Tifa lowers her guard she puts both hands behind her back, opening herself up. It's a vulnerable position for a fighter to be in.
Aerith does the opposite. She's put her hands in front of herself in a protective gesture. This makes me think that even though she's being genuine with Tifa, she's holding something back from her as well. This is likely another meta!Aerith moment because she's aware of her approaching death and doesn't want to make too deep a bond with any of the group.
(Bonus: flirty little lean forward and “nothing” from Tifa when Cloud asks what they said about him)
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“I saved her, she saved me”
I know that's a line from Cloud, but it applies to Tifa and Aerith too. Tifa saved Aerith from the sludge and now Aerith grabs Tifa's hand to pull her to safety from the collapsing walkway.
Aerith knows she can rely on Tifa to help her and now Tifa knows the same.
Now, I've seen a theory floating that whenever Aerith touches someone she shows them a vision of OG canon. I'm taking this moment to point out that even though she grabs Tifa's hand, you can see she never touches her skin. Idk if this theory is right – I've not examined every time she touches someone – but it's an interesting idea.
(Bonus: Cloud pulling his “oh shit, Tifa in trouble I must rescue” face as the walkway caves in)
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YAAS TEAMWORK!! They're more in sync than in the Don's place as they automatically work together to save Cloud, who looks annoyed that he didn't make it on his own lol
After that it's further into the sewers until we get to the waterpump minigame (I hated this).
Cloud is about to suggest he goes, but Tifa cuts him off, so she and Aerith head over to do it. Now, I was expecting some kind of chat between them or some kind of war hint, but it was literally just the minigame and nothing else. I guess the absence of something is something too?
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And this is probably the only shipwar image in the entire game, so take it in, people.
I don't like it. I didn't like how it made me not like Aerith after everything she and the others have gone through until this point. Her dialogue towards Tifa is meaner than any other time and I feel like this is OG Aerith – the one yall expected. She mentions Cloud is “her” bodyguard – something Tifa wasn't even aware of since it's never been mentioned until this point and Tifa looks hurt by the way Aerith is talking to her. That's not jealousy on her face. She's dismayed this person she thought was a friend is acting not like a friend. The fact Cloud notices this and backs up Tifa's side by saying “Ghosts aren't my thing” is evidence he supports her and won't let anyone hurt her.
This is not a nice image. Hope the OG fans enjoyed it though and I hope it's the only shipwar reference Square makes. Tifa's worried/scared, which has more to do with the ghosts. Cloud is ambivalent; he's being SOLDIER Cloud. Aerith is enjoying the chaos she’s caused.
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And the nasty shipwar moment is over and they're back to being friends again. Tifa's fear through this section of the game makes her cling to Aerith when the lights go out. Aerith, for her part, calls Tifa to her, so that she can look after her. It's a nice moment to rebalance their friendship after that earlier bullshit.
Tifa looks worried – although I've said before her default expression is pensive, which makes sense considering her personality.
Aerith doesn't look afraid at all. She looks curious. One of them wants to be there and the other very much doesn't lol
(Bonus: Cloud grabbing Tifa and protecting her is everything)
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And we're past the bit with the ghosts stealing Aerith away and Cloud and Tifa rescue her.
Tifa crouches down and comforts Aerith. She's kind and sympathetic and you'll also notice that this is the first time we're seeing Tifa from Aerith's pov. This is what Aerith sees when she looks at Tifa. Someone kind who came to help her. A friend. Tifa smiles and offers her hand, reinforcing their friendship and that she'll be there to support Aerith.
(Bonus: Cloud and Tifa's complementary body language here towards Aerith really highlights how much in sync they are. They both touch the same shoulder and have similar poses. They really look like a couple whose goal is protecting their friend.)
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And now in a reversal we have Aerith comforting Tifa. This is hollow comfort, however, since Aerith knows what's about to happen and they can't stop it. This is evidenced by the fact we can’t see Aerith’s eyes. Her expression is concealed. This doesn't stop her from reaching for Tifa because she sympathises with her struggle.
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Tifa saves Aerith again, this time from falling pipes. Their friendship is growing, although at times it feels one sided. Tifa is the protector, looking after Aerith, while Aerith is the one who relies on Tifa. It goes towards Tifa's maturity, compared to Aerith's free-spirit. Tifa is the responsible protector, while Aerith doesn't have to be because she's got people who look after her.
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This could be another instance of meta!Aerith, since she's very calm when she says this and doesn't try to stop Tifa. She might know that Tifa will be ok if she goes. Her word choice is....odd. It's not really her heart Tifa's following, it's her principles. She can't stand by and let people get hurt when she can do something about it. But the way Aerith says this line is pretty telling. There's actually a big difference when meta!Aerith is on the scene compared to OG Aerith – who is annoying af.
It's the mark of a fast friendship that Aerith can tell this about Tifa, that she needs to go help, but then again, it's also not that hard to figure Tifa out when she's so open. I can't think of a single instance in the game when Tifa isn't straight as an arrow.
So, we've had very few moments when we're looking at Tifa through Aerith's pov. And now we're back looking at Aerith through Tifa's pov. The look on Aerith's face is very serene and reminds me of the one in the bar when she saw the flower. That definitely suggests to me that this is meta!Aerith and that's who has been building friendships this time around and not OG Aerith – who is still annoying af.
I'm further convinced of this when Aerith mentions Marlene and the look on Tifa's face is all “What?” while Aerith's suggests she knows exactly where to find Marlene, what she looks like, how old she is, when her birthday is and what she had for breakfast.
An unspoken communication passes between them. Lots of micro expressions here and some quiet hums and nods. I mean, if we're at telepathy then they're definitely friends.
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Despite being reserved, Tifa grabs Aerith's hands in gratitude. For someone who doesn't display physical affection a lot, this is meaningful for Tifa. She trusts Aerith and she's relying on her to save Marlene. She's grateful and doesn't have the words to express it. She just nods, once, and her eyes are damp like she's trying not to cry.
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And one last teamwork shot because look, neither of these girls needed lessons how to high ten...Cloud lol
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Ok, the last one is the most important – typical.
Tifa's asked Aerith if she's ok a lot over the course of the game – which is a lot a lot when you think how little time they had together. This is the first time Aerith asks after Tifa's wellbeing. It's probably one of the few times anyone asks how Tifa's doing and they don't mean physical condition. Sure, Cloud asks, but we know why. Everyone else assumes Tifa can handle it. Tifa says she can, so it must be true. Even when she's shaking from repressing her urge to cry. Even when she can't sleep at night.
I noticed this my first playthrough because it stood out, and it's meant to stand out. This concern from Aerith to Tifa and Tifa to Aerith is mirrored through their interactions. It's supposed to make you think better of the girl who isn't part of your ship. It's supposed to make you draw a line under OG Aerith and Tifa's jealous rivalry and start thinking of them as friends. Because they are friends.
Conclusion:
The devs tried to end the ship war by making the girls more friendly towards each other in hopes that yall would stop bashing the one you don't like. These girls clearly have little rivalry going on. They're supportive, kind, open and understanding towards each other. Their friendship is one of my favourite things in the game and did actually go a long way to making me like Aerith – did I mention I hate OG Aerith?
Instead of arguing who Cloud loves more, why not try appreciating each girl for the qualities she brings to the overall game and to each other's life? 
Aerith likes Tifa. Tifa likes Aerith.
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macgyvertape · 4 years ago
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50 or so hours into Cyberpunk 2077
This should be roughly the correct amount of time, ive been leaving the game running as I get up to get food or do stretches. Quests are roughly in order I did them
non spoilers above cut:
 i haven't found a single hat/helmet i like, and since you can't hide them I just am not wearing any. It matters that much.
I posted the other day about bugs, every few hours I play I find new bugs. some require me to go back and reload a save others I honestly can’t tell if it’s a bug or just really poor development
there are several perks that don’t quite do what the description says, like the Anamesis perk. Based on reddit and trying it out it seems to just not do anything.
sometimes in car chase segments the passenger will say “look out” as cars spawn in my path and hit me. Can’t tell if that was deliberate or a pop in issue
Yeah I’ve just totally given up on doing pacifist things unless required by a mission. Given up on doing stealth too unless a mission objective, except for sneaking around to set up a fight.
:readmore:
the delemain car quest is fun. From the shock of the one going "beep beep motherfucker" and doing a hit and run to start it off, to the GLADOS car i see a lot of people talking about. It was fun to explore the city when i might have missed places like the landfill apparently there is follow up on T-bug's death if you go back to the quick hack shop in Kabuki. It's not much but better than nothing I made the pass with Panam of "what if the room just had one bed". I know she won't do a wlw romance, which is fine since I wouldn’t have chosen her.  I enjoy her as a character, don’t get me wrong, my V considers her as a friend, but it seems like theres always drama going on which would be tiring. I would have gone for a fling, i like her leotard-pants combo with all the straps
but also her questline was buggy as hell. Multiple cases of having to reload due to clipping into objects, including her in a driving section, or just insta-dying when collision physics with some rocks broke "your neural network can no longer function independantly of the chip" me slapping my desk: s y m b i o te!!! come on lets have some s y m b i o s i s
in the scene with hellman i really liked how Johnny moved around the room. It made him feel like he was really there. it was hard to follow the convo as I left the room, i would not have understood it without subtitles. But i guess Takemura fucking waterboarded hellman. :|
lol I hope the dialogue is different b/c i refuse to smoke for Johnny
i am level 18 and still can't beat the first opponents in the fist fighting quest. ffs
I looked up the romances options so I went to do the I fought the law quest as soon as i got it. ACAB, but like I literally just met River Ward 2 minutes ago, and I really like him. His earring and cyborg eye, his big fluffy coat. I'm definitely gonna sleep with him Ok i like how when River Ward is dealing with the tiger claws if you interject it leads to a fight. It goes better if you follow his instructions and let him deal with it. Seriously I enjoy that sometimes its good to not pick a dialogue choice.
during the red queen club part, there was no dialogue over the phone. So i reloaded a save and got myself spotted and attacked. Then River showed up to help me <3 and it was more enjoyable having him there. I honestly am not sure if him not going to the club level is bug or not.
then uuuuuugh the worst of irl police "cops are my family" from Detective Han. Again ACAB "FRATERNITY OF CITY COPS RESEMBLES A [Nomad] CLAN NOT AT ALL" ok a few minutes ago i was complaining about bugs, but the character modeling in this game is good (when they're there). You can see body posture, characters jiggle their legs when they are nervous. Like I though character A was just throwing a cigarette on the ground, but then character B flinches back; I realize Char A threw it at B as a fuck you
I'm honestly curious if "I fought the Law" quest will have any impact later on. My choices were that I thought there was more going on than Holt being the only person behind this (based on how complicated the main questline heist is, and keeping an eye on some of the in game news), and told him not to take it to internal affairs, and I loved his response of how he doesn't give a shit what we think, he's doing it anyway.
In the elevator to report in, Johnny said "this muck is deeper than you think, tell them nothing", so i just said that the case was complicated. anyway i love how much of a sarcastic asshole V is
I thought i was being nonlethal with the monk quest, but it seems i accidently killed someone. RIP, but thats kind of the problem with this game. Like when i do the non lethal cyberpychosis quests I equip my non lethal modded gun and hope for the est. I like how a go here kill things quest led to Charles the ripperdoc. He's getting all his parts from scav gang members so I felt obligated to take him out. I got a police bounty for it but w/e.
I merged the Delemain fragments with the whole. Guess he's the meta now. (Side note: some of my favorite rvb fanfic plots are Ai consiousness/memory merging with the humans, so I’m having fun with this game and look foward to introspective fanfic)
Honestly Jonny made some good points, the fragments didn't deserve to die; but also destroying the core and freeing the fragments, they couldn't really function alone.
I was able to rescue Saul fine with stealth. Using cameras and the synapse overload really made it easy.  Can't use the sniper rifle reward b/c I don't have the stats for it, and while it has a silencer the fact that it's a ricochette weapon and not a shoot through walls weapons, makes it not as good imo; and theres a legendary one that is stats free for only 100k.
Lol made a pass again at Panam, and she immediately shut me down. I then did Mitch's quest and I love every time someone tells V they area  good person.
I hacked the operation carpe noctem shard, and wow the corporations are using ai to make people have cyberpsychosis, or something like that. What a shocker /s, I've played Deus Ex HR before
lol driving through the unifinished interstate, past the fight from Panam's first quest I found a "batcave" with a very nice car, and a manifesto written by "muckman'. But here's my complaint about the loot, there is a legendary top, but it had 16 armor. My current top has 84 armor, like why would i switch?? then later i found a bunker with soviet spies in it. Wild
Doing River's second quest, love the timing of as soon as you ask, why are we breaking in, someone shows up to tell you he got kicked off the force. It's funny how Johnny comments how maybe River's into you, and V just doubts Johnny's words. Love how the first kid asks River if I'm his girlfriend. also wow like oof both the second parts of Judy and River's quest are SUPER fucked UP!! oof like i stopped doing first person mode on the braindances for those quests as soon as i could, just made me too uncomfortable seeing that in first person.
DRIVING IN THE GAME IS BAD! nowhere is it more apparent than the sinnerman quest, which took me 3 times to get the driving section done, as cars spawned out of nowhere to hit me. Then when you restart, there is a bunch of dialogue it doesn't let you fast forward through. The rest of the Sinnerman questline is interesting. My V took every option to tell the dude that he was messed up, and what he was doing was wrong. idk, I was surprised how much dialogue there was that let you buy into his whole "forgiveness thing" and how there wasn't any real dialogue to call him the fuck out, that in seeking forgiveness he continues to do harm both emotional to the mother of the man he killed, but also that he got the husband killed via cop. The later follow up quest, I told him that what he is doing is crazy, studio is just going to profit off this vid. Then I refused to join him prayer, and told him fuck no i wasn't going to hammer him to the cross, or even watch. Yes, the man is scared of dying, and the corporation is exploiting him, but he keeps creating burdens for others.  I think the discussion on this quest will be interesting to read, it's definitely my own personal experience with religion coloring my view. Anyway back to a main quest, yeah i don't trust Placide, especially in that scene where he grabs my hand, then jacks in. I ran off to do most of the sidequests here and got some criticism from him. I do love how in the cinema the western movie switches to a mission brief as the netwatch agent talks. its a fun enviromental detail.  I took the netwatch offer, i don't think he's being fully honest with me, but he didn't put a virus in my head. As I told Placide later, I didn't pick a side. I like how you can then talk with the agent, who is a fan of Western movies, b/c they show "a simpler time where all good guys carry badges" :eyeroll:, and then V recommends Unforgiven, which from the wiki summary goes against that theme.
Looks like the Voodoo boys all got killed by Netwatch, but I as revenge for them trying to set me up I'm fine with it. Honestly after speaking with ai!Alt I don’t believe their plan of trying to be on good relations with AI would work. 
doing the johnny flashback 2, and wow Johnny really is an asshole. Like I had gotten so used to him in side missions I forgot how self centered and unlikable he was.You constantly get prompts to drink or do drugs, which I ignored. But i do love the goth/punk love Rogue and others have.
lol i called it, when Hellman said that the engram would seek to override the host, put V on the engram. I really like how as the relic malfunctions, you wind up in the chair with a cigarette, which you can either smoke and say you are turning into Johnny or throw away. My dialogue "your problem is the ends justify the means", which is true!!! He and Rogue detonated a nuke downtown, does anyone know that, and like ask Rogue about it????
(Funny you can ask Rouge about Johnny silverhand, over the phone, then the game bugs out and spawns her npc where you are. She doens't say much about the nuke, but she does say no one trusts you for jobs). The line of no one trusting you for jobs is pretty funny at level 46 street cred where im at “respected” status. really loving the family atmosphere at River's 3rd quest. Also his big strong arms, and the fact he is no longer a cop. I totally let the kids win, and wow the family dinner where they GRILL YOU over the relationship and try to set the two of you up, then the water tower scene!!!!! I don't love the first person sex cutscenes but they do have personality. I'm glad afterwards you got to tell River about the biochip and that you might die. Because he's so far removed from your personal plot. So I took that option to back out of a relationship.
I do love that you wake up with "river's tanktop" that says "fuck the police" It actually has extremely good armor stats, so thats what I'll wear now.
panam 3rd quest, when shes like why did you help me, I'm like "because it's important to you". Basically the closest you can get to "when a friend asks for help you help them", which as an ex-nomad backstory I really choose the nomad options when ever i can Paralezes quest part 2! I love the piano song but I always think of it as ocean's 11 music. It's also fun to see the computer and see Judy recommended you for the first quest. The emails talk about "forgetting" to hire a staffer, on the balocony a strange antennia was scannable, the color of the roses was remembered wrong...  lol guess i was right with those giant wall screens. Its fun environmental details that spell things out before you can notice, and it ties into some other quests where people's behavior is being altered. Actually, this quest "Dream On" I love it! For a while I've been like "wheres the illuminati conspiracy! Here it IS! I chose to follow Elisabeth's wishes and not tell her husband he was being brainwashed. In best case they program him to forget again, in worst case he ends up dead. The gaslighting Elisabeth described is CHILLING, her husband describes a vacation she can't remember and she doesn't know whose memories have been messed with. On your way to the plaza you get a call from someone/something that says the know exactly WHAT you are, any you black out!!! It's such a great feeling of helplessness that you're just one person in a world so big that you can't fight every power. As Johnny said, could be a corporation, could be a rogue ai, either way Jefferson is fucked (and so are you).
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New Post has been published on Fazeup
New Post has been published on https://www.fazeup.tk/2019/05/conflict-royale-updates-three-musketeers-again-to-9-elixir-in-could-replace/
Conflict Royale updates: Three Musketeers again to 9 Elixir in Could replace
Welcome to our Conflict Royale replace hub! We’ll be gathering all of the official steadiness adjustments and updates for Conflict Royale as they’re launched by the Finnish big Supercell.
In case you’re a hardcore Clasher, make sure to bookmark this web page to remain up-to-date on the most recent buffs, nerfs, new recreation modes, and new playing cards for Conflict Royale. Under you’ll discover the latest replace, adopted by a listing of latest playing cards from this season. Earlier Conflict Royale updates will be discovered on the finish of the web page.
Cycle your manner by a few of our different Conflict Royale content material:
Conflict Royale replace: The most recent
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Conflict Royale Could replace overview
Launch date: Could 6, 2019
Followers of the hard-hitting Three Musketeers can rejoice, as a result of Supercell is partially rolling again the nerf pushed out in February’s Conflict Royale replace. They now value 9 Elixir as soon as once more, however retain the small harm buff. To counteract their energy, they take considerably longer to deploy.
The remainder of the steadiness adjustments are buffs, so count on to see some adjustments within the meta. Most notably the Darkish Prince and Wall Breakers acquired adjustments that ought to enhance their use and win charges.
Conflict Royale Could replace patch notes
Buffs
Three Musketeers now value 9 Elixir (down from 10).
Wall Breakers assault vary doubled to 500 (up from 250).
Wall Breakers now harm troops upon explosion.
No harm upon loss of life.
Goblin Barrel deploy time lowered to 1.1 seconds (down from 1.2 seconds).
Princess projectile pace elevated to 600 (up from 450).
Darkish Prince assault vary elevated to 1250 (up from 1050).
Darkish Prince splash vary elevated to 1250 (up from 1000).
Bomber hitpoints elevated by 28%.
Nerfs
Three Musketeers deploy time elevated to three seconds (up from 1 second).
Three Musketeers deploy individually.
.15 second delay between deployment (up from 0).
Conflict Royale: New playing cards
One of many secrets and techniques to Conflict Royale’s success is the fixed updates, adjustments, and new playing cards. A single new card can open up tons of nice deck prospects, and add some longevity to the title launched manner again in 2016. Essentially the most just lately added playing cards and their subsequent buffs/nerfs from every Conflict Royale replace are listed under.
Earthquake
Offers Harm per second to Troops and Crown Towers. Offers big Constructing Harm! Doesn’t have an effect on flying models (it’s an EARTHquake, in spite of everything).
Launch date: April 15, 2019
4-elixir Uncommon accessible in Jungle Area or increased.
Works like Poison spell.
Doesn’t have an effect on air troops.
Offers 400% harm to buildings.
Offers 100% harm to Princess and King Towers.
Slows affected enemies.
Wall Breakers
A daring duo of harmful dive bombers — nothing warms a Wall Breaker’s chilly and undead coronary heart like blowing up buildings.
Launch date: February 26, 2019
3-elixir Epic accessible in Spooky City or increased.
Like their Conflict of Clans counterpart, runs at buildings and explodes.
Spawns two Wall Breakers, which will be break up.
Explosion does space harm, and can harm close by troops.
Very quick transfer pace however low hitpoints.
Wall Breakers buffs
(4/4) Hit pace lowered to 1.2 seconds (down from 1.5).
(5/6) Assault vary elevated to 500 (up from 250).
(5/6) Assaults now harm close by troops.
Supercell
Ram Rider
Her bola snares enemy troops whereas Ram heads for the closest constructing! Rams and Hogs don’t mingle at events…
Launch date: December 25, 2018
5-elixir Legendary accessible in Hog Mountain or increased.
Just like the Hog Rider, Ram Rider can bounce over the river.
Ram Rider expenses just like the Battle Ram, however doesn’t explode upon affect.
The Rider has an impartial ranged assault that hits air and floor models.
Rider’s bola assaults deal minimal harm however snare enemies for two seconds.
Rider’s snaring bola will be chained to perma-snare giant troops.
In contrast to Goblin Large, Ram Rider doesn’t spawn any models upon loss of life.
Supercell
Electro Dragon
Spits out bolts of electrical energy hitting as much as three targets. Suffers from center little one syndrome as well.
Launch date: November 9, 2018
5-elixir epic accessible in Electro Valley and better
Just like the Electro Wizard, shoots lightning that stuns and chains to three targets
In contrast to the Electro Wizard, hitting just one goal doesn’t enhance harm
Not as tanky as the opposite dragon troops
Can chain to awaken the King Tower if not cautious
Electro Dragon nerfs
(12/3) Electro Dragon hit factors lowered 5%.
(12/3) Electro Dragon first assault comes out slower.
Supercell
Goblin Large
This jolly inexperienced Goblin Large stomps in the direction of enemy buildings. He carries two Spear Goblins in all places he goes. It’s a bizarre however practical association.
Launch date: September 5, 2018
6-elixir epic accessible within the Jungle Area and better
Just like the traditional big, targets solely buildings
Strikes sooner than big (medium vs sluggish)
A lot decrease hp than the opposite giants, however good at solo pushing
Two Spear Goblins strapped to his again goal different playing cards independently
Upon loss of life, the spear goblins bounce out of his backpack and proceed combating
Goblin Large buffs
(10/1) Hitpoints +6%
(1/7) Hitpoints +3%
(1/7) Spear Goblin vary elevated
Supercell
Royal Recruits
Deploys a line of recruits armed with spears, defend and picket buckets. They dream of ponies and at some point sporting steel buckets.
Launch date: August 7, 2018
7-elixir widespread accessible within the Royal Area and better.
Spawns a line of 6 troops horizontally throughout the sector.
Medium harm and hitpoints, however have a defend.
Nice for defending each lanes without delay in opposition to sturdy playing cards.
Could be break up erratically between the lanes 4-2 or 2-Four by adjusting the deployment level.
Royal Recruits buffs
(9/3) Harm elevated by 12%
(9/3) Can now be break up erratically between lanes.
(12/3) Elixir value lowered from eight to 7.
Royal Recruits nerfs
(Pre-release) Elixir value elevated from 6 to eight.
(12/3) Hit pace lowered from 1.Three to 1.2.
Conflict Royale replace historical past
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Conflict Royale April Replace Overview
Launch date: April 15, 2019
The April Conflict Royale Replace is a giant one, including tons of options and a brand new card. The newly added Trophy Highway rewards gamers as they climb the ladder, permitting you to decide on the rewards that fit your playstyle. For very long time gamers, these rewards will likely be unlocked instantly. Free stuff!
A number of recreation modes have additionally been added, together with one which spawns dragon troops in the midst of the map. Supercell has additionally added the primary new Conflict Royale card since February’s Wall Breakers, and it’s a spell! The Earthquake card is much like Poison, however cheaper and restricted to floor troops.
Conflict Royale April Replace Patch Notes
Trophy Highway
Unlocks rewards as you acquire trophies.
Gamers select rewards that go well with their playstyle.
Rewards embrace gems, chests, gold, playing cards, commerce tokens, and emotes.
Rewards accessible to each new and current gamers.
Every time a brand new area is unlocked, a one-time 24 hour chest pace up enhance is obtainable.
Unlocking a brand new area prompts a trophy gate, that means gamers can not descend to a decrease area.
Upon reaching 4000 trophies, gamers stay within the Legendary Area ceaselessly.
League chests changed with finish of season rewards.
New recreation modes
Mega Deck
Create a deck with 18 playing cards.
Dragon Hunt
Destroy the egg in the midst of the sector to spawn a random dragon.
Elixir Seize
Gather Elixir on the bridges.
Destroy the Elixir collector to obtain 2 Elixir.
New card: Earthquake
3-elixir spell.
Offers 400% harm to buildings.
Offers 100% harm to Princess and King Towers.
Doesn’t have an effect on flying models.
New status ranges
Rocket
Goblin Hut
Knight
Balloon
Zappies
Skeleton Military
Barbarian Hut
Skeleton Barrel
Magic Archer
UI adjustments
Occasion tab added.
Comprises challenges, restricted time recreation modes, and world tournaments.
House UI cleaned up.
Information Royale now hyperlinks to stay esports occasions.
Quest progress now situated in Battle tab.
Steadiness adjustments
Clone radius lowered to three (down from 4).
2v2 battles now have Three minute additional time.
Different adjustments
Unique emotes have a legendary border.
Store emotes rotation adjusted.
New card photographs for Mortar, Tesla, and Goblin Hut.
Clan Members now present time final seen on-line.
Supercell ID options added.
Varied bugs and crashes mounted.
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Conflict Royale replace: April steadiness replace overview
Launch date: April 1, 2019
The April Conflict Royale replace is right here, and it’s no April Fools joke! Witch is getting an enormous buff that places right here extra in keeping with her melee peer Nightwitch. She is going to now spawn three skeletons upon defeat. Anticipate witch to make much more appearances in your matches.
A number of different playing cards acquired minor nerfs, together with the favored Flying Machine and Bandit troops. Goblin Hut was buffed as a response to the surging use of Lava Hound, though it’s not clear whether or not or not that may have the supposed impact.
Conflict Royale April steadiness replace patch notes
Buffs
Witch now spawns three skeletons upon loss of life.
Large Skeleton first assault improved to .Three seconds (down from .5 seconds).
Large Skeleton mass elevated to 18.
Now matches Large and Golem.
Goblin Hut spawn pace improved to 4.5 seconds (down from 4.75 seconds).
Now spawns one additional Goblin over time.
Nerfs
Flying Machine hit pace lowered to 1 second (down from 1.1 seconds).
Ram Rider’s Bola now slows 85% (now not immobilizes).
Bandit Hitpoints lowered by 4%.
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Conflict Royale replace: March replace overview
Launch date: March 4, 2019
After introducing quite a lot of new options within the February replace, the Conflict Royale March replace largely consists of minor tweaks and steadiness adjustments. The one main change pertains to considered one of Conflict Royale’s oldest troops: Barbarians.
The bottom Barbarian card now spawns 5 troops with barely lowered hitpoints. This could enhance their use and win charges, whereas having the aspect impact of nerfing different playing cards that spawn Barbarians, just like the Barbarian Barrel, Barb Hut, and Battle Ram.
With one more card that spawns 5 troops within the recreation, Supercell has additionally revisited how these troops spawn. A number of swarm playing cards now characteristic a delayed spawn time, altering the best way they work together with splashing troops. The identical change was made to Minion Horde final 12 months.
Conflict Royale March replace patch notes
Barbarian replace
Barbarian hitpoints decreased by 13%.
Barbarian card now spawns 5 Barbarians (up from 4).
Hitpoint change impacts all different Barbarian spawning playing cards:
Barbarian Barrel.
Barbarian Hut.
Battle Ram.
Buffs
Wall Breakers hit pace decreased to 1.2 (down from 1.5).
Bomb Tower now explodes on loss of life, dealing 2x are harm.
X-bow hitpoints elevated 4%.
Nerfs
A number of playing cards now spawn troops one by one, .15 seconds aside:
Barbarians.
Bats.
Goblin Gang.
Rascals.
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Conflict Royale Replace: February Steadiness Replace Overview
Launched: February 4, 2019
Just some weeks after the January steadiness replace, one more Conflict Royale replace is on the books. This time, Freeze and Three Musketeers are the targets. Freeze has had it’s period lowered a full second, and 3M now value a full elixir bar.
These two adjustments alone can have a significant affect on the meta, however the February Conflict Royale replace options a couple of minor adjustments as effectively. Cannon Cart, Knight, and Musketeer acquired small buffs, and the Clone spell now works barely in another way.
Conflict Royale February Steadiness Replace Patch Notes
Buffs:
Musketeer harm elevated Three p.c.
Cannon Cart hit pace elevated to 1.2 (up from 1.3).
Knight hitpoints elevated 2.5 p.c.
Nerfs:
Three Musketeers elixir value elevated to 10 (up from 9).
Freeze harm decreased 6 p.c.
Freeze period decreased to 4.Zero seconds (down from 5).
Dart Goblin assault pace decreased to .7 (down from .65).
Different:
Clone spell now spawns troops behind cloned troops (as an alternative of to the aspect).
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Conflict Royale replace: January replace overview
Launch date: January 27, 2019
It hasn’t been lengthy because the January steadiness replace, however this new Conflict Royale replace provides all types of latest content material. Most notably, there’s a model new area referred to as Spooky City that’s been slipped in between Electro Valley and the Legendary Area. It’s stuffed with, effectively, spooky ghosts and ghoulies.
The January replace additionally options two new recreation modes, considered one of which is targeted on the Lunar New 12 months. In honor of the 12 months of the Pig, Royal Hogs spawn continuous and run down a lane on this intense restricted time recreation mode. Plus, the primary new Conflict Royale card since final 12 months’s Ram Rider was introduced, however don’t count on to area that one till February.
Conflict Royale January replace patch notes
New area – Spooky City
Spooky City has been added at 3,600 trophies.
Legendary Area moved as much as 4,000 trophies.
Rewards from chests above 4,000 trophies have been elevated.
New card – Wall Breakers
Wall Breakers will likely be launched a while in February.
The suicidal skeletons work identical to they do in Conflict of Clans.
Two Wall Breakers spawn and run shortly towards a turret.
New recreation mode – 12 months of the Hogs
New restricted time 1v1 recreation mode to have fun the Lunar New 12 months
Royale Hogs spawn behind every gamers’ Princess towers
Because the time runs down, extra Royal Hogs spawn at a time.
New recreation mode – Mini Assortment
Choose your deck from a listing of 40 playing cards.
Enhancements
When buying and selling, you could now choose as much as 4 playing cards to commerce away.
Buying and selling companions choose one of many 4 playing cards to just accept the commerce.
Personal tournaments now have an choice for ‘Max Losses’.
Personal tournaments are actually robotically shared in Clan chat.
Clan suggestions now present as much as 5 clans containing gamers from your mates listing.
Steadiness
A number of card unlocks have been moved to completely different arenas to accommodate Spooky City.
Relying in your trophy depend, you will have new playing cards unlocked.
Unlocked playing cards won’t be misplaced, no matter trophy depend.
That’s it for our Conflict Royale replace hub. Be sure you bookmark this text, as we’ll replace it over the following few weeks and months with the most recent releases. 
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