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This week’s installment is brought to you by a combination of exhaustion, boredom and technology-fueled experiences that, for a change, helped lift my spirits. In short, I had a YOLO
moment, went all out on escapism and got myself an Oculus Quest 2 for my birthday. Nearly a month in advance, too, so I’ve actually been tinkering with it for quite some time now.
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I had tried a couple of VR headsets in the past, but the Quest was the one I had my eye on because it was the first moderately decent standalone device, with the combined genius of John Carmack and Michael Abrash behind it (which immediately put it head and shoulders above the competition in my book).
Add to that an Android-based platform that I could target without any fuss from Unity (or, as of now, Godot), pretty decent WebXR support and arguably the single largest community in the space, and it was pretty much already at the top of my list as a nice gadget to buy by this time last year.
In fact, it has been the kind of device I have had in mind ever since I considered my options for hobbies back in 20181, almost a year before the very first Quest came about.
So I’ve actually been tracking this field for a good while, and when the Quest 2 was announced I was pretty excited, but all the reviews pointed out that it now required a Facebook login.
Which, to be honest, was (and still is) a major put-off.
But being stuck at home since January has taken a toll. The pandemic has a way of changing people’s priorities, and in my case it has exacerbated the need to do something fun every now and then, either as a reaction to the overbearing feeling of impending doom or to hours upon hours of work, stuck at home and without much in terms of (creative) outlets and inspiration.
And for the past few months I have increasingly (and uncharacteristically) told myself “I want to experience this, dammit” every time I glimpsed Beat Saber or Superhot, and after this summer’s gaming escapade and the obvious realization that we were going to be stuck at home for quite a few months yet, I started thinking that, all things considered, this might actually be a good opportunity to dip my toes in VR.
I still have a Facebook account (that I hardly ever use, since I moved away from Facebook login on everything, including Instagram2) so… One evening the week after it launched I took a deep breath, sold some of my MSFT
stock and ordered one.
For science, you know.
The thing is lighter, sturdier and much less of a hassle than previous headsets I’ve tried before, and a comfortable fit for me. I tried (and failed) to get the Elite Strap with a battery, but (so far at least) I’ve been able to use it for satisfactory lengths of time.
Which isn’t saying much seeing that the longest may have been a whole hour on my actual birthday (and only then because I took the day off), but both comfort and battery life seem adequate so far.
And there have been other niceties:
However, it’s still far from perfect, and I’ve already compiled a list of annoyances:
And this is, for me, the only real issue with the Quest–its Facebook-centricity.
I would get a lot more mileage from, say, being able to share things directly on Twitter (which I probably can now, indirectly, thanks to the latest browser update this week), or from having better third-party integration.
I don’t want to share photos or recordings solely on Facebook. And the emphasis on “shared experiences” with Facebook “friends” is a constant put-off, that, to be honest, is crippling the thing’s potential, and a possible harbinger of things to come: I just want (preferably single-player) games, they want me as a content generator for their “shared” experiences.
You can work around it the hard way and do moderately stupid things like running Slack in the Oculus browser, if you really want to–I did it to check notifications and share a couple of videos, and it seems to work fine, but is completely over the top.
Given my interest in tinkering with the device, of course I went and installed SideQuest as soon as I could (actually, just this week, which was the first time I plugged it in to anything other than the charger), and made a beeline for the (very well done) Quake and Quake 2 ports, which became fully functional after I dug out the original PAK
files:
These work very well indeed, and I have been making my way through the Quake 2 single-player campaign (which I never actually played, given that most of the time I spent playing any sort of id
game was on online servers) and tinkering with various demos–including the stock Godot sample for the Quest, which I hope to have time (someday) to start hacking into.
That demo in particular is quite feature complete and seems to cover everything the headset can do, even to the point of including a minimal Beat Saber clone written in GDScript
.
So, given time, I think I have something to entertain me (and the kids) over the next few months. If peering into these other worlds can help take our minds off the pandemic for a few hours a week, I think it will be enough return on investment.
Yes, it takes me a long time to follow up on some things. But at the time I started considering my options the only game in town were hideously overpriced PC-tethered headsets. ↩︎
I don’t even have the Facebook app installed on most of my devices, although I have a reminder to log in every quarter to keep the account alive. ↩︎
Click here to return to the 'Use the keyboard to select the 'other' dialog button' hint |
It's amazing how something so simple can prove to be so useful! Thanks.
-Jim
I am not entirley sure if it is a feature or a bug.
first, it is so sporadic in the Operating environment.
Sometimes a blue button (activated by pressing return) also
has a blue halo around it, while the clear glass colored one
next to it has none. Wich means you can press return or space
but never will activate that 'other' button.
In 'Tinkertool' only one of the checkmarks has the blue halo,
why not all of them so you can tab-space between em?
Perhaps its a feature not yet fully implemented.
Check the hint again more carefully... the blue halo means that that element *has* the keyboard focus, not that it can get it. Having a halo around more than one element would be a pretty serious UI bug, since it would mean that both elements were simultaneously currently selected.
The blue halo starts at the starting element the application designer chooses, and tab will move the halo to the next element as defined in the application's GUI design. That's why sometimes the halo is around the default button and sometimes not. But as long as an application's creator knows what they are doing, this hint will work in that appilcation.
Yes thnx :)
I now completely understand the feature
along with tabbing between the various elements.
tinkertool is a good example of the implementation BTW
Can anyone point out some apps that has windows in which there is a default button, and the next-most-likely button you would want to press is selected and ready to be invoked by pressing space?
Speaking as a Cocoa developer, even the standard sheets that Cocoa provides don't seem to implement this.
Someone said TinkerTool was a good example of Full Keyboard Access. Doesn't seem so to me. (Much as I love TinkerTool!)
Thanks
hey thank you so much... i'm a video editor and I automate my processes as much as possible. I often make scripts and macros for one-click processing apposed to 10 sequenced keyboard shortcuts. I can't say how happy i am to have learned this hint. I often don't write replies to articles like this but this one really really changes my life. i've had many workflows that i've wanted to automate but they have that one click that I have to do in the middle of the workflow, and now with your spacebar selection, i don't have to worry about this issue ever again. now, i just need to figure out how to select radial buttons. thanks