Explore overte#69
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to something a little more recent; from 2025 rather than 2022.
Slight adjustments to some wording.
* Encourage users to use push-to-talk * Re-arrange settings table to match the order seen in the audio settings tablet window * Add missing audio settings to table * Cyberspace!
…oft support articles
* OpenVR and OpenXR support * Add missing control settings * Update some terminaology
Also correct table issue in vr-controls
* Expand list of files which make up an avatar * Rewrite introduction to emphasise how choosing an avatar empowers the user to express themself * Provide more detail on where to host an avatar, without emphasising individual brands
* Mention all compatible model files * Document grabbing wearables * Document modifying wearables, including that modifications will be saved when favourited * Document favouriting avatars with wearables
* Corrected information about updating apps * Some tweaking to wording and expanded explanation * Removed section on the no-longer-available Text to Speech app
* Include screenshots for the current Places app * cover filtering, bookmarks, portals and home
* Remove erroneous orphaned row of Graphic Settings table
…red rendering performance
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For your information, I was debating removing the system requirements in |
* Include context menu button * Use Roboto font to match upcoming UI change
* Change fonts to Roboto to match upcoming UI change
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I think I'll leave the system requirements alone, and let them be updated/removed in a separate PR. |
JulianGro
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I am only half-way done with the review, but I thought I should show what I have already.
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| Unfortunately, bluetooth audio devices do not currently support stereo input. Therefore, you have two options: | ||
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| * Use the bluetooth headset as an output device only, and use another microphone for input. This allows you to take advantage of the stereo audio. | ||
| * Use the bluetooth headset's built-in microphone. In this case, other users will only experience mono sound coming from you, rather than the normal stereo audio. |
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| * Use the bluetooth headset's built-in microphone. In this case, other users will only experience mono sound coming from you, rather than the normal stereo audio. |
Do we care about this? Stereo audio input has to be enabled and breaks spatial audio (distance works, but direction does not). In my opinion stereo input should only be used for injecting audio streams.
A more interesting topic would be if we can avoid Bluetooth devices enabling their microphones and changing away from high fidelity audio mode because of that.
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I found the talk about stereo audio confusing, because it seems to suggest most microphones produce stereo audio which was not the case as far as I knew.
Co-authored-by: Julian Groß <julian.g@posteo.de>
* Also remove erroneous step when adjusting volume
JulianGro
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Some small things and nitpicks.
As mentioned in the comments, with the American English versus British English differences, I think it makes sense to just stay with American English as to not mix the two of them. American English is probably a better choice for an international audience anyway, because it has easier spelling and fewer exceptions.
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I assume you remade the text to add the context menu button, but I don't see the context menu being mentioned here. Did you forget to add it?
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I left it off because as I understand it there isn't a button on those controllers for it at the moment.
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| | Windows MR | XBox One Controller | | ||
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| To get the best and most immersive experience in Overte, we encourage you to use VR equipment, such as the HTC Vive. With these HMD devices and hand controllers, you will be able to interact with people in 3D, track body movements, and engage with the objects around you. We support both OpenVR and OpenXR, which means we support most currently available HMDs and hand controllers. |
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| To get the best and most immersive experience in Overte, we encourage you to use VR equipment, such as the HTC Vive. With these HMD devices and hand controllers, you will be able to interact with people in 3D, track body movements, and engage with the objects around you. We support both OpenVR and OpenXR, which means we support most currently available HMDs and hand controllers. | |
| To get the best and most immersive experience in Overte, we encourage you to use VR equipment, such as the Steam Frame. With these HMD devices and hand controllers, you will be able to interact with people in 3D, track body movements, and engage with the objects around you. We support both OpenVR and OpenXR, which means we support most currently available HMDs and hand controllers. |
I don't think we should mention the HTC Vive, as it comes across as a suggestion and the HTC Vive is probably one of the worst HMDs you can get nowadays.
We could remove the mention of a particular VR headset, change it to the Valve Index since that is probably what most people would be happy with, or assume the Steam Frame is going to be good and just put it in there for when it eventually gets released.
We could also add a buyers guide, since there are some really low budget options on the used market, but maybe later.
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I don't think we should mention a headset we hope to support in the future. The docs should represent the current state of Overte.
I do like that there is some example here, but it would be easier to maintain the docs if we didn't include specific examples like this.
A buyers guide would be great, or we could link to an external list of VR devices like Linux VR Adventures Wiki
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| To get the best and most immersive experience in Overte, we encourage you to use VR equipment, such as the HTC Vive. With these HMD devices and hand controllers, you will be able to interact with people in 3D, track body movements, and engage with the objects around you. We support both OpenVR and OpenXR, which means we support most currently available HMDs and hand controllers. | ||
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| We recommend you use SteamVR, which should allow you to use any VR equipment you choose. Monado and Wivrn are also supported, as are any OpenVR or OpenXR runtimes. |
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| We recommend you use SteamVR, which should allow you to use any VR equipment you choose. Monado and Wivrn are also supported, as are any OpenVR or OpenXR runtimes. |
Do we want to mention this? On Linux, SteamVR generally doesn't work. To quote the LVRA wiki: "SteamVR is not recommended for any device(...)"
We could either expand on this and tell people to use Wivrn or Monado on Linux, and whatever they want on Windows, or we could just leave this.
On Windows, I had good luck with VDXR (Virtual Desktop) as well, and would recommend Quest users to use that over SteamVR.
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I'm going to remove mention of particular runtimes here, and instead just recommend OpenXR over OpenVR. I am told OpenVR has been causing users issues, so encouraging use of OpenXR is probably the most important point here.
| You can enhance your Overte experience using full body motion capture (mocap). Overte currently supports mocap using HTC Vive Trackers. | ||
| You can enhance your Overte experience using full body tracking (FBT), also known as full body motion capture (mocap). Overte currently supports FBT using any trackers compatible with OpenVR or OpenXR runtimes, including the HTC Vive Trackers. | ||
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| .. note:: Whilst Overte supports full body tracking in both OpenVR and OpenXR, for best compatibility we recommend you use SteamVR runtime for accurate body tracking. |
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| .. note:: Whilst Overte supports full body tracking in both OpenVR and OpenXR, for best compatibility we recommend you use SteamVR runtime for accurate body tracking. | |
| .. note:: Whilst Overte supports full body tracking in both OpenVR and OpenXR, for best compatibility we recommend you use OpenVR with SteamVR runtime for accurate body tracking. |
I believe body tracking on OpenXR with SteamVR currently doesn't work at all. I haven't tested it in months though.
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Yeah, apparently OpenXR body tracking partially works, but not at all when used with SteamVR.
OpenVR body tracking works well, so I am recommending it be used here - do you think we should just not mention SteamVR at all here? It seems like you are reading it as "when using SteamVR you should use OpenVR, as body tracking is more accurate than OpenXR with SteamVR" which wasn't my intention. Maybe mentioning SteamVR is just confusing things, and we should just not mention it.
| You can edit any property of your wearable, just like any other object in the domain. Give it a name, shift its position in relation the joint it is attached to, give it an animation or attach an entity script. Your modifications will remain until you switch avatar. | ||
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| Favourite Wearables for your Avatar |
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| Favourite Wearables for your Avatar | |
| Favorite Wearables for your Avatar |
| Favourite Wearables for your Avatar | ||
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| So you have added a wearable or two as accessories for your current avatar, and you like them so much you just know you will be wearing them all the time? It's time to save them as a set with your favourite avatar. |
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| So you have added a wearable or two as accessories for your current avatar, and you like them so much you just know you will be wearing them all the time? It's time to save them as a set with your favourite avatar. | |
| So you have added a wearable or two as accessories for your current avatar, and you like them so much you just know you will be wearing them all the time? It's time to save them as a set with your favorite avatar. |
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| So you have added a wearable or two as accessories for your current avatar, and you like them so much you just know you will be wearing them all the time? It's time to save them as a set with your favourite avatar. | ||
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| When you add an Avatar as a favourite, it will also save any wearables you have added along with it. So whenever you change your set of wearables be sure to press **Add to favorites** to save them as a favourite set. Then whenever you load it from your favourites again, your wearables will load along with it! |
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| When you add an Avatar as a favourite, it will also save any wearables you have added along with it. So whenever you change your set of wearables be sure to press **Add to favorites** to save them as a favourite set. Then whenever you load it from your favourites again, your wearables will load along with it! | |
| When you add an Avatar as a favorite, it will also save any wearables you have added along with it. So whenever you change your set of wearables be sure to press **Add to favorites** to save them as a favorite set. Then whenever you load it from your favorites again, your wearables will load along with it! |
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| When you add an Avatar as a favourite, it will also save any wearables you have added along with it. So whenever you change your set of wearables be sure to press **Add to favorites** to save them as a favourite set. Then whenever you load it from your favourites again, your wearables will load along with it! | ||
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| .. note:: Changes made to your wearables are not automatically saved to your favourites. You must **Add to favorites** again to save changes after grabbing, modifying, adding or removing wearables. |
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| .. note:: Changes made to your wearables are not automatically saved to your favourites. You must **Add to favorites** again to save changes after grabbing, modifying, adding or removing wearables. | |
| .. note:: Changes made to your wearables are not automatically saved to your favorites. You must **Add to favorites** again to save changes after grabbing, modifying, adding or removing wearables. |
| | Paste Entity | ``CTRL`` + ``V`` | | ||
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| | Toggle Global/Local Translation | ``T`` | | ||
| | Toggle Local/World Mode | ``T`` | |
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I opened a PR to change it. Unless it does more than just change the transforms, I think it is worth to change it. overte-org/overte#2257
Co-authored-by: Julian Groß <julian.g@posteo.de>
Co-authored-by: Julian Groß <julian.g@posteo.de>
Updates the Explore section to better reflect the current features and design of Overte.
I do not have access to VR myself, so for much of the VR-specific parts I had to read code, changelogs and interview people who have had experience with it on Overte. I may have gotten something wrong here, so would especially appreciate if someone with access to VR could double-check it works as stated.
Similarly for Windows, I do not have access to Windows but tried to confirm those parts the best I could. If someone with Windows could double check them for me I would appreciate that.