![]() ![]() Not willing to risk it when I'm skeptical it's going to fix it for me. It actually sounds like maybe it's the demon Giles has been fighting with, but Windows betas can be pretty dicy (I've heard). I heard there's an infamous Windows bug that causes multi-monitor setups to not function properly, but I don't have enough hope that I'm willing to be a beta tester for that. It's like playing with a broken controller that's stuck at 20 percent. I just tested it with the latest beta branch of VD (hoping for a miracle), and in that early tunnel level, it was taking me around 6 seconds to completely go around the tube. The issue, for me, is this only gets rid of the audio crackling. I've tried playing it with ALVR and also own Virtual Desktop on the Quest. I had no issues with compression or latency and all the Quest related bugs were gone. I'm in pretty ideal conditions for it (PC is cabled to router, Quest is on 5ghz wifi) but for a game like Polybius with minimal movement and no motion controllers I found the game basically identical to how I would expect the experience to be with tethered VR. ALVR is installable from Sidequest and you'll want the Experimental v7 server from Github to get it working. This is obviously not an ideal solution, but I managed to get Polybius to be totally playable on Quest by streaming it over the wifi using ALVR. Originally posted by beavis_sinatra:Hey everyone! It's not as bad as Polybius, but there's some less noticable issues with that game too:( It's clearly some kind of engine issue for me. But aside from those couple times with my Quest, neither my Quest nor Vive runs this game properly. And it's amazing when your ship is responsive like that. But I could never isolate how I managed to get it running properly those two times. On two separate occassions, I was able to play the game as it was supposed to work (using Quest and Link). I actually found a way to download old builds from Steam (the ones with only Oculus support), but it's mostly the same issues. With the Vive, I don't have the sound issues, but I still have issues where it's not running smoothly and I'm missing/banging into gates I shouldn't be because I'm too slow. And it's even more frustrating than I thought. ![]() Originally posted by beavis_sinatra:I'm having these issues too, did you ever come up with a fix? Gives me this error box:Ĭall to init() failure !! - Errcode: 00000002 Just realized there's another beta and I can't even get the beta to launch for me. Displaying the Steam Performance graph onto my screen while playing shows that I hover around 4ms render time and never exceeded 4.5ms despite how awful the screeching and slowdown gets. The main issue, though, is the constant slow down. (You can even hear the garbled SFX by going into the options menu and raising the SFX level. I suspect this is why the SFX are so garbled. It spends most of its time in slow motion with periodic moments of speeding way up. This itself is a deal breaker, but it's just a side effect. A lot of people notice the horrible static SFX that happens when you shoot things. Unfortunately, the lag is a little too high this method and the fast pace of the game really gets wrecked by the compression struggling to keep up.ģ.) THE LINK METHOD. txt file is free by clicking on the export iconĬite as source (bibliography): PlayFair Cipher on dCode.1.) It worked flawlessly before the beta with the old Oculus SDK.Ģ.) Strangely enough, it still works if you play wirelessly using SteamVR with Virtual Desktop (sideloading the VR part of VD). The copy-paste of the page "PlayFair Cipher" or any of its results, is allowed (even for commercial purposes) as long as you cite dCode!Įxporting results as a. Except explicit open source licence (indicated Creative Commons / free), the "PlayFair Cipher" algorithm, the applet or snippet (converter, solver, encryption / decryption, encoding / decoding, ciphering / deciphering, breaker, translator), or the "PlayFair Cipher" functions (calculate, convert, solve, decrypt / encrypt, decipher / cipher, decode / encode, translate) written in any informatic language (Python, Java, PHP, C#, Javascript, Matlab, etc.) and all data download, script, or API access for "PlayFair Cipher" are not public, same for offline use on PC, mobile, tablet, iPhone or Android app! Ask a new question Source codeĭCode retains ownership of the "PlayFair Cipher" source code. 1854 by Charles Wheatstone, after the name of one of his friends Lord Playfair. ![]()
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