Virtual reality

Step inside the dream

In a headset the dream is not a picture on a screen in front of you. It wraps all the way around you. Lie back, put on a Quest, look anywhere, and it is there. A dim nebula fills the rest, so there is never a black void.

Try it

Look around inside the dream sphere

This viewer needs JavaScript and WebGL. The text on this page says everything it would show.

Drag to look around, or focus the viewer and use the arrow keys. Space holds everything still.

This is not the headset experience. It is a sketch in your browser: it wraps this page’s small in-browser dream round you the way the headset does, so you can see the idea of a dream that surrounds you, and of coalescing it into a window. In the headset the real engine draws the dream on your graphics card and sends it to the Quest. The sketch is one flat picture, with no stereo depth, and it has no voyages or hallways in it.

Run it

A Quest, a cable, and a key

ADdes reaches a Quest through Meta’s Link, over the Link cable or Air Link.

  1. Wake Meta’s service Make sure Meta’s service can run: in services.msc find Oculus VR Runtime Service, set its Startup type to Manual or Automatic, and Start it. Then open the Meta Quest Link app (C:\Program Files\Oculus\Support\oculus-client\OculusClient.exe).
  2. Connect Connect the Quest with the Link cable (or Air Link) and enable Link in the headset.
  3. Go Run ADdes.exe --vr, or press V in ADdes at any time.

Press V again to leave VR. The PC window also stays a control panel: its keys (N, S, R, 1 to 0, Space, C, O and so on) work while you wear the headset.

The dream sphere

All the way around you

About a second after VR starts, the dream turns to face wherever you are looking, even lying down in bed, and then stays fixed in the room. Press O to re-aim it after you move.

Claude’s dream (C) is tuned for VR. Its white-hot heart is ahead of you, its threads turn around you, and it keeps the dark behind that its outer threads cool into. Its caption floats below your gaze, then fades.

  • Flames have their heart ahead, and their wisps stream past you into a slow vortex behind.
  • Silk (2D) attractors wrap around you like a shell.
  • Orbit (3D) attractors are seen from inside, their ribbons arcing over and around you.
  • The backdrop: a dim nebula fills the rest, so there is never a black void.
  • Behind you, where the 360 image’s two edges meet, Meta’s compositor drew a thin bright line. A soft dark strip now covers it.
  • Comfort: breathing, drift and orbiting are damped on the sphere, because there they move the whole world around you.
Coalesce

Gather it in front of you

Stick click, the dock, or G on the PC. Over 7.5 s the dream gathers from all around you into a window ahead, about 63° wide and framed as on the desktop.

Everything outside the frame fades, the backdrop stays, and the dream’s breathing and drift come back as on the desktop. Do it again and it flows back around you. Try it in the viewer above.

It is slow on purpose. The first version took 6 s, and its fastest point moved at 35.1°/s, too quick for the eye to follow comfortably. At 7.5 s the fastest point moves at 28.1°/s, under the 30°/s that the eye follows smoothly.

The Touch controllers

Everything common is on one hand

Everything common is on your dominant hand: the right by default, or the left if you choose Left-handed in the menu’s Headset tab (then X and Y take the place of A and B).

What each Touch controller control does, on the dominant hand and on the other hand
ControlDominant hand (right)Other hand (left)
Triggerpoint and click (the dock, the menu)point and click too
A / Xnext dream (in the menu: click)more like this
B / Ymenu: open / closeClaude’s dream
Stick clickcoalesce: gather the dream in front of you, or let it surround you againturn the dream to face you
Stick flick up / downfaster / slower (in the menu: scroll)(in the menu: scroll)
Griphide / show the docknone
Menu buttonnonemenu

Clicks are forgiving: the pointer is smoothed, and a click lands where you were aiming just before the trigger pull moved your hand. The menu is the same menu as on the PC, so every setting is there, plus a Headset tab (hand, dock, and this controller map). Closing it saves your changes.

The dock

Common controls, below your gaze

A row of the common controls floats below your gaze. Above them are the dream’s name and the latest message, so you can see what each press did.

  • It fades in when you use a controller, and fades away about 5 s after you stop.
  • If you look well away, it glides back below your gaze.
  • Pin keeps it where it is, always shown. Hide (or the grip) puts it away until you squeeze the grip again.
The dock’s buttons, what they do, and the matching key on the PC
Dock buttonWhat it doesOn the PC
Slowerslower,
Nextdrift to the next dreamN
Likemore like thisL
ClaudeClaude’s dreamC
Voyagea voyage nowJ
Hallwaya neon hallway nowK
Randomevery feel on (press again for just the one on screen)R
Coalescegather the dream in front of you, or let it surround youG
Face meturn the dream to face where you are lookingO
Fasterfaster.
Menuthe menuEsc / Tab
Pinkeeps the dock where it isnone
Hideputs the dock awaynone
Journeys in the headset

Voyages, hallways and tunnels

In VR a voyage flows toward wherever the dream was aimed (O or Face me re-aims it). On the sphere it is mono, without stereo depth yet: you see shapes approach by how they grow. Coalesce shows the desktop’s view of it in the window ahead.

  • One picture for both eyes. Depth is parked for now, so the whole headset budget goes to a single picture, for fidelity over depth. Setting sphere to false gives the earlier curved screen, which has stereo depth for 3D dreams.
  • The Wormhole and Psychedelic Hallways leave the space behind you dark, are mirrored left to right, and are drawn 270° around ahead of you while they fill the picture.
  • The Trance Tunnel is a still cone ahead, drawn 270° around, with no tube behind you. The Flame Tunnel’s tube runs behind you too, flowing away.

The journeys themselves, and sketches of them you can drive, are on the Journeys page.

Settings and HDR

A few keys, if you want them

Your settings are saved to %LOCALAPPDATA%\ADdes\settings.json. Under vr these tune the sphere:

The vr keys in settings.json that tune the dream sphere
KeyWhat it doesDefault
spherefalse gives the earlier curved screen, which has stereo depth for 3D dreams.true
sphere_kHow large the dream’s heart is on the sphere. Smaller is bigger, and more enveloping.1.7
sphere_k2dThe same for 2D attractors, which are compact and framed whole.0.8
sphere_motionThe share of the breathing zoom and drift kept on the sphere, where they move the whole world around you.0.35
sphere_orbitThe share of a 3D attractor’s orbiting kept on the sphere.0.25
sphere_px_per_degSets the sphere’s sharpness: pixels per degree of the 360 image. The sharper choices get fewer samples a pixel, so more grain.11

HDR

For HDR, turn on Settings, System, Display, Use HDR in Windows. ADdes detects it and outputs scRGB. On a TV, use its HGIG / game HDR mode.

If something goes wrong

Each session writes a log to %LOCALAPPDATA%\ADdes\addes.log (the previous one is addes.1.log), with actions, dream changes and the VR session lines, so a session can be read back.

Lie back

Put the headset on.

It asks for nothing and it never rushes.