HTC Vive

I have that with my mouse (and my old keyboard and mobo). USB stay on when PC is off. There should be a BIOS option to turn off USB power with computer power (not currently on my mobo, though).
So quite. Yes the LED does dim when you turn off Steam VR but rather alarmingly the set still pulls enough power to make the front of the set feel warm to the touch. Disabling USB power on the PC itself makes little difference as the set is powered independently.

Do others (yours) feel warm to the touch on "standby"?
 
Do others (yours) feel warm to the touch on "standby"?

Yes. Remember also there will be a lot of residual heat from the screens even after you have stopped using them, but mine is normally mildly warm even after I haven't used it for a while.
 
Yes. Remember also there will be a lot of residual heat from the screens even after you have stopped using them, but mine is normally mildly warm even after I haven't used it for a while.
That I agree with but I've not used the set since yesterday and it’s noticeably warm to the touch especially around the camera.
 
I feel sorry for you guys still awaiting for the dispatch notice let alone receiving the thing! For reference I ordered exactly at 14:30 on the 29th Feb by Visa credit card. Good luck.
 
Hmmmm; strange!
htcfibbingme.JPG
 
Hmmmm; strange!
htcfibbingme.JPG

Mine does the same thing:
Code:
from:	HTC <[email protected]>
to:	[email][email protected][/email]
date:	29 February 2016 at 14:19
subject:	HTC - Order Confirmation (Order #93xxxxxxx)
But when you look at the header data:
Code:
Received: by 10.36.45.74 with SMTP id x71csp1278089itx;
        Mon, 29 Feb 2016 07:03:22 -0800 (PST)
X-Received: by 10.194.71.177 with SMTP id w17mr18304456wju.36.1456758202804;
        Mon, 29 Feb 2016 07:03:22 -0800 (PST)
i.e. 15:03 GMT

[Edit] I think the date / time on the Digital River servers might have been wrong:

Code:
Received: from gcutlprd035006.c035.digitalriverws.net ([10.48.246.88])
  by dc7prdiport01-int.dc7.digitalriver.com with ESMTP; 29 Feb 2016 14:19:15 +0000
 
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Ahh; headers as follows:
Code:
Received: from mta0201.digitalriver.com (mta0201.digitalriver.com [208.79.250.245]) by xxx (8.13.8/8.12.11) with ESMTP id u1TF6mo1014211 for <xxx>; Mon, 29 Feb 2016 15:06:49 GMT

Received: from gcutlprd035005.c035.digitalriverws.net ([10.48.255.96])  by dc2prdiport01-int.dc2.digitalriver.com with ESMTP; 29 Feb 2016 14:30:33 +0000
So 15:06!
 
Oculus Rift exclusives are now playable on Vive with this open source hack

Major new gaming platforms usually come with their own exclusive software, and that holds true for the Oculus Rift. Cutesy VR platformer Lucky's Tale and Oculus's Dreamdeck demos count among the headset's exclusives, but it doesn't look like they'll remain that way for long: someone has already figured out a way to get them running on the HTC Vive.
Reddit user CrossVR posted a link to a Github earlier today which contains all the files needed in order to run both launch titles on the HTC Vive. He calls the software Revive, a "proof-of-concept compatibility layer between the Oculus SDK and OpenVR". The Oculus software doesn't support the Vive's motion controls—you'll need to use an Xbox controller—but many users on Reddit have already successfully tried out the Oculus exclusives on their Vives to great success.
Wes and Tom tried out Lucky's Tale on the Vive and had a less-than-ideal experience. It worked, but there were some noticeable differences between headsets. We noticed slight input lag while moving our heads to look around the environment, some stuttering while the camera panned, and frequent dropped frames. These results were intermittent, and even when the game was playable, moving our heads caused the environment to look warped—most likely due to differences between the Vive and Oculus's lens/display systems. This was all on a system with an i7-4770K and GTX Titan Black, which has run every VR game we've thrown at it flawlessly up to this point.
Some reddit posters have reported perfectly smooth performance, so your mileage may vary. Revive is alpha software, which means it should only get better as more Vive users test it out. If you have an issue getting one of the patched games to run at all, try running the Oculus Home software in the background.
"It works by reimplementing functions from the Oculus Runtime and translating them to OpenVR calls," the Github description reads. "Unfortunately Oculus has implemented a Code Signing check on the Runtime DLLs, therefore the Revive DLLs cannot be used unless the application is patched."
Full details on how to test it out are on the Github page. On Reddit, user CrossVR said compatibility with other software may already be supported. "It may work with plenty of other games, but that hasn't been tested by myself," the user wrote. "It's still early days for this project, since it's only been in development for a few weeks. In the future more games will be supported, but I'm glad to see such swift progress already."

full article at PCgamer

it was just a matter of time anyway, this is good news, i really dont like the console like exclusives on the VR front
 
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Great news, have downloaded everything remotely and will be trying it when I get home.

I'll be playing LT before most Rift owners :p
 
:08 and just got shipping notification - yeah!
But they have missed the company name off the delivery address (it's present on the invoice) - no!!!!!
Frantic ringing round begins.....
 
Paid on the 29th of Febuary at 7 minutes past using Paypal. Still nothing here. The ultimatum I've set myself is if I've not got any shipping info so it's delivered by the 25th of this month, my birthday. I'll be cancelling. I've been reading a few reviews about it and it doesn't have by and large that wow factor I've been hoping for. I'm not exaggerating when I say I've waited 28 years for home VR and I've recently spent £800ish on the PC and getting the stands. If anyone can change my mind then my all means give me some good heads up about it.
 
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