I just can't imagine how will they handle movement in Fallout 4 ? Also sucks if it is only going to support the Vive.
[QUOTE=AntonioR;50507405]I just can't imagine how will they handle movement in Fallout 4 ? Also sucks if it is only going to support the Vive.[/QUOTE]
you're worried about fallout 4's movement? have you seen doom?
[QUOTE=portalcrazy;50507475] have you seen doom?[/QUOTE]
Yeah, I can't see how VR will work in a game that is that fast.
[editline]13th June 2016[/editline]
[QUOTE=AntonioR;50507405]I just can't imagine how will they handle movement in Fallout 4?[/QUOTE]
They'll probably recode the movement to fit VR.
[QUOTE=portalcrazy;50507475]you're worried about fallout 4's movement? have you seen doom?[/QUOTE]
Doom will be just a id engine tech demo, a virtual tour of a level, not a full game.
[QUOTE=Tuskin;50507516]They'll probably recode the movement to fit VR.[/QUOTE]
I know they must do that, but what technique will they use ? You can't just move using WSAD or people will get sick, maybe it will be limited to third person or something. Teleporting around like you see in some VR games would suck. Movement in VR still has a huge question mark above it.
I'm blown away
I never expected this
holy
[B]FUCK[/B]
As boring as Fallout 4 can get, this could be the VR title we've been looking for to get lost in for hours on end.
Also with how flexible the modding is, someone will patch in Oculus support
regret buying it now that I've heard this :v:
now I need to buy the dlc or else. Wish I waited for the vive first to play it in VR like I first wanted to.
Todd mentioned in an interview that you can just look at your wrist to see the Pip Boy which is great. No idea if it has motion controls.
Also the FO4 VR demo at E3 is the full game, they didn't just make a snippet, someone could just play the game if they wanted to (and beth let them). The demo does start at the Red Rocket you find Dogmeat.
[QUOTE=AntonioR;50507405]I just can't imagine how will they handle movement in Fallout 4?[/QUOTE]
Maybe they'll take the room scale and map it to the entire size of the Fallout 4 map, so if you move 1cm in real life, you move 10m in the game. :v:
According to [URL=http://uploadvr.com/fallout-4-htc-vive-hands-on-preview/]this preview[/URL], they're currently using a teleportation method for movement. I hope they don't intend that to be final.
Honestly, though, I think the fact that we want to play an already established, character-driven open-world RPG on VR is a passing symptom of our desire for good VR games. That type of game might not actually be a good fit for VR at all, but we'll only know once locomotion has been figured out and there are more full VR specific games out.
I feel like I'm the only person who enjoyed just using WASD and mouse while being able to use my head to look around. All this teleportation locomotive shit just ruins the immersion. I'm OK sliding around, and I'm sure it makes other people sick, but I just feel like I'm in a more immersive version of the game the way it was built to be played, not a 5x5 room in the world that I have to aim a teleporter to get around.
I laughed pretty hard when I saw HTC Vive. Is the lawsuit against Carmack still ongoing?
[QUOTE=kimr120;50509931]I laughed pretty hard when I saw HTC Vive. Is the lawsuit against Carmack still ongoing?[/QUOTE]
Yes, the zenimax/id/oculus lawsuit is still ongoing, so they didn't mention the Rift in the announcement.
It will work straight out with the Rift though, because SteamVR/OpenVR supports it. No need for patches.
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