Virtual reality games are actually great [GiantBomb stream part 2]
24 replies, posted
[video]https://youtu.be/wzAv_3nwtg0[/video]
What's the name of the audiosurf type game that was playing a track from Tron Legacy?
[QUOTE=LoneWolf_Recon;50301067]What's the name of the audiosurf type game that was playing a track from Tron Legacy?[/QUOTE]
Audioshield
VR actually looks kinda awesome if they can get more games on it. No other piece of "gimmick" tech has piqued my interest as much as this.
The thing is, most of all this good shit was Valves own VR thing, and its really amazing and something else, but its just chunks of shit right now, and only Valve seems to have this quality so far. I feel like while VR is out already, it wont really be ready for another 4-5 years. Im actually optimistic for VR but these starting years are gonna be shit and mostly gimmicks or games shoving in support for the sake of it. Not that it will all be bad, some stuff is already really impressive.
We really havent seen anything thats gonna be a showstopper yet, no real big VR game thats really good. Like absolutely nothing, the most impressive thing is still this and its almost 2 years now and just a demo of HL2, a decade old game.
[video=youtube;-RehCTRrWM0]http://www.youtube.com/watch?v=-RehCTRrWM0[/video]
if thats the most interesting vr thing you've seen then you have looked nowhere
[QUOTE=HoodedSniper;50302215][video=youtube;-RehCTRrWM0]http://www.youtube.com/watch?v=-RehCTRrWM0[/video][/QUOTE]
I really, [I]really[/I] want to play this on the Vive. I think I read somewhere that they got support for this for the whole of HL2 and the episodes, but they used Hydras and stuff. They need to move it to Vive.
[QUOTE=Zakkin;50302517]I really, [I]really[/I] want to play this on the Vive. I think I read somewhere that they got support for this for the whole of HL2 and the episodes, but they used Hydras and stuff. They need to move it to Vive.[/QUOTE]
Sadly, the only compatible games between PC and VR are racing games, RTSs, and 3d platformers. FPSs just don't work without a treadmill or movement redirection (which requires an obscene amount of space).
[QUOTE=.Lain;50302283]if thats the most interesting vr thing you've seen then you have looked nowhere[/QUOTE]
the 3d hentai porn is amazing, highly recommend
future will be wonderful
these games look definately better than the part 1 they did.
TRACER CORE
[QUOTE=Ott;50303172]Sadly, the only compatible games between PC and VR are racing games, RTSs, and 3d platformers. FPSs just don't work without a treadmill or movement redirection (which requires an obscene amount of space).[/QUOTE]
It's not that FPS doesn't work, it's just that traditional non-VR FPS games translate very poorly into VR. For games that use WASD to move, you at the very least need something where aiming and movement direction isn't based on where you're looking, which is the case for most non-VR games. Ideally, you need systems that are made directly for VR - which is something that still hasn't been completely figured out. Hover Junkers and Budget Cuts come to mind as some of the few new ideas on how to solve movement in VR, but we're definitely just getting started.
[QUOTE=Sherow_Xx;50305397]It's not that FPS doesn't work, it's just that traditional non-VR FPS games translate very poorly into VR. For games that use WASD to move, you at the very least need something where aiming and movement direction isn't based on where you're looking, which is the case for most non-VR games. Ideally, you need systems that are made directly for VR - which is something that still hasn't been completely figured out. Hover Junkers and Budget Cuts come to mind as some of the few new ideas on how to solve movement in VR, but we're definitely just getting started.[/QUOTE]
I don't get why the controllers don't just have analog sticks on them
Like that would solve the entire movement problem immediately
[QUOTE=Geikkamir;50308118]I don't get why the controllers don't just have analog sticks on them
Like that would solve the entire movement problem immediately[/QUOTE]
No it wouldn't? It would make zero difference. How would that change anything in any way?
[QUOTE=Geikkamir;50308118]I don't get why the controllers don't just have analog sticks on them
Like that would solve the entire movement problem immediately[/QUOTE]
The controllers have those circular trackpads that are Valve's take on analog sticks, the reason most VR games don't use them to move around is because apparently the disconnect between not moving your body and your view moving without a reasonable explanation like being in a cockpit makes a lot of people sick
[QUOTE=Xubs;50308643]These are the sorts of concessions that are going to have to be done as the first wave shakeout of VR games occurs, unfortunately. While I'm sure anecdotally there are some here that have tried VR and can claim it does not get them sick, even if the amount of players that happen to get sick from playing VR games featuring 'traditional' analog movement is only around 10%, that is also a 10% of your playerbase that you are going to push away from VR if those kinds of games dominate the early lineup.
This is the sort of thing that has to be acclimated to, and developers need to account for it. It's unfortunate, but it's the only way we can work towards better VR games.[/QUOTE]
I would say that percentage is way higher. From personal experience, the people that don't get sick from that stuff that haven't first gotten used to it by playing a hours upon hours in VR is the minority.
[QUOTE=Geikkamir;50308118]I don't get why the controllers don't just have analog sticks on them
Like that would solve the entire movement problem immediately[/QUOTE]
I do miss an analog stick and don't much like the trackpad because it can be imprecise, but an analog stick would not solve the movement problem at all. The movement problem is that if you just propel the player forward when they input something [i](either press of a button or pushing a stick forward or whatever)[/i], people feel discomfort because brains don't like seeing forward movement without feeling it.
But honestly, I'd prefer using an analog stick and just getting used to it. Windlands doesn't give a shit about simulation sickness. It has you press forward and backward on the trackpad and simply moves you forward. Pressing down on the other trackpad has you shooting up into the air. It is ridiculously uncomfortable at first. But it also happens to be shit at detecting trackpad presses. If you press the trackpad too far out of the center, it doesn't register at all, which is really frustrating. It's definitely a fault on Windlands' side though, as the trackpad clearly works accurately in SteamVR.
[QUOTE=Xubs;50308643]even if the amount of players that happen to get sick from playing VR games featuring 'traditional' analog movement is only around 10%, that is also a 10% of your playerbase that you are going to push away from VR if those kinds of games dominate the early lineup.[/QUOTE]
I'm sure it's way higher than that. Motion sickness is the reason that games are trying to come up with movement alternatives. There aren't a lot of games that use traditional control schemes because it really does make people sick. I still get sick even if I'm in a cockpit.
[QUOTE=JohnFisher89;50303426]these games look definately better than the part 1 they did.[/QUOTE]
This is still a cherry picked video. I watched the whole thing and there's plenty of good/bad parts but overall, this stuff is still in its infancy and it'll take a while before devs can figure out better ways to utilize the device in a worthwhile manner.
Really, that's the main issue. A lot of the games out don't benefit heavily from VR.
I wonder if HL3 will be in VR.
I wonder if they'll remaster HL2 first for VR.
I think the whole movement thing is silly. I mean, I'm sure I could do fine on a skateboard? A scooter? A conveyor belt? An escalator? Honestly, I'd be fine with it.
Ya I'm still not buyin it, they're all still more of cool gimmicks than full on games. Developers need to find how to make VR setups really work for a full game, there are still a lot of big hurdles to that like how the point and click to move to spot can be very jarring and flow breaking.
[QUOTE=Zakkin;50309224]I think the whole movement thing is silly. I mean, I'm sure I could do fine on a skateboard? A scooter? A conveyor belt? An escalator? Honestly, I'd be fine with it.[/QUOTE]
It's not the movement itself that's a problem, it's the acceleration. However, it seems that putting a cockpit or rollcage around the player helps [i]a lot[/i] (like, completely) with the sickness issue, so we're going to be seeing a lot of vehicle games like Hover Junkers or EVE: Valkyrie.
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