Boneworks - VR Combat Evolved (Twenty Minutes of Gameplay) [NODE]
24 replies, posted
https://youtu.be/PcCAlmYDpHE
Something about this was really cringe to me. Gameplay looks like a lot of fun, though.
man, this plus wireless will be amazing.
The way Brandon Laatsch talks kinda makes me cringe. He always sounds like he's way to proud of his games.
To anyone who's played VR games with two-handed weapons before, how exactly does it play like? It doesn't seem intuitive to hold your arms out with no connecting piece to bind the two controllers together. The dude playing even mentions that the sledgehammer feels weighty, but that doesn't make sense to me either. Is there a delay between your movements and the movements in-game? If so, wouldn't that create a disconnect between real life and the game?
I've never really liked the idea of VR games that involve interacting with the gameworld. VR seems fine when you're just shooting guns or whatever because the peripherals are gun shaped, so the immersion is upheld. But when you pick up objects, push a button, or interact with something that would give tactile feedback to your hands, I don't see how VR as it stands currently provides solid and satisfying feedback. The HaptX gloves can restrict movement of individual fingers to make the user feel like you're grabbing objects that are uniquely shaped, but right now they're hella expensive and massive and like 20 lbs. And even then, the gloves don't account for the weight of the gameworld object, so it'd still feel like you're grabbing pieces of air. I don't think we're ever going to find a solution to this.
As of right now, VR gaming seems great for shooters and walking simulators, but it seems inherently limited to those and I don't think the technology will come to provide a satisfying experience for anything outside of that. I don't know, maybe that's just me, but until there's a way that can make interacting with the world feel intuitive and immersive, I'd rather just play that game with a controller.
i mean this looks impressive but it still just looks like a tech demo not an actual game
By weighty hes referring to the gravity physics of the hammer, in their last vid they talked about how they made everything in this game have a "believable weight". As for two handed weapons its kinda ehhh in most games, speaking in terms of guns its awkward as hell to try and get a sight picture with a rifle thats not there. Best experience I had was in duck season by the same guys as boneworks where they added a snap point on the shoulder that locked it in place and that felt almost natural.
to me it just sounds like hes really excited about the game hes made and he's sharing what he is excited about.
shit like this makes me wish vr wasn't a ~$3000 investment.
Excuse me? If you have a PC that can run modern games, you have a PC that can run VR games, which makes it a ~$300 investment. If you're on this website and somehow don't own a PC in this extreme example, it's still only $800 for the PC, $200 for the monitor and peripherals and $300 for the headset investment.
this is based on the recommended specs from the vive website
https://au.pcpartpicker.com/list/79jnfH
CPU: Intel - Core i5-4590 3.3 GHz Quad-Core Processor ($382.52 @ Newegg Australia)
CPU Cooler: Cooler Master - Hyper 212 EVO 82.9 CFM Sleeve Bearing CPU Cooler ($48.62 @ Amazon Australia)
Motherboard: MSI - Z97-GAMING 5 ATX LGA1150 Motherboard ($250.00)
Memory: G.Skill - Ripjaws X Series 16 GB (2 x 8 GB) DDR3-1600 Memory ($135.00 @ I-Tech)
Storage: Samsung - 860 Evo 1 TB 2.5" Solid State Drive ($198.00 @ Austin Computers)
Storage: Western Digital - Caviar Blue 1 TB 3.5" 7200RPM Internal Hard Drive ($54.50 @ Shopping Express)
Video Card: EVGA - GeForce GTX 1060 6GB 6 GB SC GAMING Video Card ($369.00 @ PLE Computers)
Case: Corsair - 200R ATX Mid Tower Case ($89.00 @ Device Deal)
Power Supply: Cooler Master - MasterWatt 750 W 80+ Bronze Certified Semi-Modular ATX Power Supply ($109.00 @ PC Byte)
Operating System: Microsoft - Windows 10 Home OEM 64-bit ($142.00 @ Device Deal)
Total: $1777.64
https://www.vive.com/au/product/
$939 for a vive
thats about $3000 in australia. my current computer would not be able to run vr games so it would be a $3000 investment.
You would also be shaving off about $600 by not buying a Vive and getting a WMR.
Not-Half-Life VR is looking great.
That's not even a particularly modern build, so price of components isn't really accurate.
Here's a modern one:
PCPartPicker part list: https://pcpartpicker.com/list/QmLyMZ
CPU: AMD - Ryzen 5 2600X 3.6 GHz 6-Core Processor ($204.23 @ Amazon)
Motherboard: ASRock - Fatal1ty X470 Gaming K4 ATX AM4 Motherboard ($129.99 @ Newegg)
Memory: Corsair - Vengeance LPX 16 GB (2 x 8 GB) DDR4-3200 Memory ($118.02 @ Amazon)
Storage: Intel - 660p Series 1 TB M.2-2280 Solid State Drive ($114.99 @ Newegg)
Storage: Western Digital - Red Pro 4 TB 3.5" 7200RPM Internal Hard Drive ($188.70 @ Amazon)
Video Card: EVGA - GeForce GTX 1660 Ti 6 GB XC BLACK GAMING Video Card ($279.99 @ Newegg)
Case: NZXT - H500 (Black) ATX Mid Tower Case ($75.23 @ Amazon)
Power Supply: SeaSonic - FOCUS Plus Gold 650 W 80+ Gold Certified Fully-Modular ATX Power Supply ($97.89 @ Newegg)
Other: HTC VIVE - Virtual Reality System ($536.42 @ Amazon)
Total: $1745.46
Prices include shipping, taxes, and discounts when available
And that INCLUDES the Vive.
Now, that is certainly expensive, but it's not LUDICROUSLY expensive like you paint it to be.
https://au.pcpartpicker.com/list/XBTmtg
now someone didn't notice the difference between aussiebucks and freedombucks
it really isn't as significant as you make it look.
vr will only ever be as immersive as you allow it to be. the technology itself relies on tricking your mind, and as easy as it can be, it also requires a bit of a conscious effort to allow yourself to be tricked. whenever you watch someone else play vr, they're most likely going to fall into one of two categories: the sort who just stands still and does the bare minimum when playing, and the sort who will get fully into the game and do everything their body can to immerse themselves.
true, it's pretty much impossible to fully represent physical weight at the moment, but there are a few tricks that devs have come up with to deal with heavy two handed weapons, and the player themselves can assist by filling in the blanks themselves through acting and pretending. when i use heavy two-handed weapons in vr games, i'll always put it on a bit and just pretend i'm holding something that's heavy as fuck. games that apply gravity to heavy weapons really help out with making this work. it probably looks dumb as fuck when viewing it from a third person perspective, but when you're in the moment, it's very effective at making heavy weapons more enjoyable to use (for me at least)
I very well know the difference, and it's just about in-line with the currency conversion too.
Shit is expensive in Australia, water wet.
I mean he's on the forefront of the most exciting tech in gaming with most likely a direct line in with Valve, sharing tech for HLVR or other works. This is something we all should be pretty impressed by, it's the most realistic VR game atm
When I finally get a VR headset, this will be one of the first games I get.
The attention to detail is impressive but the gameplay isn't. Nothing interesting seems to be happening movement wise in particular, after playing sairento where you're wall running, sliding and doing backflips in vr this gameplay looks very toned down.
I've always found that with node stuff too, same with corrider digital stuff. I think for me it's because they're always like "wOaH VR is AwESOME this is incredible!!" which isn't a bad thing, but it feels like they're overreacting and when it's them talking about their own games it just feels like an ad.
I'm a bit sus about the physics in this game, I really appeciate physics sandbox games but the reality of enabling physics on your characters body in VR is that it usually leads to a slight disconnect to your arms in the real world that really throws you off. You can see in this video that they go to grab or swing objects and they keep missing or it's sorta innacurate.
They keep saying it feels and plays awesome, but of course they would, they're trying to sell their game. However, If they've managed to find the perfect balance between physics interaction and lining up to the real world, then it could be really fun to play around.
Idk I’be played a ton of games where you pick up things, or use non gun weapons, and I find them pretty damn immersive. Hell Lone Echo your a robot floating in zero G, when in reality your sitting in yer chair. That doesn’t change the fact that once yer playing your totally immersed.
Too bad I can't play games like this cause of the movement, I can only play static or teleport games cause of motion sickness
I'm gonna guess they'll have a bunch of different locomotion options.
Most good vr games out now have at least 2 modes of locomotion, so I feel like this'll be the same
must be how he keeps ejecting chambered rounds after reload lol
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