• Virtual Reality General V6
    661 replies, posted
You did.
what i mean is, is HLVR bringing anything new to the experience that HL already is(in a way like black mesa did with HL1, for example), or its just a new input method atached to an updated version of HL? because if its the latter then its understandable that people really aren't seeing it as a genuine reason to jump into the VR scene and get a headset just for it, and sort of explains why people wants to experience without the need of said input. the reason why i mentioned CoD on the wii is because it was marketed as a new, inmersive and revolutionary way to play CoD thanks to the functionality of the wiimote, only to find it added absolutely nothing and made thing awfully cumbersome. if HLVR doesn't add anything particulary new to what HL already is gameplay wise, then there is no point to even consider it at all over the already existing HL game. the only way you could posibly ignore all of this is by efectively making HLVR episode 3. in wich case headsets would literally fly off shelves.
there's nothing more to consider than the fact that people want to play HL2 in VR
at some point the next half life game was gonna have a deaf character that would actually sign to communicate. It'd be cool if that was in still in. tho I guess it's not quite as trailblazing an idea anymore
some neat stuff in here https://www.youtube.com/watch?v=uOjcbdAU5Gw
It's a big deal because this game sits deep inside a lot of peoples hearts, and seeing that world in it's true scale would be a definite experience for most of us. Ability to properly play it with motion controls instead of just walking through the levels with notarget and looking in VorpX is just a nice bonus.
I don't expect it to look very sharp due to the 720p screen, but leave it to Nintendo to build some creative and fun looking games around it.
here is a comparison between Dead and Buried 2 on Quest and Rift. While it seems like the developed for the Quest first and mostly just added lighting and dynamic shadows to the Rift version, I'm really impressed by what they can squeeze out of the snapdragon here https://www.youtube.com/watch?v=QPWzWSYehfs
Been playing a bit of Space Junkies, two handed weapons in that game are... jank
what happened to that one game that was being made by the people from rocketjump on youtube? did that game ever take off?
pretty sure it's dead because of a lack of players and possibly the devs abandoning it, sad because it was basically the game that made me want vr in the first place, but never got a chance to play it.
Most early VR multiplayer games (hell even most ones that are released now) became ghost towns quite fast. There's just not a huge amount of VR players to go around.
I think indie games that are multiplayer focused are dead pretty quickly even if they're not VR. there are exceptions to this (Rocket League comes to mind) but yeah.
Yep. Most of the servers you'll find for a lot of the more popular multiplayer VR games are servers being run in or by a VR Arcade like the one I'm running. That said, on weekends you do get surges and can find matches. Part of the problem is just that it's difficult for folks to find other folks who'd like to play various games; that's partly why we set up a Public-facing Discord for our arcade so our players can coordinate out-of-Arcade and find other folks who want to play the same game. (Granted, the Discord hasn't launched just yet but it will in the next couple of days)
A lot of people gave Yahtzee shit for frequently giving primarily multiplayer games bad reviews but his explanation for why is pretty much a direct description of most multiplayer VR games. I feel like it could really benefit from bots because otherwise it's hard to get things started without planned events
Here's an approximation of the Rift S inside out tracking area, assuming/approximating the FoV of the cameras to similar than those of the Quest. There seems to be a small, thin deadzone in the upper front area, caused by the "step" in the weird front design, but other than that it looks decent. https://files.facepunch.com/forum/upload/89/752af657-dc03-4845-8b37-382add0305c0/dfadfdasf.png You can see the "step" here that the front plate has right above the cameras, that may be blocking the FoV, causing that little deadzone. Or it may be that the cameras are pointed downward slightly, making the deadzone happen even if the step didn't exist. https://files.facepunch.com/forum/upload/89/9e9e416b-22ab-451b-be14-6daa358089b1/step.PNG
That's a lot better than I could have imagined tbh
I suppose that's why Oculus is confident in the S replacing the standard Rift completely.
why do you need to be naked to use it though.
As long as it works for archery and shoulder drawn weapons it's not going to matter.
How will it do roomscale when it's dark though, have to be ready for the basement kids that live without any light
Yeah it only works in light, which is another downside of the current stage of inside-out tech.
My problem here in my room is that even with the ceiling lamp on all my cameras work with a lower shutter speed which tells me that its still not bright enough and could cause blur, which I think with quick movements could throw the entire tracking off. I assume they will sell both the old rift and the rift s side by side as an option for what's better for who, with maybe the S being slightly more expensive due to more cameras.
https://www.youtube.com/watch?v=zUGZYh2HxHM Well shit, now I want No Man's Sky. (coming to PSVR and SteamVR)
And that's how you sell me No Man's Sky. As long as it has proper motion controls anyway.
I'd be more worried about frame times and hitching. I did not have a good experience with it in just 1080p on a GTX980.
i tried everspace on VR and... i'm kind of angry it has to be played with a controller/keyboard.
https://www.youtube.com/watch?v=3-90-BE8uq8 sweat sim just got sweatier
Agree. NMS performance has always been horrid, I can't imagine how they will make it judder-free in VR.
I'm having a really hard time with HTC Support. My Vive broke down twice during half a year, with the first time it broke being close to 20 hours after I got it, and now I'm being asked for more than half the vive's price to repair the headset after it fizzled out on me in December. I'm trying to be a loudmouth on twitter after going 3 escalations with vive eu support and I sent links to that thread to @htc and @htcvive through DMs, but I'm running out of options, and I guess I'm going through the court system after this. Any idea of what to do next before I lawyer up?
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