• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
[QUOTE=paul simon;51952800]This game is fun too [vid]https://puu.sh/uGR2O.webm[/vid][/QUOTE] It looks so good, can't wait till they release it on steam
[QUOTE=Elspin;51955036]That's a totally fair point if that's the case, I just would've expected the robots AI to already be decent at chasing you around when moving given Touch supports roomscale now and this is an AA game. Out of curiosity, if you have a large roomscale setup and you just move quickly in circles do the robots kinda phone it in there too?[/QUOTE] You can easily confuse single robots, but their strength is in numbers.
[QUOTE=Orkel;51954765]There is such a mod already[/QUOTE] Shame mods block all progress and scoring so until you have everything unlocked you're essentially missing out by using them.
[QUOTE=Ganerumo;51955441]Shame mods block all progress and scoring so until you have everything unlocked you're essentially missing out by using them.[/QUOTE] Not much of a point in a scoring system if you just mod in a Murdergun 9000 that rapidfires rockets. :v: [editline]14th March 2017[/editline] Got around to trying Mission ISS. I legit feel like I just visited the space station. Finally got a good mental map of its layout.
Well I did it. Ordered a Rift + touch the other day from Amazon. Touch controllers just got here. Now to wait until tomorrow or the next day for the headset itself. So excite! :D This will be my first VR experience since DK1! I've saved up a long time for this. (since ~CV1 launch)
[QUOTE=Lobstuzz;51955928]Well I did it. Ordered a Rift + touch the other day from Amazon. Touch controllers just got here. Now to wait until tomorrow or the next day for the headset itself. So excite! :D This will be my first VR experience since DK1! I've saved up a long time for this. (since ~CV1 launch)[/QUOTE] Besides all the free stuff you're going to receive, I recommend SuperHot and The Climb as far as paid content goes. If you want to check out any seated content, Chronos and Edge of Nowhere are the higher quality picks. Free stuff you're not automatically given that's worth checking out: BigScreen social app, Rec Room I forget which of these are simply free on Touch activation and which were only free for preorders: Dead and Buried, The Unspoken; both are great but Dead and Buried doesn't have very many players.
I've got to be honest, I really prefer teleporting/blink to artificial translation, and it's not even a matter of motion sickness. Neither that nor smooth rotation have necessarily made me feel queasy, but it does feel uncomfortable. The best analogy I can come up with is it feels like I'm standing in a car that just accelerated; I wobble backwards a bit and it feels like I might fall over. I think I'd like to see something like snap turning for movement. Like, holding the stick down teleports you incrementally in that direction until you let go. I'd especially like to see this for games that are inherently incompatible with traditional teleport, like horror games where you're supposed to feel like you're running away from something. ...as an option, of course.
[QUOTE=1STrandomman;51956024]I've got to be honest, I really prefer teleporting/blink to artificial translation, and it's not even a matter of motion sickness. Neither that nor smooth rotation have necessarily made me feel queasy, but it does feel uncomfortable. The best analogy I can come up with is it feels like I'm standing in a car that just accelerated; I wobble backwards a bit and it feels like I might fall over. I think I'd like to see something like snap turning for movement. Like, holding the stick down teleports you incrementally in that direction until you let go. I'd especially like to see this for games that are inherently incompatible with traditional teleport, like horror games where you're supposed to feel like you're running away from something. ...as an option, of course.[/QUOTE] I don't think any of us think you shouldn't have that option, we just would like to have an option for artificial translation as well. Not sure where climbey-style swinging arms and moving by pulling yourself between objects lands between the two but it's pretty necessary for a game like that to work, and the game itself is loads of fun.
[QUOTE=1STrandomman;51956024]I've got to be honest, I really prefer teleporting/blink to artificial translation, and it's not even a matter of motion sickness. Neither that nor smooth rotation have necessarily made me feel queasy, but it does feel uncomfortable. The best analogy I can come up with is it feels like I'm standing in a car that just accelerated; I wobble backwards a bit and it feels like I might fall over. I think I'd like to see something like snap turning for movement. Like, holding the stick down teleports you incrementally in that direction until you let go. I'd especially like to see this for games that are inherently incompatible with traditional teleport, like horror games where you're supposed to feel like you're running away from something. ...as an option, of course.[/QUOTE] It doesn't make me sick, I don't have motion sickness whereas weirdly enough, my sister does. I do like moving without the teleportation. I tried it in Altspace and I felt myself swaying, but it added to the immersion for me because I knew it was affecting my balance.
[url]https://uploadvr.com/htc-oculus-exclusives-hampering-developers/[/url] [QUOTE]Vive-maker HTC has been adamant that it’s against exclusive content in the VR ecosystem thus far. In fact, it would go as far as to say rival Oculus’ exclusive games are “problematic” for the industry. Speaking to Gamespot, Vice President of Global VR Content Joel Breton said that Oculus’ own approach to exclusivity with its Oculus Studios games was “hampering developers’ ability to create large communities by blocking them out from other platforms.” Continuing on, he explained that even though these games might not exist without Oculus’ funding, making them exclusive was “problematic” for developers in the long-term as they can’t develop “relative to the market size” and that Oculus was “putting more cash in than the market can ever recoup, or the developer can ever recoup” thus studios might struggle to adapt with future titles. He said studios were “going to struggle because they’re not able to develop at the size and scope that the market is at.”[/QUOTE] [QUOTE]Now that it’s funding and developing games with its Vive Studios banner, though, it’s time to put its money where its mouth is, and the company certainly looks to be doing so. Breton said that HTC is looking to bring its first Studios title, Arcade Saga, to Sony’s PlayStation VR (PSVR). He said that Sony “expressed a willingness to let us do that.”[/QUOTE] [QUOTE]Breton disagreed that not creating exclusive content could hurt HTC’s headset in the long run. “Here’s the bottom line,” he said. “We’re not using content as a weapon. We’re using content to help create and sustain the VR ecosystem.”[/QUOTE]
The crux of his argument was that Oculus giving high-funding to development teams would make them unable to develop smaller games for a small market. He's literally complaining that VR should not have big-budget games right now. [editline]13th March 2017[/editline] I suppose that's just further confirmation that HTC has no interest in the high funding or quality of game development Oculus/Facebook have been putting out.
[QUOTE=bitches;51957042]The crux of his argument was that Oculus giving high-funding to development teams would make them unable to develop smaller games for a small market. He's literally complaining that VR should not have big-budget games right now. [editline]13th March 2017[/editline] I suppose that's just further confirmation that HTC has no interest in the high funding or quality of game development Oculus/Facebook have been putting out.[/QUOTE] [QUOTE]“hampering developers’ ability to create large communities by blocking them out from other platforms.”[/QUOTE] How did that quote turn into your post? It's like you read it, processed it, and immediately threw up the information and came up with your own :v: It's objectively true that forcing exclusivity on the people you fund hampers their potential market, they're not wrong. It's also entirely possible to have big budget games without forcing exclusivity, the most funded VR studio originated as a steamvr game, not an oculus game. These are things you just have to accept as they are literally fact, regardless of whether they make you uncomfortable
[QUOTE=Elspin;51957478]How did that quote turn into your post? It's like you read it, processed it, and immediately threw up the information and came up with your own :v: It's objectively true that forcing exclusivity on the people you fund hampers their potential market, they're not wrong. It's also entirely possible to have big budget games without forcing exclusivity, the most funded VR studio originated as a steamvr game, not an oculus game. These are things you just have to accept as they are literally fact, regardless of whether they make you uncomfortable[/QUOTE] perhaps because I actually read it all? [quote]Continuing on, he explained that even though these games might not exist without Oculus’ funding, making them exclusive was “problematic” for developers in the long-term as they can’t develop “relative to the market size” and that Oculus was “putting more cash in than the market can ever recoup, or the developer can ever recoup” thus studios might struggle to adapt with future titles. He said studios were “going to struggle because they’re not able to develop at the size and scope that the market is at.”[/quote] [editline]14th March 2017[/editline] since you seem to need me to spell out my entire thought process called reading, here's the full text that you didn't bother to read: [quote][b]Q:[/b] From what they’ve told me, their argument is that some games wouldn't have been made if Oculus didn't fund them. What do you say to counter that? [b]A:[/b] Yeah, so what I say to that is that actually, it's problematic for the developer's long-term success, because [B]by not developing relative to the market size, and sort of putting more cash in than the market can ever recoup[/B], or the developer can ever recoup, they're learning how to make content at that level, and then when they try to make their next game, they're going to struggle because they're not able to develop at the size and scope that the market is at. [B]Whereas someone like Owlchemy Labs, that made Job Simulator,[/B] they were scrappy, came together, had a passionate team that figured out, "Okay, this the sort of size and scope that we should do for a launch of a new platform", and those guys came out and I was just talking to them today; I'm like, "Where are you guys going to put all of your awards?" They are certainly a success story in early VR of finding a good concept that [B]they can develop within the scope and budgets that make sense for today's market[/B].[/quote] he is explicitly referring to Oculus spending more money than today's small VR market can ever hope to pay back in sales; Oculus-funded games are not making enough money in sales to offset multi-million dollar development costs this is bad, according to him, because developers will struggle to develop for small audiences when they later find themselves without lavish funding and must adjust to tight budgets [quote]These are things you just have to accept as they are literally fact, regardless of whether they make you uncomfortable[/quote]
[QUOTE=bitches;51957491]perhaps because I actually read it all?[/QUOTE] Literally nothing in your post is supporting what you said still, either you're not really reading it or you're not understanding it. [QUOTE]Continuing on, he explained that even though these games might not exist without Oculus’ funding, making them exclusive was “problematic” for developers in the long-term as they can’t develop “relative to the market size”[/QUOTE] The point of this sentence is not that they can't make games for a smaller market (which is what they're doing now, by being limited to Oculus only), but that by artificially limiting them to a smaller market (which is what exclusivity does, not the other way around) they're missing out on valuable data for developing for the whole market as well as statistics that could help them budget and developer their games that they fund [i]themselves[/i] to the extent that they can realistically achieve which leads into the following bit of the quote [QUOTE]and that Oculus was “putting more cash in than the market can ever recoup, or the developer can ever recoup” thus studios might struggle to adapt with future titles. He said studios were “going to struggle because they’re not able to develop at the size and scope that the market is at.”[/QUOTE] If this is what you meant by "He's literally complaining that VR should not have big-budget games right now." that's just goofy. He's clearly not saying that you can't fund big-budget VR games, or that they shouldn't exist, that's crazy. Clearly he just thinks that giving developers a huge amount of cash to develop games for an artificially restricted portion of the market is going to set them up for a fall. They've possibly alienated potential customers, they're used to a smaller market, and unless facebook keeps funding them they now have inflated ideas of what kind of budget they can realistically manage and might have to lay off staff once they're funding themselves. Because facebook is absolutely loaded they could probably afford to keep funding a small selection of developers for a ridiculous amount of time until the market can support the kinds of budgets they're setting up the developers for, but it's tough to say how long that will be.
He's praising low-budget developers for developing "within the scope and budget of today's market". He's also saying that development with huge budgets of "more cash in than the market can ever recoup" that developers will struggle to make content that is not at "that level". I don't know why you're being so stubborn. It's his own words, and his own meaning. You're being ridiculous.
Sometimes I wish there was a second VR thread without your pointless arguing.
I avoid posting those articles for that reason. This thread doesn't really gain anything from complaining about the differences.
I've gotten so used to climbey's "skiing" movement that I'd use that over anything else, unfortunately it seems somewhat unpopular I suspect once we get our hands on the tracking pucks a lot of the issues with movement will be solved. Not all, but running on the spot beats keeping your hands busy for moving
[QUOTE=Ryo Ohki;51958684]I've gotten so used to climbey's "skiing" movement that I'd use that over anything else, unfortunately it seems somewhat unpopular I suspect once we get our hands on the tracking pucks a lot of the issues with movement will be solved. Not all, but running on the spot beats keeping your hands busy for moving[/QUOTE] Now I wanna try gorn with ski movement, I wanna live the life of the Norwegian ski infantry :v: Speaking of gorn actually, for those who aren't aware, the itch.io version was recently updated to be more like the closed-beta version. It has the new arena, the new ai, some of the new weapons, and a rudimentary locomotion system.
I play Minecraft in VR with free movement, and after five or six hours of in-game time, the motion doesn't bother me.
Surprised no one posted this, but IronWolf VR is finally out in early access: [url]http://store.steampowered.com/app/552080/[/url] It's a roomscale submarine simulator built from the ground up for VR. [media]https://www.youtube.com/watch?v=HInq_lPILmY[/media]
How do people in VRChat get all them fancy non-default avatars?
You need to import them using unity/blender with the vrchat SDK, there are tutorials on youtube and you can join the vrchat slack channel for dev help.
if I give one of you turbonerds a model can you do it for me thanks
Does anyone know if you get a steam key of superhot when you already got it on the oculus app thing? I got a vive, not an oculus, but I use revive for it. Would be nice to just gather all vr games on steam istead of having the "unnecessary" programs for them.
My friend has quick reflexes [vid]http://puu.sh/uIKRe.webm[/vid]
Damn, SuperHot VR looks fun as fuck. Does it have a decent amount of levels/replayability?
[QUOTE=venom;51959974]Damn, SuperHot VR looks fun as fuck. Does it have a decent amount of levels/replayability?[/QUOTE] There could be more levels. It has about 20 or so (each with several sub-sections) There's an endless mode with 5 additional maps, and also there's a bunch of challenge modes.
there's a Robo Recall mod that makes time behave as in SuperHot, but Robo Recall is already really easy with time-slowing and that would just be overkill i'd rather see a Robo Recall mod that removes all time-slowing effects
[QUOTE=paul simon;51960099]There could be more levels. It has about 20 or so (each with several sub-sections) There's an endless mode with 5 additional maps, and also there's a bunch of challenge modes.[/QUOTE] Is the endless mode kind of randomized or no?
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