• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
[QUOTE=bitches;51395861]You could at least try to see where I'm coming from instead of strawmanning as though I'm saying "seated vr is better end of story". I couldn't possibly be more fair than repeatedly saying that room-scale VR is more fun.[/QUOTE] I just don't understand why you're trying to make an argument about this.
[QUOTE=simkas;51395867]Your problem is that you're comparing immersion with a movie and immersion with something like a VR game. They're completely different kinds of immersion that are barely comparable. When you're watching a movie, you don't somehow start feeling that you're actually in the world of the movie and that the things you're seeing are actually happening in front of you, you're just getting invested in it and can believe that these things are happening in the context of the movie. Getting immersed in VR is completely different.[/QUOTE] It's an analogy. I said it right there. "VR is real in ways that movies cannot be" I'm trying to have a discussion on the nature of breaking immersion, not which kind of immersion is better. [editline]19th November 2016[/editline] [QUOTE=paul simon;51395869]I just don't understand why you're trying to make an argument about this.[/QUOTE] Because it's sad to see someone wave off an experience like Edge of Nowhere despite how great it is, purely because it's a seated story. Of course, if it were available on Steam with easy refunds and worked natively on the Vive in the first place, I'm sure he'd be more willing to give it a try.
[QUOTE=bitches;51395873]It's an analogy. I said it right there. "VR is real in ways that movies cannot be" I'm trying to have a discussion on the nature of breaking immersion, not which kind of immersion is better.[/QUOTE] I'm pretty sure having to push a stick on a controller to walk up to an object instead of being able to physically walk to that object is a whole lot more immersion breaking than anything. It's much easier to get immersed in a VR game where you're using teleportation than something where you're just pushing a stick, especially if the teleportation mechanic is presented in such a way where it feels like it makes sense in the context of the world you're in.
[QUOTE=simkas;51395883]I'm pretty sure having to push a stick on a controller to walk up to an object instead of being able to physically walk to that object is a whole lot more immersion breaking than anything. It's much easier to get immersed in a VR game where you're using teleportation than something where you're just pushing a stick, especially if the teleportation mechanic is presented in such a way where it feels like it makes sense in the context of the world you're in.[/QUOTE] I'm open minded and would definitely give a standing VR story game a try; I'm just skeptical. I'm arguing that consistently un-immersive gameplay behavior is something you can get used to more easily than minding your Chaperone/Guardian walls and teleporting every minute. Not every game world can make teleporting fit into the story.
Seated games where you have to use an Xbox controller to move are a one way ticket to vomit town for me. Feeling like you're going to be sick after 2 minutes of a seated experience is probably the most immersion breaking thing I've come across besides punching my light repeatedly.
[QUOTE=Wickerman123;51395947]Seated games where you have to use an Xbox controller to move are a one way ticket to vomit town for me. Feeling like you're going to be sick after 2 minutes of a seated experience is probably the most immersion breaking thing I've come across besides punching my light repeatedly.[/QUOTE] Roomscale VR is way better for anything in a first-person perspective. Edge of Nowhere is a third person game, in which your character remaining mostly in the center of your scene grounds you enough to not get sick. Don't knock it before you try it.
[QUOTE=bitches;51395746]I'm not shit talking room-scale VR, I'm just being realistic. [B]Are you more immersed in a well-made movie, or VR games? If you say the latter you're lying to yourself.[/B] There are many obvious limitations to this technology, and what harms immersion the most is being actively reminded of these limitations.[/QUOTE] Whao, whao, [I]whao.[/I] I have to outright disagree here. The immersion I feel with video games is in no way comparable to the immersion I feel for movies. I can get immersed in a movie, get to know it's characters and feel like the world it's portraying is real, but video games? That level of interactivity trumps movies, no matter what. Non vr-games get me more immersed than movies, if that's what they're aiming for. While all that may just be my opinion, I can safely say that yes, I [I]do[/I] get more immersed by vr games than movies, and I'm fairly sure I'm not lying to myself. The amount of time I've spent completely immersed in vivecraft, a completely ugly looking, relatively mindless game with no story, is crazy. The feeling of being able to wander freely around a world, discovering treasures and generating neat little stories all while actually being [I]in[/I] the game, looking around, swinging the swords and climbing the ladders is frankly some of the most immersive experiences I've ever had. There's something special about actually being able to [I]sit[/I] in my little hovel home, watching the moon glide across the sky. And that's just fucking minecraft. I haven't had the chance to personally experience too many story, character driven room-scale games, but I honestly can't imagine artificial locomotion really interrupting any emotional connection to a story when it can already illicit some genuine emotional responses already. As I said before, Raptor Valley is fucking terrifying. I've legitimately never been under that much suspense before, no matter how well made the movie is. This rant got away from me a little bit, but I was just surprised that someone who is so enthused about VR can't see how it's such an immersive medium on it's own, so much so that it more or less eliminates those physical reminders that you're playing a video game. Maybe you're interested in a much more different type of immersion to me, but as someone who's poured hundreds of hours into trying as hard as I can to immerse myself into any gameworld I can, roomscale VR is breaking new ground for me.
I don't get how someone could think that BEING the character in a story is less immersive then WATCHING a story from a stationary and non interactive angle.
[QUOTE=kidkiller745;51396222]I don't get how someone could think that BEING the character in a story is less immersive then WATCHING a story from a stationary and non interactive angle.[/QUOTE] I'd agree with you if being the character didn't mean dealing with the constant reminder that you can't truly walk freely. Are there any story-based roomscale games on Steam that I'm unaware of? I'm willing to try if you can show me an example of your perspective.
I think what Bitches is trying to get across (please correct me if I'm wrong) is that seated experiences with a controller have fewer points of failure when compared to room scale experiences. Because you're not moving around the room or moving your arms, there are no boundaries and no opportunities for sensor occlusion. This means you get a more consistent, uninterrupted experience. I can certainly agree to a point. It's frustrating to be doing something intense only to realise I'm half a metre from the wall and need to adjust. Also, I think you guys need to stop dog piling on people who are sceptical about certain aspects of VR. It's one thing to be completely dismissive; it's another to have justifiable concerns and opinions of the direction this technology is taking. Let's keep it positive and respectful. We're not reddit.
[QUOTE=bitches;51396350]I'd agree with you if being the character didn't mean dealing with the constant reminder that you can't truly walk freely. Are there any story-based roomscale games on Steam that I'm unaware of? I'm willing to try if you can show me an example of your perspective.[/QUOTE] The Gallery is pretty impressive as far as storytelling goes
[QUOTE=Timebomb575;51396374]The Gallery is pretty impressive as far as storytelling goes[/QUOTE] what is it about? [editline]19th November 2016[/editline] what kinds of interactions do you make with your environment in it?
Yeah I understand where Bitches is coming from, where especially if you have a small room for room scale VR, a lot of the time you have to keep your boundaries in mind or constantly hope you arent going to smash your controller into something, and that takes away from the experience. But, I feel room scale brings its own pros that out weigh the cons for certain genres. In Onward, you dont need to move around because you can use the trackpad, and sometimes you get too close to the walls and it shows up in game, but thats not to say that Onward isnt the most immersive game Ive played.
[QUOTE=paul simon;51395869]I just don't understand why you're trying to make an argument about this.[/QUOTE] I'm really amazed bitches is still going on with the anti-roomscale shtick considering Touch is about to come out and he won't have any reason for the weird inferiority complex. Trying to argue that roomscale is somehow more limited than sitting in a chair is just ridiculous lol
[QUOTE=srobins;51396723]I'm really amazed bitches is still going on with the anti-roomscale shtick considering Touch is about to come out and he won't have any reason for the weird inferiority complex. Trying to argue that roomscale is somehow more limited than sitting in a chair is just ridiculous lol[/QUOTE] I literally said roomscale gameplay is more fun. I'm not going to feel sorry just because you can't stand to hear differing opinions that don't say roomscale is 100% greatest for 100% of applications.
What other games use Climbey's locomotion? I just tried the demo, loved the movement! Climbey is also the first game to make me feel unsteady because of heights, gonna buy it as soon as I got money to spare
[QUOTE=mu ha ha;51395829]Isn't being limited to your chair even more limiting than being limited to your room is? Or is there something I'm not getting?[/QUOTE] It is way more limiting, but not necessarily as immersion breaking. I think what bitches is getting at is that if a VR game is [I]designed[/I] to be seated, they won't even have to deal with the problems of locomotion and room-scale barriers. Both of those are huge problems that really do harm immersion if not done right - and I don't feel like there's any really good solutions to them yet. So in that sense, it's easier for immersion to entirely zone out one huge factor, than deal with a couple of smaller factors that keep coming back to bug you.
Spent hours shitposting in BigScreen. Showing an audience the [url=https://www.youtube.com/watch?v=nseGgoKBW_c]grapefruit video[/url] for their first time is a riot.
Tried Project Cars with the oculus at IEM. The pixels were huge. I didn't really think to look arouns a bunch though, I was busy driving.
I think it's surprising that Sony is capitalizing on first gen of VR with PSVR, considering how my first impression of VR is that controller locomotion is barely acceptable and the resolution needs to improve.
[QUOTE=ChrisR;51381617]So I was checking out the updated store layout on the VR page and I saw this: [media]https://www.youtube.com/watch?v=QmLqpsfAdRI[/media] Having been a percussionist in band during high school I immediately dropped the $8 for this and I gotta say, it's a pretty fun little app. It'll be nice to see more instruments getting added, too.[/QUOTE] Would be cool if they update this to include Steel Pans
I finally got around to buying some taller tripods for my vive, along with some ball adapters for them. My current tripods are only a bit over 5 feet(woo spontaneous best buy trips) and get occluded fairly often. So I was quite excited for them to arrive. [t]http://i.imgur.com/y24gd9g.jpg[/t] ....fuck
[QUOTE=Ott;51399091]Tried Project Cars with the oculus at IEM. The pixels were huge. I didn't really think to look arouns a bunch though, I was busy driving.[/QUOTE] Tried Arizona Sunshine, being able to move around is much more exciting. I didn't see the pixels this time though, maybe the other one was broken.
You just get used to it.
[QUOTE=capgun;51403079]I finally got around to buying some taller tripods for my vive, along with some ball adapters for them. My current tripods are only a bit over 5 feet(woo spontaneous best buy trips) and get occluded fairly often. So I was quite excited for them to arrive. [t]http://i.imgur.com/y24gd9g.jpg[/t] ....fuck[/QUOTE] If you don't mind running the sync cable, it removes the need for them to visually sync. It's how I use short tripods for portable demos.
[QUOTE=Ott;51403255]Tried Arizona Sunshine, being able to move around is much more exciting. I didn't see the pixels this time though, maybe the other one was broken.[/QUOTE] Individual games can look way better or worse than one another. I thought the DK2 was absolute garbage for visuals until I tried that climbing proof-of-concept that Crytek put out to show off their engine in VR. [editline]20th November 2016[/editline] some VR games give you direct access to a "supersampling" setting that vastly improves clarity at the cost of needing a beefier GPU; the biggest reason the Rift community has been so excited for the new ASW rendering optimization is that we can make our games look a little bit clearer than before on the same hardware
I've noticed that the screendoor effect is most noticeable during more static experiences, especially things like Big Room or Envelop ([I]damn I like the concept[/I]) but as soon as you start moving your head it becomes a lot more difficult to notice. It's pretty easy to get used to, you soon start to ignore it, though for me, there's always the first 15 minutes of a session where it's really obvious.
Just a couple more weeks to go till Touch ships. Good times ahead [editline]21st November 2016[/editline] They upgraded the chimp with a hand controller [vid]https://i.imgur.com/oId6Nks.mp4[/vid]
[QUOTE=Wickerman123;51403657]I've noticed that the screendoor effect is most noticeable during more static experiences, especially things like Big Room or Envelop ([I]damn I like the concept[/I]) but as soon as you start moving your head it becomes a lot more difficult to notice. It's pretty easy to get used to, you soon start to ignore it, though for me, there's always the first 15 minutes of a session where it's really obvious.[/QUOTE] BigScreen is the best use of mixing monitors with VR so far, because it looks great once you blow something up as huge as a personal home theater. Monitor-sized things in vr, not so much. What I really want is something like Envelop but overlaid ontop of other VR games.
[QUOTE=bitches;51404071]BigScreen is the best use of mixing monitors with VR so far, because it looks great once you blow something up as huge as a personal home theater. Monitor-sized things in vr, not so much. What I really want is something like Envelop but overlaid ontop of other VR games.[/QUOTE] If you use SteamVR you can use [URL="https://github.com/Hotrian/OpenVRDesktopDisplayPortal"]OpenVRDesktopDisplayPortal[/URL] to overlay windows in games.
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