• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
I'm surprised there's no VR training apps for motion sickness yet, although I remember vivecraft had quite a few options so it can be a good place to start Start playing while sitting down or kneeling on the floor, slow down the movement speed and avoid moving sideways; lowering the FOV might help aswell. Do it for a few minutes then take a break if you start feeling sick, eventually you'll start to get used to it and you can start turning up the speed and such [QUOTE=Sivics;51553529]Also not everyone can get over VR sickness.[/QUOTE] That's yet to be proven really It's just going to be really hard for some people, for all we know
[QUOTE=Wickerman123;51552947][URL="http://uploadvr.com/tpcast-wireless-vive-kit-works/"]Good news about that wireless add-on for the Vive.[/URL] [vid]https://giant.gfycat.com/FaintDefinitiveChick.webm[/vid] [editline]19th December 2016[/editline] Oh god how do I shrink that[/QUOTE] holy fucking shit
[QUOTE=Dracon;51553419]Any suggestions on how to mentally prepare for it?[/QUOTE] Play games year after year since you're 3 years old :P At least that worked for me, I have zero, null movement sickness in VR, yet at the same time in car I'm sick all the time, after hour or two.
That doesn't help, I've been a gamer since I was still in diapers. Normal games don't get me motion sick, nor do I get carsick, or even seasick.
Content can be pretty overwhelming nowadays. Back in DK1 days the lack of content actually eased me into my VR legs pretty well, because they were usually short sessions. After a month HL2's VR support came around, and I was able to play hour-long sessions with that before taking breaks.
[QUOTE=Dracon;51556086]That doesn't help, I've been a gamer since I was still in diapers. Normal games don't get me motion sick, nor do I get carsick, or even seasick.[/QUOTE] I don't know what else you expect, it is unique to every person, and probably everyone has to find a way to get used to it on his own.
[QUOTE=Dracon;51553419]Any suggestions on how to mentally prepare for it?[/QUOTE] This is how I personally got over it, so it might not be of any help to you, nor is it very fun. But one of the first VR titles I played properly with my Vive was Half Life 2. Before I completed my run of it, I got caught up really easily by motion in VR and even some of those rollercoaster demos got me. But after my run, which I did in thirtyish minute bursts across a few weeks, I found myself to have quite the iron stomach for VR. Every time I played I managed to stretch my time a little further, and develop new techniques to counter some of the sickness I felt. I ended up playing the last 2~ hours straight without any difficulty. Having a rather lengthy campaign to work through in VR gave me some sort incentive to push through and conquer my motion sickness. Now, Vivecraft and Doom3 are now among my favorite VR experiences, and I'm overall a huge stickler for traditional movement in VR games over teleporting. If you can stomach it, I'd recommend just picking a game like Half Life 2 and toughing through it. Developing those "VR legs" opens up a whole avenue of amazing VR experiences. If Half Life 2 doesn't interest you, maybe try Doom3 again and just work through that campaign, bit by bit. Then again, it may not be worth it. Who knows if that works for everybody?
[media]https://www.youtube.com/watch?v=_YzGm-fG-GI[/media] Superhot VR is honestly the gold standard for what a VR "shooting gallery" kind of game can be. It's clever, fun and so well made, if a little short. This is what I want from VR games. Also, has anyone tried out the full version of Trackmania Turbo VR? I played the demo, and the few levels I played didn't seem all that great. I was hoping for something more like Distance, but (at least the demo levels) it wasn't the same as main game Trackmania. Do the later levels get better?
[QUOTE=icemaz;51556471][media]https://www.youtube.com/watch?v=_YzGm-fG-GI[/media] Superhot VR is honestly the gold standard for what a VR "shooting gallery" kind of game can be. It's clever, fun and so well made, if a little short. This is what I want from VR games. [/QUOTE] Once I discovered that trick, I attempted to do it literally every level. Blind throwing my guns around in the hopes I can grab them after the teleport was great. The teleporting function in Superhot VR actually works really well. I was a bit skeptical about it at first because movement was a huge part in a game where movement affects the flow of time, but I realize most Superhot levels were basically enemies funneling towards you anyway. I am sore that they didn't include the ability to possess other enemies, though. That would have introduced a fun way to move around bigger levels.
[QUOTE=WillerinV1.02;51556366]This is how I personally got over it, so it might not be of any help to you, nor is it very fun. But one of the first VR titles I played properly with my Vive was Half Life 2. Before I completed my run of it, I got caught up really easily by motion in VR and even some of those rollercoaster demos got me. But after my run, which I did in thirtyish minute bursts across a few weeks, I found myself to have quite the iron stomach for VR. Every time I played I managed to stretch my time a little further, and develop new techniques to counter some of the sickness I felt. I ended up playing the last 2~ hours straight without any difficulty. Having a rather lengthy campaign to work through in VR gave me some sort incentive to push through and conquer my motion sickness. Now, Vivecraft and Doom3 are now among my favorite VR experiences, and I'm overall a huge stickler for traditional movement in VR games over teleporting. If you can stomach it, I'd recommend just picking a game like Half Life 2 and toughing through it. Developing those "VR legs" opens up a whole avenue of amazing VR experiences. If Half Life 2 doesn't interest you, maybe try Doom3 again and just work through that campaign, bit by bit. Then again, it may not be worth it. Who knows if that works for everybody?[/QUOTE] What I read was that it's best not to push yourself. I made that mistake the second time I tried windlands, I was sick for about 2 days afterwards. I too have been playing games since before I could talk properly but I do get motion sick form time to time and car journeys can fuck me up if I'm not careful. Is sitting down in a chair a good way to ease into games that use artificial locomotion? I really want to get used to it because of games like Onward, Windlands and HL2-VR.
Winter sale started on the Oculus Store.
is there a way to get steamvr to automatically use the rift headphones? it is going to be really annoying if i have to manually switch audio devices every time i want to use it
[QUOTE=Zombii;51558672]is there a way to get steamvr to automatically use the rift headphones? it is going to be really annoying if i have to manually switch audio devices every time i want to use it[/QUOTE] Pretty sure you can change that in steam vr settings
[QUOTE=Zombii;51558672]is there a way to get steamvr to automatically use the rift headphones? it is going to be really annoying if i have to manually switch audio devices every time i want to use it[/QUOTE] When steamVr is active, click on the "SteamVR" dropdown menu, and go to settings Go to the audio tab and you'll find that it has options to switch to one audio device on SteamVR startup, switch to one recording device on SteamVR startup, to mirror audio from the main device to another audio device on SteamVR startup, and options to set the audio device and the recording device when SteamVR exits.
[QUOTE=ClarkWasHere;51558708]Go to the audio tab and you'll find that it has options to switch to one audio device on SteamVR startup, switch to one recording device on SteamVR startup, to mirror audio from the main device to another audio device on SteamVR startup, and options to set the audio device and the recording device when SteamVR exits.[/QUOTE] They really need an "apply now" button in that menu.
[QUOTE=Clavus;51558844]They really need an "apply now" button in that menu.[/QUOTE] Yeah. I think it just saves as soon as you change it, but it'd be nice to get reassurance that the options actually saved.
just finished a bit of superhot vr and holy christ that's a workout, my arms and legs are sore after only a couple hours
[QUOTE=Zombii;51559500]just finished a bit of superhot vr and holy christ that's a workout, my arms and legs are sore after only a couple hours[/QUOTE] The Climb is tiring in a different way; it keeps your arms raised for an hour. It's on sale today (one of the 24 hour flash sales), and I'm glad I finally gave it a shot.
I got my shipping confirmation and code today. It's happening! Judging by how quickly the sensor shipped, this should be here... Just after Christmas?
[QUOTE=Wickerman123;51557356]What I read was that it's best not to push yourself. I made that mistake the second time I tried windlands, I was sick for about 2 days afterwards.[/QUOTE] Hate to say it but I told you so. I took that plunge myself.
Daydream works amazingly well! For 60FPS the latency [I]feels[/I] great, I guess the low-persistence display and stuff helps with that. Nowhere near as good as Rift/Vive (or PSVR although the resolution is much better) but compared to the crap experience of Cardboard on random phones it's a promising step up. At least, for about 10 minutes, until my phone overheats :v:
Oculus Store sale seems to have daily deals during the sale. I guess the lack of an automated refund system still allows for that :v:
Superhot looks really cool, anyone here tried it with ReVive? Do you recommend?
[video=youtube;wfULgftxJOE]https://www.youtube.com/watch?v=wfULgftxJOE[/video] Croteam just released a VR version of Serious Sam: the First Encounter [URL="http://store.steampowered.com/app/552450/"]on steam[/URL] yesterday. And holy shit, this seriously the most fun VR game I've played yet. It actually feels like an actual game, and not a demo or gimmick. This steam review accurately sums up my experience: [t]https://s23.postimg.org/5d5569uij/ssfe.jpg[/t] It has a variety of different movement options, including trackpad movement. This is the first VR FPS game I've played with trackpad movement and it seriously works better than any other locomotion option I've tried. It's a bit awkward at first, trying to move and aim with the same hand and aim with the other hand all at the same time but after you get used to it its a lot better than teleporting around. The only issue is the game expects you to circle strafe in the same direction constantly, which ends up twisting up the vive's wire. Here's the only decent youtube video of the actual gameplay I could find: [video=youtube;Uf04-mKDmLc]https://www.youtube.com/watch?v=Uf04-mKDmLc[/video]
[QUOTE=Str4fe;51564439]Superhot looks really cool, anyone here tried it with ReVive? Do you recommend?[/QUOTE] [URL="https://www.youtube.com/watch?v=cVHji-EgdFI"]Oh my god yes[/URL]. It works great with Revive, although holding the grip button for an extended period of time can get a little tiring. It's a little short (a couple of hours on first play through), but you will probably replay it a couple of times. I really hope they take Superhot VR further, with more levels, replays, leaderboards (for time/number of actions) and god willing a level editor. If you want to wait, they have confirmed they are going to release a Vive version at some point in the future. [editline]21st December 2016[/editline] [QUOTE=En_Carlson;51564539] Croteam just released a VR version of Serious Sam: the First Encounter [URL="http://store.steampowered.com/app/552450/"]on steam[/URL] yesterday. And holy shit, this seriously the most fun VR game I've played yet. It actually feels like an actual game, and not a demo or gimmick. This steam review accurately sums up my experience: It has a variety of different movement options, including trackpad movement. This is the first VR FPS game I've played with trackpad movement and it seriously works better than any other locomotion option I've tried. It's a bit awkward at first, trying to move and aim with the same hand and aim with the other hand all at the same time but after you get used to it its a lot better than teleporting around. The only issue is the game expects you to circle strafe in the same direction constantly, which ends up twisting up the vive's wire. [/QUOTE] I would love to support Serious Sam VR, but they are taking the piss if they think it's acceptable to release what is essentially a VR mod for a 7 year old game for £27, where for reference all of the exact same content can be purchased without the VR component for £11. I would gladly pay a fiver for a bit of DLC, or an expansion to the First Encounter HD which was the VR component, but rebuying the whole thing for more than double the price is a joke. Plus the cheek of releasing it as an "Early Access" game is hilarious. I hope this doesn't set a precedent for re-releasing old games with minor VR adjustments for massively inflated prices. The Doom BFG mod is free, and it's pretty spectacular. [editline]21st December 2016[/editline] I feel like Superhot VR and Serious Sam VR are two sides of the same coin. Superhot VR shows how you can re-use old content from their game, tailor make it into a VR one, and create an incredible experience. Serious Sam is literally just a mod of a game for £27, with nothing changed around the game experience.
[QUOTE=icemaz;51564550]I would love to support Serious Sam VR, but they are taking the piss if they think it's acceptable to release what is essentially a VR mod for a 7 year old game for £27, where for reference all of the exact same content can be purchased without the VR component for £11. I would gladly pay a fiver for a bit of DLC, or an expansion to the First Encounter HD which was the VR component, but rebuying the whole thing for more than double the price is a joke. Plus the cheek of releasing it as an "Early Access" game is hilarious. I hope this doesn't set a precedent for re-releasing old games with minor VR adjustments for massively inflated prices. The Doom BFG mod is free, and it's pretty spectacular. [editline]21st December 2016[/editline] I feel like Superhot VR and Serious Sam VR are two sides of the same coin. Superhot VR shows how you can re-use old content from their game, tailor make it into a VR one, and create an incredible experience. Serious Sam is literally just a mod of a game for £27, with nothing changed around the game experience.[/QUOTE] While I completely agree it takes "courage" to slap VR into a 7 year old game that is already a remake of an older game and sell it basically at the original price, they are offering 40% discount if you already own it or if you bought their other VR game which is reusing assets from the 2011 SS3. Still way to expensive IMO, and yeah re-releasing it in Early Access is a joke. Edit: I was wrong, it is only 10%.
[QUOTE=AntonioR;51564621]While I completely agree it takes "courage" to slap VR into a 7 year old game that is already a remake of an older game and sell it basically at the original price, they are offering 40% discount if you already own it or if you bought their other VR game. Still way to expensive IMO, and yeah re-releasing it in Early Access is a joke.[/QUOTE] You only get a 10% extra discount if you own the original on steam, which means despite me already owning the entire games content other than the VR portion, it costs me £24 (with the 10% early discount, and the SSFEHD discount). I don't have the other SS VR shooting gallery game yet, I think £30 is a little cheeky again, but I'll try and pick it up on sale if it's an alright deal. But that again looks like a lot of re-used content for an early access shooting gallery game. I don't even think it would be as bad if it was both Serious Sam games for the £30 price tag, at least I can see that reflecting the price of the games on steam anyway + VR premium.
[QUOTE=icemaz;51564550] I would love to support Serious Sam VR, but they are taking the piss if they think it's acceptable to release what is essentially a VR mod for a 7 year old game for £27, where for reference all of the exact same content can be purchased without the VR component for £11. I would gladly pay a fiver for a bit of DLC, or an expansion to the First Encounter HD which was the VR component, but rebuying the whole thing for more than double the price is a joke. Plus the cheek of releasing it as an "Early Access" game is hilarious. [/QUOTE] Yeah, it is rather scummy of them not to give it for free to owners of the original game. But for people like me who didn't have it previously its an ok price considering the abysmal quality/price ratio of most other VR games. Also, the serious 1 engine is open source, so someone could in theory make a free VR mod for it. Speaking of which, why is there no motion-controlled VR mod for quake 1 or 2?
[QUOTE=icemaz;51564658]You only get a 10% extra discount if you own the original on steam, which means despite me already owning the entire games content other than the VR portion, it costs me £24 (with the 10% early discount, and the SSFEHD discount). I don't have the other SS VR shooting gallery game yet, I think £30 is a little cheeky again, but I'll try and pick it up on sale if it's an alright deal. But that again looks like a lot of re-used content for an early access shooting gallery game. I don't even think it would be as bad if it was both Serious Sam games for the £30 price tag, at least I can see that reflecting the price of the games on steam anyway + VR premium.[/QUOTE] Holy shit you are right, only 10% if you have the original game. People mod VR support for fun in other games, I think someone here did it for the Penumbra, it shouldn't be that hard for an experienced company with their own engine. If it were a game from a big publisher people would hang them by the balls. Even Skyrim Special Edition was free and this too is nothing more than an update. [URL="http://steamcommunity.com/app/552450/discussions/0/152391995424713941/"]http://steamcommunity.com/app/552450/discussions/0/152391995424713941/[/URL]
I hope that devolver re-release Talos Principle with official VR support. I love that game so much and would be incredibly thrilled to replay it in VR.
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