I'd love to get a VR set up but I'm in a tiny ass two bedroom apartment with three other people. Like 40% of my room alone is bed. With like another 30% spent on desks and other shit. There is no open area for it. Living room area is used as a bedroom for a roommate and for a table to eat at. And it fucking sucks because there are starting to be more games in VR that aren't just shooting galleries and toyboxes.
They have a guy that's making the UI adjustable and making other quality of life improvements that will make its way into the next major patch. But I wouldn't expect it to be anything significant since the game has a sequel coming out pretty soon.
I just fucking wish my vive was more comfortable and easier to adjust, jesus christ that thing is such a hastle for any extended time.
My personal hypothesis is that VR headset sales are linked to how much VR porn is out there.
As time goes on, more VR porn is made, which drives more sales.
We all know that's pretty much the best application for the current generation of hardware.
I'll quote a subject expert:
I remember years ago I was in a chat room talking to a friend about porn. He told me that he only wanks to video porn, and pictures don’t do it for him. This was in the days when it took 4 hours to download a video. I thought to myself, what a snobby cunt.
And obviously in time, he was right. Who wanks to photos anymore? I mean, sure it’s do-able – but why would you? I think it’s going to be the same for VR Porn real soon.
I jacked off in VR, twice – Garry's Blog
I don't think VR will ever become the new standard, it just has too many limitations, even discounting price.
That being said, I don't think it's just some one-and-done gimmick either. I mean, clearly it isn't at this point.
Most likely I think it will develop into it's own market, much like mobile games have. The only difference being that it won't appeal quite as much to everyday people as mobile games.
Get one of the custom VRcover leather face foam replacements and you'll notice an immediate increase in comfy.
https://vrcover.com/product/htc-vive-memory-foam-pads/
Can confirm, those leather pads are comfy as fuck
Man I live in a tiny apartment and just live with moving my coffee table into the kitchen when I want to play.
VR is still early on, but god damn it's still unlike any other form of gaming. Playing with hand controls in games like GORN and H3 is incredible.
I really just want a wireless headset. Who knows how long that'll take, though. That'd require wireless HDMI, among other things.
Its actually a myth that porn drives standards, pure gaming has done the the most of it and before that it was the movie industry. The only thing porn ever determined was Betamax or VHS.
It's worth noting that VR Arcades (like mine, which accounts for at least 12 of those headsets reported on Steam from the last year) are starting to spring up around the world in increasing frequency, which could be driving at least part of what we're seeing here.
Plus it gets your eyes closer to the lens, which increases picture quality. It’s good stuff.
I want to get VR when I get back to the states. It seems like a good investment, and I demo'd a vive ar a Microsoft store and it was epic. My biggest question is to get the vive, or the vive pro.
Despite the Vive pro being undoubtedly better than the regular, it's really not worth it for the huge price hike.
VR devs also generally don't get how to design for the medium since there's so few established standards right now. Half of my final year at uni was related to virtual reality design studies and even then, most of that was about mechanical limitations of the hardware and how to design around the human eye. When it comes to actually designing a game, most devs still fall back on regular game design principles or ultra-conservative gameplay loops, which is why a lot of the games out there look so underwhelming. Don't get me wrong, a lot of great stuff is out there, and more comes along all the time, but there won't be a consistent flow of good content until everyone can agree on the basic design principles that make the medium good in the first place.
That, and the fact that poorly-animated people become a hundred times more noticeable when they're physically standing in front of you, and it would take an absolute shitload of effort to polish animations to the point where that doesn't happen.
And that's why you're seeing a bunch of games that have a floating body-thing, a floating head, and floating hands with no connecty-bits. Doing reverse-IK well in VR is a super duper headache. Even Survios could only barely manage it with the VR game Creed (based off the same-named franchise; good game by the way) and they're a dedicated VR developer. When you just abstract the arms and legs away everything become infinitely easier to represent -- though you're more 'symbolically human' at that point than 'visibly human'.
Yep, this. Unless you just have cash burning your pocket I wouldn't go for it. Granted, it is an upgrade as Pilotguy mentions but the 20% only basically makes text a little easier to read in VR. Most games presently are developed for a wide range of VR hardware and so they either don't have text or the text is pretty big -- so you don't often get much utility out of that 20% to begin with except that everything is slightly easier to read and maybe you can sight and shoot in BAM from a little further away thanks to the increased pixel density.
Unless it's on your must haves list that you need to be able to take calls while in the headset or you must be able to hear the environment around you while in the headset -- those are features unique to the Vive Pro.
That will only happen when we get our 'mario 64' moment for VR, where everyone goes 'that's the game to emulate' because it'd wildly successful and it just is so well polished that it makes such a clear and decisive argument for how it does its stuff that it's simply a good idea to at least start with how they did it and then try to improve or adapt to your model/experience.
I want a wireless adapter but holy shit they are expensive
Tbh Subnautica is just fine with a controller, I use a dualshock4 for it and stand up and look around.
I was looking at one for my Rift and holy fuck it costs about as much as the fuckin headset itself.
Yep! They're also a little finnicky to set up as they expect you to clamp it to something. That made stuff a little awkward for us in the arcade because uh... well we more drill stuff into walls than mount stuff onto computer monitors.
That said they work almost imperciptebly, which is to say amazingly for a first generation of this concept. There's no noticeable lag unless you eat FBF fighters for breakfast and it auto compresses the signal to ensure no matter what it's pushing 90 frames even when it has limited bandwidth due to obscuring most of the wireless adapter antennae.
Only other problem this gen 1 tech has is there's no indicator for the battery in the headset so you can be playing and the headset might just shut off unexpectedly. If you don't tend to play 2+ hour sessions though it should be fine on that front. In our case we just got a huge battery at first and now we're designing a possible wearable cloth harness that has twice the capacity of the battery they send you with the adapter.
Holy shit our Vive Pro just got in and it is amazing! Blows the PSVR out of the water(and damn well better at the price.)
i wont do an in death review or anything here. Just wanted to share.
I still don't see the point. There really aren't any games for VR that aren't gimmicky hour long "experiences" aside from racing games and stuff like Elite: Dangerous where you sit in a cockpit. I mean, its cool to use gor an hour or so just for the experience but I'd be better of spending my cash on am OG Xbox and a copy of Ninja Gaiden Black or something, at least thats a 60+ hour experience of fun.
TPcast? It's garbage, don't bother. Wait for an official wireless addon or headset like what the Vive has.
Playing VR for a long session is far more physically demanding than with passive games. The games fit the activity even in the cases for legit gameplay. There's plenty of games that have a lot of longevity to them and aren't an hour long, especially if you like multiplayer experiences.
Sairento VR for instance is only a five to seven hour campaign but despite that I often play it for the arcade mode to gather do, level up my skills, and upgrade my arsenal. Due to that I've put in more than 20 hours into the game so far. Beat Saber has only 30 minutes of "content" before you're repeating songs but I get people constantly coming back to play because each time they get a little better at the game and so the game continues being just as fun. Same with Elven Assassin and Bullets and More. There's something fundamentally different about it from playing non VR games and I suspect what it is is the development of virtual skills which, sue to the work you're putting in to them and the immediate and apparent effect those skills have, give a a real sense of accomplishment that's more intense than clearing a mission in most games.
But yeah there's plenty of non gimmicky games. You just need to find them and play them. Nobody talks about Racket: Nx or Toy Clash but those are sneaker hits in my VR arcade where almost everybody who likes them initially thought they'd be dumb or simple and unsatisfying. Some of the most satisfying experiences i've had in VR have been simple ideas and concepts that were simply executed very well. Bear in mind I'm a gamer who feels ripped off if my singleplayer games don't leave me feeling something new, accomplished (which is tough considering I set the bar at things like Devil May Cry 4), and that I've gotten enough entertainment out for my money.
Really look through what's on offer for VR and I bet you'll be pleasantly surprised here and there. There's more out there than I think you think there is.
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