:goty
will wait for Valve game where I use the gravity gun to place packages on the Buggy and then drive along seemingly endless viaducts to deliver them
Might as well been announced as a 3DS or Vita game.
If it’s a fucking prequel I will fucking die
Might as well been announced as a 3DS or Vita game.
(https://i.imgur.com/bXhS8Ju.png)
If it’s a fucking prequel I will fucking dieThe sequel's plot was already revealed on that one blog post.
Half Life 3 being VR only is unironically what i want.
VR is amazing, HL3 can't just be another random FPS anyway.
If it’s a fucking prequel I will fucking die
Valve's approach to VR development is pretty amazing internally; they focus on each individual concept and get loads of feedback from their employees. They've been thoroughly testing just about every VR concept for years.
I have pretty high confidence HLA is going to be evolutionary if not revolutionary for VR based on what I've heard.
Valve's approach to VR development is pretty amazing internally; they focus on each individual concept and get loads of feedback from their employees. They've been thoroughly testing just about every VR concept for years.
I have pretty high confidence HLA is going to be evolutionary if not revolutionary for VR based on what I've heard.
Out of curiosity, I looked up how much Valve's own VR headset with controllers and base stations costs. I'd assume Half Life Assyx would work best with what Valve most likely used to develop the game.
A thousand fucking dollars. There are definitely much more affordable VR headsets out there, but fuck Valve for going in this direction to begin with.
If I can only play in VR and can’t use my PSVR headset, then fuck you GabeN. :ragePSVR (PS4) means you always have to be facing the TV, have to have perfect lighting, and the "best" controllers that could be used are those sub-Wii monstrosities.
Modern VR is way past that :patel
Let's put this in perspective sales wise:
No VR game to date has topped more than about 1.5mm units
The PSVR is the only headset on the market in excess of 2 million owned (unless you want to count joke devices like Gear or Cardboard).
Valve's flagship headset is currently one of (if not the, I forget exactly) most expensive headsets on the market.
Even Oculus' brand new NON PREMIUM headset is failing to gain major traction (the Quest).
For a 10ish hour campaign at modern high end VR levels you are looking at easily $45-$50mm for development.
I am incredibly astonished that a company where people have grown incredibly adverse to taking on any project that isn't 100% gonna make them rich greenlight this.
???Valve's approach to VR development is pretty amazing internally; they focus on each individual concept and get loads of feedback from their employees. They've been thoroughly testing just about every VR concept for years.
I have pretty high confidence HLA is going to be evolutionary if not revolutionary for VR based on what I've heard.
Out of curiosity, I looked up how much Valve's own VR headset with controllers and base stations costs. I'd assume Half Life Assyx would work best with what Valve most likely used to develop the game.
A thousand fucking dollars. There are definitely much more affordable VR headsets out there, but fuck Valve for going in this direction to begin with.
Remember the deathstar?!
So what are odds they throw a bone and give at least a little closure for HL fans as an aside or anything?"Fan" fiction from the man himself. This is as good as it's going to get, I think.
Let's put this in perspective sales wise:
No VR game to date has topped more than about 1.5mm units
The PSVR is the only headset on the market in excess of 2 million owned (unless you want to count joke devices like Gear or Cardboard).
Valve's flagship headset is currently one of (if not the, I forget exactly) most expensive headsets on the market.
Even Oculus' brand new NON PREMIUM headset is failing to gain major traction (the Quest).
For a 10ish hour campaign at modern high end VR levels you are looking at easily $45-$50mm for development.
I am incredibly astonished that a company where people have grown incredibly adverse to taking on any project that isn't 100% gonna make them rich greenlight this.
Valve is already rich as shit though. My thinking is that nearly all the valve employees are living in a glorious VR hardware bubble at their office, where the best and latest VR tech is available for use without any of them being forced to confront the user concerns of cost and space. So they feel that’s the thing they most want to work on, unaware that an awful lot of their fan base still is not willing to pay the premium required, or cannot due to issues of space.
Assuming it won’t have an option for playing without VR, I don’t think it’ll go over nearly as well as they’re hoping. Better than Artifact, but still much worse than they’d hope.
Yeah they are not exactly hurting for money and it is a great place to work.
Have to travel for work? They'll pay for your partner/spouse to travel with you.
Used to a once a year party at your company? Valve did there's in Hawaii last year and paid for everyone to stay in a resort for a week.
Let's put this in perspective sales wise:
No VR game to date has topped more than about 1.5mm units
The PSVR is the only headset on the market in excess of 2 million owned (unless you want to count joke devices like Gear or Cardboard).
Valve's flagship headset is currently one of (if not the, I forget exactly) most expensive headsets on the market.
Even Oculus' brand new NON PREMIUM headset is failing to gain major traction (the Quest).
For a 10ish hour campaign at modern high end VR levels you are looking at easily $45-$50mm for development.
I am incredibly astonished that a company where people have grown incredibly adverse to taking on any project that isn't 100% gonna make them rich greenlight this.
Valve is already rich as shit though. My thinking is that nearly all the valve employees are living in a glorious VR hardware bubble at their office, where the best and latest VR tech is available for use without any of them being forced to confront the user concerns of cost and space. So they feel that’s the thing they most want to work on, unaware that an awful lot of their fan base still is not willing to pay the premium required, or cannot due to issues of space.
Assuming it won’t have an option for playing without VR, I don’t think it’ll go over nearly as well as they’re hoping. Better than Artifact, but still much worse than they’d hope.
I wonder how VR works if you get vertigo easily. Everything I’ve read is “seated with teleporting is ok, fast moving probably not”, I’m guessing valve would have a plethora of options since it’s the “flagship vr title”
Yup
Halfway down the page they show all the ways you can play.I wonder how VR works if you get vertigo easily. Everything I’ve read is “seated with teleporting is ok, fast moving probably not”, I’m guessing valve would have a plethora of options since it’s the “flagship vr title”
Yup
Truth be told I’m just valve content starved since 2011. And that’s why I’m interested. The idea of VR to me is eh whatever. Call me when we jack into full body matrix like simulations. At the end of the day this is still just 2 lcd screen in front of your eyes, but now with better fidelity.If you play something like Subnautica on a monitor and then in VR (as unoptimized for VR as that game is) the difference in experience is pretty apparent.
Truth be told I’m just valve content starved since 2011. And that’s why I’m interested. The idea of VR to me is eh whatever. Call me when we jack into full body matrix like simulations. At the end of the day this is still just 2 lcd screen in front of your eyes, but now with better fidelity.If you play something like Subnautica on a monitor and then in VR (as unoptimized for VR as that game is) the difference in experience is pretty apparent.
It's basically a different medium, which is one of the reasons why it has so many growing pains, with people constantly trying to transpose 2d screen gaming mechanics developed over the last 30 years, into it.
That's a really issue, i won't lie, as i said i get really motion sick from regular FPSs, and VR gets to me too.Truth be told I’m just valve content starved since 2011. And that’s why I’m interested. The idea of VR to me is eh whatever. Call me when we jack into full body matrix like simulations. At the end of the day this is still just 2 lcd screen in front of your eyes, but now with better fidelity.If you play something like Subnautica on a monitor and then in VR (as unoptimized for VR as that game is) the difference in experience is pretty apparent.
It's basically a different medium, which is one of the reasons why it has so many growing pains, with people constantly trying to transpose 2d screen gaming mechanics developed over the last 30 years, into it.
I’ll have to see, if my vertigo kicks then in it won’t really matter how great the vr experience can be. :(
A set of Source 2 tools for building new levels will be available for the game, enabling any player to build and contribute new environments for the community to enjoy. Hammer, Valve’s level authoring tool, has been updated with all of the game's virtual reality gameplay tools and components.
That's a really issue, i won't lie, as i said i get really motion sick from regular FPSs, and VR gets to me too.
The difference is that with VR, they at least try to develop games AROUND that issue (so they can be played in short bursts, they have comfort options etc).
---
Something that gets me excited is also this part:
(https://steamcdn-a.akamaihd.net/half-life.com/images/alyx/hammer_editor.jpg)QuoteA set of Source 2 tools for building new levels will be available for the game, enabling any player to build and contribute new environments for the community to enjoy. Hammer, Valve’s level authoring tool, has been updated with all of the game's virtual reality gameplay tools and components.
If the modding support is even a fraction of what Half Life got... :lawd
alyx seems that it'll support a bunch of different setups and movement options, so that's nice
(https://i.imgur.com/flxWSiJ.png)
When you set up your "room scale" you set up boundaries for your space, and then it has a virtual grid in game, when you get close to the edge.alyx seems that it'll support a bunch of different setups and movement options, so that's nice
(https://i.imgur.com/flxWSiJ.png)
How would walking down a hall even work using room scale? the game would have to “realign” so you don’t go slamming into walls so it can’t be 1:1 can it?
Something that gets me excited is also this part:
(https://steamcdn-a.akamaihd.net/half-life.com/images/alyx/hammer_editor.jpg)QuoteA set of Source 2 tools for building new levels will be available for the game, enabling any player to build and contribute new environments for the community to enjoy. Hammer, Valve’s level authoring tool, has been updated with all of the game's virtual reality gameplay tools and components.
If the modding support is even a fraction of what Half Life got... :lawd
If it’s a fucking prequel I will fucking die
???Valve's approach to VR development is pretty amazing internally; they focus on each individual concept and get loads of feedback from their employees. They've been thoroughly testing just about every VR concept for years.
I have pretty high confidence HLA is going to be evolutionary if not revolutionary for VR based on what I've heard.
Out of curiosity, I looked up how much Valve's own VR headset with controllers and base stations costs. I'd assume Half Life Assyx would work best with what Valve most likely used to develop the game.
A thousand fucking dollars. There are definitely much more affordable VR headsets out there, but fuck Valve for going in this direction to begin with.
I don't get this.
Valve are the ones pushing for open VR, so they're the only ones (of the major 3 players in the space) actively supporting people getting whatever the fuck headset they want to play anything.
Sony requires you to have a PS4 and play in their space, and Oculus is easy to crack, but still theoretically requires you to have a Rift to use their games.
HL:A will be playable therefore, with as many devices it's reasonably and physically possible to do so.
Beyond that, VR requires you buy new (relatively expensive) hardware because of physical limitations, not some arbitrary gate-keeping; if they want to develop the game in VR, there is literally nothing else they can do about it, short of giving you hardware for free. :yeshrug
And of course if they DO want to make a proper VR game, they can't just make a "desktop version" like many are asking.
They could develop some cheaper hardware VR option, but those options are already out there, and them being Open VR, means they don't need to supply you the HW themselves.
i used student loan money to get that card :lol
(https://abload.de/img/6ht7szzis30410vk2t.jpg)
:whew
(https://abload.de/img/byoze82t03041vlkwy.jpg)
:mindblown
(https://abload.de/img/hluntitledy8jyw.png)
:aah
Just impulse purchased Valve Index package for almost 1500 Canadian after duty fees. I barely meet the minimum requirements, but fuck it.
Glad I worked 70 hour weeks all summer. Now to eat mac and cheese from costco for a couple months. Oh, and find a way to tell my gf 😅
In march of this year, I had 0 dollars to my name. Starting working a new job and got my first check the day before rent was due. Before purchasing the index, I had nearly 10G in the bank. I worked really hard, and this is how I'm rewarding myself. I have no debt.
Also, it's fucking Half Life!
In march of this year, I had 0 dollars to my name. Starting working a new job and got my first check the day before rent was due. Before purchasing the index, I had nearly 10G in the bank. I worked really hard, and this is how I'm rewarding myself. I have no debt.
Also, it's fucking Half Life!
Providing this context in your original post would have preempted my reply. With that said, it's never a good situation fearing your girlfriend's reaction to a large purchase.
Love my occulus quest.Nice, I'm pretty excited. Got the reddit recommended USB setup for linking to my PC as well, but I dunno how much I'll use Link before Half-Life. Probably more than I expect once I get into it.
PokerStars Vr is the shit.
Check out Asgard’s Wrath when you get a chance. Or at least watch some vids and read some reviews. It’s pretty cool from what I played and it’s also a pretty big budget full-on game.that definitely looks neat. i've been checking out other vr game trailers and lone echo kinds sticks out as something cool looking. any experience with that one?
One of our guys at work got a Oculus link spec-approved cable and tried it with the Quest. It basically works perfectly, I'm blown away. Nobody should buy a Rift S at this point.WTF, the Quest even has better screens (higher res OLEDs) and the only downside seems to be 75hz instead of 80hz refresh rate (which is still lower than the 90hz of the original rift)?
Note that you should get a REALLY LONG cable tho, you won't be plugging this into a hub.
I have an i7 7700k and a gtx1060. Will upgrade if half life plays like shit.
re: quest. I'm assuming waiting for the official 5m fibre optic link USB c cable will be worth it
I have an i7 7700k and a gtx1060. Will upgrade if half life plays like shit.
are you looking to push 90 frames at native index rez?
start saving for that 1080ti.
Well, it certainly looks like a Half Life game in VR.
Personally I'm not really into this. A lot of the added "benefit" of VR here is removing the shorthand we have in games, and I feel that shorthand has a whole host of added benefits beyond it simply functioning as a replacement for using my whole arm to open the door. If you give me the option of hitting E to open a door, and using my whole arm, I'd rather hit E because the investment in the action is lighter and that opening doors isn't the point of the game. It' a quick, instant response that gets me back into the decisions that matter (ie the shooting). Same thing with individually prying off panels of wood; Gordon has a crowbar for this that makes work this in about two seconds. It's a game that unsolves a bunch of solved FPS problems so that you can solve them less efficiently in VR. I get why it exists, people want to throw around packing peanuts, it just seems at odds with itself. I was already throwing around physics objects and fucking around with the gravity gun 15 years ago, it seems to make about as much difference on the quality of the game now as it did back then (not much)
I'm hyped for this, but i don't want to watch anything, since it's probably gonna be short enough already.
The game isn't super short.I'm expecting it to be about 8-9 hours, i guess that isn't super short, just short for a regular game.
Not sure if you mean Alyx but it supports smooth locomotion if you choose.
When are they releasing a flatscreen version for pancake gamers? :thinkingImagine playing Time Crisis with a gamepad. :doge
When are they releasing a flatscreen version for pancake gamers? :thinkingImagine playing Time Crisis with a gamepad. :doge
Apparently there’s a ton of research that shows floaty hands is much better for VR perception than having best-guess IK arms. The solving on fake arms is NBD.
Saw the ending, saved myself a clickspoiler (click to show/hide)HL3 confirmed actually maybe now?[close]
Did an hour. I like it. Haven't gotten to combat yet.
Smooth turning doesn't work, fuck this shit until they fix it.
They had the option to turn off snap turning, but turning it off did nothing and just stayed as snap turning. They fixed it yesterday, and added turning speed. Snap turning in VR games is too jarring for me and throws me off too much when aiming and moving, makes me feel like a drunk lurching around.Smooth turning doesn't work, fuck this shit until they fix it.
I'm curious, what does it do? Nothing?
https://old.reddit.com/r/pcmasterrace/comments/fo3q2h/the_level_of_detail_in_this_game_is_insane_you/
feeling real regrets over selling my vr, despite having no room for it atm.
https://twitter.com/AverageJoeSFM/status/1242987667320643584
Is that the:spoiler (click to show/hide)Guy who hears you cough or whatever?[close]
My wife played this game 2 months ago and spoiled most of it for me but she was just too excited by it and I didn't want to tell her not to talk about it lol
I'm shocked by just how much you can do in this virtual space.
I crouched and very carefully managed to see beyond a ceiling beam that obstructed my view so I could shoot some aliens.
Leaning over things or just carefully positioning yourself so you can pick off enemies from a distance.
There's a strategic element going on in terms of movement and where you put yourself in the world.
Plus there's all the interaction with the weird Combine gizmo's and machines, which really feel like they don't belong on Earth and have all these obscure interfaces to figure out.
I don't think anything as immersive as this exists anywhere else in gaming. :thinking
I saw the Digital Foundry video about it running on min spec.It's not very demanding visually, the most tricky part are the physics I think. Most environments and scenes are pretty small and because of the VR gameplay the number of enemies on screen at once is fairly limited too.
8400 with a 1060 is also what i play on, so it should run it, even if barely. :doge
The digital foundry video seems to show that GPU isn't the bottleneck, but CPU is.I saw the Digital Foundry video about it running on min spec.It's not very demanding visually, the most tricky part are the physics I think. Most environments and scenes are pretty small and because of the VR gameplay the number of enemies on screen at once is fairly limited too.
8400 with a 1060 is also what i play on, so it should run it, even if barely. :doge
There a few pretty parts but graphic fidelity reminds me of Wolfenstein The New Order although without the texture streaming glitches and less stylized.
A 1060 should get you a long way especially if it's not a vanilla one but a souped up model.
Based on Alyx what do you think the ETA is on a must-play VR multiplayer FPS?
Because i'm only going to buy one of these rigs if I can get hundreds of hours out of it.
Have to say, the fast travel movement in Alyx does not look fun at all. Maybe it feels different when you're actually playing it though. 6 years seems about right considering the distance of Doom to Halo was 8 years.You have 3 options, blink, shift and just walking with the stick.
For a multiplayer FPS? ???Based on Alyx what do you think the ETA is on a must-play VR multiplayer FPS?Like 100's of hours for one game? Maybe 6 or more years.
Because i'm only going to buy one of these rigs if I can get hundreds of hours out of it.
Pavlov is a good multiplayer VR game and VRChat is a strong chatroom... both have users that play for 100's of hours. But casuals/normal human beings will need expansive worlds with complex systems and a strong MMO-like infrastructure... I don't see that happening until the next-gen of VR, granted we haven't seen how next-gen GPUs/CPUs will allow devs to keep stronger hardware in mind when developing these titles.
Alyx is probably the first real AAA single-player game that you would pick up off the shelf at a retail store, multiplayer infrastructure and interactivity is a ways out in terms of R&D because it brings in a host of new problems to tackle.
Got to chapter 6 Arms Race.
That part with the infinite spawning spidercrabs was EVIL
SMG is pretty good, nice to be able to take out shield guys without grenades
I'm getting really tired of these orb laser puzzles. Like the orb thing was fine before the lasers were moving, then it was ok with the moving lasers. But adding 2nd and 3rd points and you have to start all over and the touch controls for this are the only controls in the game that are a bit finnicky and you need to be extremely precise. Bleh. It's not fun spending 5 mins retrying a dumb orb puzzle over and over.
Also right at the end of ch.5 there were some odd trip mines where I'd be an entire hallway away and it would still kill me. On that last one behind the door I had to open the door slightly more so I could back into the kitchen of the previous room and shoot it from there. Even from the end of the hallway I'd instant die. Just seemed kinda iffy design.
Otherwise real good.
Yeah, in terms of movement/controls it's really good. Once you've played a bunch you can move around and interact and shoot like second nature. The art design/graphics are probably the best visuals in VR. Everything has a clean detailed look to it.I know the room you mean, it took me a second too.
The laser orb puzzles are kinda lame though.
Actually got stuck for the first time in the game after the ant-lions. Need to look up how to get out of this room. There's a forcefield and a wall that's cracked and you can see into a kitchen behind the wall, but I can't see anything to shoot/interact with there.
Almost a million new people registered with SteamVR, Valve's storefront for VR games, in April. To put that in context, the 950,000 people who signed up in April bring the all-time total to around 2.7 million, meaning that a third of all SteamVR users registered in the past month alone.
There's another piece of context that's important, of course, which is that 2.7 million isn't actually a whole lot of users for an entire market segment served by competing hardware offerings from some of the world's biggest gaming companies. It is still somewhere in the region of 2% of Steam's overall user base, suggesting that the uptake of VR headsets by PC gamers is actually somewhat lower, proportionally, than the uptake by PS4 gamers.
The orb puzzles are easier when you move the orb and not the laserThis is true, and also remember to keep the laser aimed very straight to the sphere's core.
The orb puzzles are easier when you move the orb and not the laser
Wait, what alternative is there? ???
Also I never realized until the last bunch of battles that you can reload the shotgun after putting the bullets in by just flipping it up :o That would've been pretty helpful lol, sometimes had issues pulling it back.
Yeah, and harder difficulty levels. Game is great but not much replay value. Mods should fix that in time.There's that "lethality mod" for that i think.