Poll

Did this become a thing or did it just die?

LOL
7 (11.9%)
Fuck off
4 (6.8%)
No one wants this shit
23 (39%)
Maybe
16 (27.1%)
Yes
9 (15.3%)

Total Members Voted: 59

Author Topic: VR  (Read 8311 times)

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riotous

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Re: VR
« Reply #180 on: April 30, 2019, 10:11:23 PM »
Itís pretty bad ass though. 

naff

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Re: VR
« Reply #181 on: April 30, 2019, 10:53:51 PM »
does sound real nice. jurys out on the glare / god rays. tested and roadtovr folks disagreeing there. controllers look great but the headset still has enough caveats it's a little disappointing, it's like all the problems i have with this gen's vr have been solved in various headsets but index does seem to be the closest. 3x the price of the competition though, for pretty marginal improvements or really, just a different option, to what Oculus are doing.

Rift S - Eliminates god rays, simple stable inside out tracking. Still suffers from sde, eschews the previously great Rift and Rift Quest design for dumb WinMR look, reduces refresh rate to 80hz. Eh, almost good, but ultimately very disappointing.

Rift Quest - Good all round, wireless, looks pretty great tbh. No support for streaming or connection to PC kills it for enthusiasts, locked ecosystem, low power, 2hrs battery. Seems like a huge miss not to just leverage this headset as their pcvr option that's also portable (the VR Switch!), insert clip in displayport cable to play. Even just keep offering the original lower res Rift as a budget/lower spec req option.

Samsung Odyssey+ - Almost eliminates SDE, simple inside out tracking. Controllers are kinda jank, almost great, but the trackpad is dumb, tracking could be a lot better (relies on 2 cameras), sweet spot is real small.

Valve Index - Almost imperceptible sde, fast illumination time (time for pixels to light up 0.33ms vs 1.83 or something. makes ghosting almost imperceptible supposedly) kinda agree inside out tracking isn't quite there so kinda into the base station design, high quality build, "high subpixel density" (same as odyssey+). LCD Screens, reported to have really strong glare and god rays though maybe this is bs? Way more expensive than competing solutions while offering similar features - Quest has same res but with OLED panels, Odyssey+ has similar lcds, Vive Pro same but amoled).

Vive Pro - Same res, amoled, solid design. Even more expensive than Index. (don't know much about this one).

Quest almost has me. Lack of pcvr kinda kills it though and Rift S is just really uncompelling.
(_,_)

kingv

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Re: VR
« Reply #182 on: April 30, 2019, 11:09:06 PM »
I feel like quest would be really compelling at like $150-200 (and frankly will probably get there).

But you just know itís going to be weak as hell. Itís probably no faster than a switch (and carmack seems to basically confirm this).

Nuitangg

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Re: VR
« Reply #183 on: April 30, 2019, 11:27:50 PM »
Even with a good ffb wheel there's still something missing and I'm not about to invest in a motion rig. 

Raist

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Re: VR
« Reply #184 on: May 01, 2019, 01:43:24 AM »
I'm confused. Isn't the Vive a Valve/HTC headset? Why did they make the Index  ???

bluemax

  • Senior Member
Re: VR
« Reply #185 on: May 01, 2019, 02:17:16 AM »
BORDERLANDS 2 VR

It is phenomenally broken in regards to its rendering. UE3 doesn't have a native VR rendering solution so they made their own and holy fuckin' shit is it bad. Turned green the first time I rotated my head, and I've put +100 hours into Skyrim so don't gimme that "you need to get your VR legs" shit. I think they're doing barrel distortion wrong; they have all these blinders turned on by default because I think they realize it's vomit-inducing.

Did about an hour; played with the Aim controller which was working great TBH. Couldn't take it anymore after the sweats set in; contacted Sony support and got a refund (they WILL refund VR games for making you motion-sick if you complain enough and escalate to a manager).

Also the scale in the game is WAY OFF. Enemy humans come up to your waist (no, not the midgets, the standard baddies).

I probably would have played it to the end if they hadn't made a game that induces motion sickness on a cosmic scale. I REALLY like Aim controller games.

Have you tried Firewall Zero Hour my good man?
NO

Bebpo

  • Senior Member
Re: VR
« Reply #186 on: May 01, 2019, 02:34:31 AM »
I'm confused. Isn't the Vive a Valve/HTC headset? Why did they make the Index  ???

Yeah I always thought the Vive was the Valve headset. I mean they made software for it...

naff

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Re: VR
« Reply #187 on: May 01, 2019, 07:25:30 AM »
I'm confused. Isn't the Vive a Valve/HTC headset? Why did they make the Index  ???

they collaborated on the initial Vive.

assume valve weren't all that happy with what htc are up to now (controllers suck, hardware is overpriced, vive store sucks) and wanted more control over the prestige steamvr.

tbh, prob not that. afaik, the wands and the lighthouses were valve tech (or based on valve tech) and then there was the software too. Valve is really into the "lighthouse" stuff, e.g. HTC have to support steamvr if they want to use the lighthouse tech https://xinreality.com/wiki/Lighthouse think that's a big part of why they're doing that inside out Focus thing.
« Last Edit: May 01, 2019, 07:34:31 AM by naff »
(_,_)

Raist

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Re: VR
« Reply #188 on: May 01, 2019, 09:49:20 AM »
I'm confused. Isn't the Vive a Valve/HTC headset? Why did they make the Index  ???

assume valve weren't all that happy with what htc are up to now (controllers suck, hardware is overpriced, vive store sucks)


Lolz.

riotous

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Re: VR
« Reply #189 on: May 01, 2019, 12:11:36 PM »
does sound real nice. jurys out on the glare / god rays.

Well I've played around with it; was actually a 2-3 revs old prototype even.  And the other set we compared it to was the Vive Pro;  Index was superior IMO.  And of course the knuckles are a game changer. 

I didn't notice any glare / god rays but I'm far from an expert.

naff

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Re: VR
« Reply #190 on: May 01, 2019, 05:53:37 PM »
i'd like to try them both, hopefully i'll get a chance. doubt i'll be dumb enough to cop a pricey flagship vr set like this 'til they solve eye tracking x foveated rendering though.

vive pro is 800 usd just for the hmd (1500 here lol), so yeah, it's a fair bit pricier.
(_,_)

riotous

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Re: VR
« Reply #191 on: May 01, 2019, 05:58:22 PM »
My buddy has them all, I'm hoping I can get one of his old sets off him at some point lol

naff

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Re: VR
« Reply #192 on: May 01, 2019, 06:02:51 PM »
seems you can use the old cv1 vive lighthouses with knuckles and use the samsung odyssey+ as the hmd. something i'll be looking into. (odyssey+ seems to use exactly the same panels as vive pro)
« Last Edit: May 01, 2019, 06:32:45 PM by naff »
(_,_)

Bebpo

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Re: VR
« Reply #193 on: May 01, 2019, 08:59:03 PM »
Btw, does anyone know if you can play modern Oculus exclusives with the old Dev Kit 2. I still have that laying around and I'd like to try out Ready at Dawn's games at some point.

In other news, Sprint Vector was on sale for $11.99 on PSVR so I picked it up and will give it a shot soon.

chronovore

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Re: VR
« Reply #194 on: May 05, 2019, 02:32:58 AM »
BORDERLANDS 2 VR

It is phenomenally broken in regards to its rendering. UE3 doesn't have a native VR rendering solution so they made their own and holy fuckin' shit is it bad. Turned green the first time I rotated my head, and I've put +100 hours into Skyrim so don't gimme that "you need to get your VR legs" shit. I think they're doing barrel distortion wrong; they have all these blinders turned on by default because I think they realize it's vomit-inducing.

Did about an hour; played with the Aim controller which was working great TBH. Couldn't take it anymore after the sweats set in; contacted Sony support and got a refund (they WILL refund VR games for making you motion-sick if you complain enough and escalate to a manager).

Also the scale in the game is WAY OFF. Enemy humans come up to your waist (no, not the midgets, the standard baddies).

I probably would have played it to the end if they hadn't made a game that induces motion sickness on a cosmic scale. I REALLY like Aim controller games.

To be fair, Stretch, this is also true of you IRL.

naff

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Re: VR
« Reply #195 on: May 05, 2019, 02:39:16 AM »
Btw, does anyone know if you can play modern Oculus exclusives with the old Dev Kit 2. I still have that laying around and I'd like to try out Ready at Dawn's games at some point.

In other news, Sprint Vector was on sale for $11.99 on PSVR so I picked it up and will give it a shot soon.

can you use the lighthouses / touch controllers with dk2? can you even buy those anymore? most oculus games assume you have the touch controllers.

pre-ordered a quest 'cause im a sucker
(_,_)

Sho Nuff

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Re: VR
« Reply #196 on: May 08, 2019, 12:15:10 PM »
BORDERLANDS 2 VR

It is phenomenally broken in regards to its rendering. UE3 doesn't have a native VR rendering solution so they made their own and holy fuckin' shit is it bad. Turned green the first time I rotated my head, and I've put +100 hours into Skyrim so don't gimme that "you need to get your VR legs" shit. I think they're doing barrel distortion wrong; they have all these blinders turned on by default because I think they realize it's vomit-inducing.

Did about an hour; played with the Aim controller which was working great TBH. Couldn't take it anymore after the sweats set in; contacted Sony support and got a refund (they WILL refund VR games for making you motion-sick if you complain enough and escalate to a manager).

Also the scale in the game is WAY OFF. Enemy humans come up to your waist (no, not the midgets, the standard baddies).

I probably would have played it to the end if they hadn't made a game that induces motion sickness on a cosmic scale. I REALLY like Aim controller games.

Have you tried Firewall Zero Hour my good man?

Yeah dude that game is fuckin great. I wind up playing with a bunch of dudes with weird accents who have PROBABLY killed people in real life; I am just like "tell me what to aim at" and I follow their orders and we mop up. Love it. Blind fire in that game, holy shit so good.

Svejk

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Re: VR
« Reply #197 on: May 09, 2019, 11:06:27 AM »
A demo of Everybody's Golf VR is up!  (US)  :hyper
https://store.playstation.com/en-us/product/UP9000-CUSA15478_00-EBGT00000000US01

Edit: Apparently you can use either the Move or DS4; sitting or standing.
« Last Edit: May 09, 2019, 04:04:46 PM by Svejk »

Tasty Meat

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Re: VR
« Reply #198 on: May 09, 2019, 09:31:10 PM »
Anybody here try Tetris Effect VR?
🐚

Bebpo

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Re: VR
« Reply #199 on: May 09, 2019, 11:20:11 PM »
Yeah itís cool but really low res and blurry on psvr

I still mostly played in vr after a while, but itís so nice going back to non-vr after and itís so sharp and easy on the eyes. Too bad thereís no pc version.

I need to download the golf demo.

Sprint Runners was weird. I liked the concept and itís kinda fun and falling gives me that fun feeling of dropping sensation, but I couldnít get the controls working good on PSVR and Iíd never be moving fast enough to keep up with the cpu and jumping was weird and turning was hard. Like I wouldnít play it past the one session I did, but if it had better controls on a different vr device Iíd try it again. Donít feel ripped off for the $12 I spent since it was an interesting amusement ride, but not one of the better vr titles for me.

It might just be my tiny room setup struggling with vr, but outside Beat Saber I feel like most motion control games are off and Astrobot using DS4 + some light motion worked the best for me.

Tasty Meat

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Re: VR
« Reply #200 on: May 10, 2019, 02:58:27 PM »
Damn I was hoping it'd be really sharp. :lol
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213372bu

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Re: VR
« Reply #201 on: May 10, 2019, 11:01:34 PM »
ZoE 2 VR is so damn good on PC.  :drool

bluemax

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Re: VR
« Reply #202 on: May 11, 2019, 12:10:40 AM »
BORDERLANDS 2 VR

It is phenomenally broken in regards to its rendering. UE3 doesn't have a native VR rendering solution so they made their own and holy fuckin' shit is it bad. Turned green the first time I rotated my head, and I've put +100 hours into Skyrim so don't gimme that "you need to get your VR legs" shit. I think they're doing barrel distortion wrong; they have all these blinders turned on by default because I think they realize it's vomit-inducing.

Did about an hour; played with the Aim controller which was working great TBH. Couldn't take it anymore after the sweats set in; contacted Sony support and got a refund (they WILL refund VR games for making you motion-sick if you complain enough and escalate to a manager).

Also the scale in the game is WAY OFF. Enemy humans come up to your waist (no, not the midgets, the standard baddies).

I probably would have played it to the end if they hadn't made a game that induces motion sickness on a cosmic scale. I REALLY like Aim controller games.

Have you tried Firewall Zero Hour my good man?

Yeah dude that game is fuckin great. I wind up playing with a bunch of dudes with weird accents who have PROBABLY killed people in real life; I am just like "tell me what to aim at" and I follow their orders and we mop up. Love it. Blind fire in that game, holy shit so good.

I watched some guy on twitch play it once who was like an ex marine or something, that was definitely a trip.
NO

Bebpo

  • Senior Member
Re: VR
« Reply #203 on: May 12, 2019, 08:56:27 PM »
I'm suuuuper confused about the everyboday's golf VR demo.

I can do the putting range but when I go to the course, it lets me stand on hole one but the button that changes practice to address and is supposed to let me hit the ball says "please buy full version, return to reception", does this demo not even let you play a single hole??? WTF

Also when I read it had controller and move support I thought that meant you can play it without motion controls on the controller, normal HSG style. Didn't realize it just meant you can play the motion controls with a worse motion controller using the DS4.

Like it controls soooorta ok in the putting range with the move, but getting any type of accuracy is going to be lolz compared to just using a controller. Pretty bummed you can't just play normal HSG gameplay with VR viewpoint. Will be passing on this.

Just googled and saw that's how this demo is. Man this is one of the worst demos I've seen. Most people like me will be on the course hitting every button and getting very frustrated for 10 mins trying to figure out why hitting the ball isn't working before googling it and figure it out. If they weren't going to let you play 1 hole, maybe they shouldn't have let you select a course and stand where you would to play that hole? Weird af and looooong forced tutorial. Very bad demo but game might be ok.
« Last Edit: May 12, 2019, 09:01:08 PM by Bebpo »

Svejk

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Re: VR
« Reply #204 on: May 12, 2019, 11:12:49 PM »
Yeah, that "demo" practically ruined my Friday night.  I was so pumped to play a hole or 2, but like you said... Sat there for almost 20 minutes going back and forth trying to figure out how to advance on the ball on the course.  I thought my controller was broken at one point. Lol. What a horrible tease... But I will say, on the driving range, hitting the ball feels pretty damn good...

naff

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Re: VR
« Reply #205 on: May 14, 2019, 06:14:39 PM »
My friend gave me his old PS4... So I picked up a 2nd hand PSVR. Pretty good! Astro Bot Rescue mission is incredible, biggest detractor is the camera movement, they should've had it move through the environment with a banded motion instead of the static lurch. That should decrease the stomach lurch and mild motion sickness that accompanies each camera movement. The fixed camera works really well though, love how they did that, it's really fun ducking around environments while your lil Astro Bot flies and smashes through it.

Most engaging platformer I've played since SMG. The lurching movement and limitations of the PS Eye detract a fair bit - staying in the play space and looking around a lot feels pretty janky. I'm playing on my comfy 360 swivel office chair, maybe I should be setting this up for standing? Game seems it would be awkward af on a couch having to look all around the place to find all the bots, at least on the chair i found myself swivelling way to the left and right a fair bit. By far the worst tracking I've messed with excluding my el janko 1st iteration PiMax headset.

Picked up Ace Combat 7 in the "Big in Japan" sale. Other titles I was gonna check are Wipeout Omega, Resi 7, Farpoint and Firepoint: Zero Hour (once I get the Aim controller). Any other PS exclusivo hits that are worth checking out? This library will be amazing day 1 if they have backwards compat with PS5 VR. Hopefully they integrate support for WiGig Wireless streaming for vr directly into the next PS. At least the chip, with a simple expansion for the Antenna. So sick of all dese cables.
(_,_)

The Sceneman

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Re: VR
« Reply #206 on: May 15, 2019, 08:35:38 PM »
yeah Astro Bot is the most impressed I've been with a game in a very, very long time. Felt like a truly brand new experience - similar to when I made the jump from PS2 to 360, and 16 bit to PS1
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naff

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Re: VR
« Reply #207 on: May 15, 2019, 11:31:57 PM »
Watching Sceneman sweating and nearly ready to vom after half a mission in AC7 was quite good. I still feel pretty intense in that game too, it's been a while since I played a lot of VR and Astro Bot was a great game to get back in with. Look forward to seeing what ASOBI! do next.

Will check out Moss once the Quest arrives. Would love to see ND commissioned to do a vr platformer from the ground up. Something like Jak 2 :lawd
(_,_)

The Sceneman

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Re: VR
« Reply #208 on: May 16, 2019, 06:12:34 AM »
Watching Sceneman sweating and nearly ready to vom after half a mission in AC7 was quite good.

I'll never forget wasting that enemy jet fighter and looking up and seeing it explode above me. Like, whoa.
#1

Svejk

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Re: VR
« Reply #209 on: May 16, 2019, 01:20:51 PM »
I'm suuuuper confused about the everyboday's golf VR demo.

I can do the putting range but when I go to the course, it lets me stand on hole one but the button that changes practice to address and is supposed to let me hit the ball says "please buy full version, return to reception", does this demo not even let you play a single hole??? WTF

Also when I read it had controller and move support I thought that meant you can play it without motion controls on the controller, normal HSG style. Didn't realize it just meant you can play the motion controls with a worse motion controller using the DS4.

Like it controls soooorta ok in the putting range with the move, but getting any type of accuracy is going to be lolz compared to just using a controller. Pretty bummed you can't just play normal HSG gameplay with VR viewpoint. Will be passing on this.

Just googled and saw that's how this demo is. Man this is one of the worst demos I've seen. Most people like me will be on the course hitting every button and getting very frustrated for 10 mins trying to figure out why hitting the ball isn't working before googling it and figure it out. If they weren't going to let you play 1 hole, maybe they shouldn't have let you select a course and stand where you would to play that hole? Weird af and looooong forced tutorial. Very bad demo but game might be ok.

Just saw this on REEEEEEE...
Quote
So, just to clarify, since it's very easy to overlook - there's a tremendous amount of gameplay in the demo, although as soon as you try an actual course, once you try to tee off it simply gives you a "we hope you buy the full game" screen. Once that happens, go back to the practice range - you have choices of two levels of driving range, putting practice on multiple holes, and "Approach" practice, where you shoot to get on to the green and then putt to sink. The Putting and Approach modes both give you multiple holes to try out, although you kind of have to stumble on how to select them, and in the Putting mode you can choose where to place the ball, too. You've also got a wide variety of clubs to play around with.

You can easily spend hours in the demo itself; I'm not really a golf game person, but I figured I'd try the demo out, and now I'm pretty sure I'll be buying the game (even though the full game apparently only has three courses). I found it far more entertaining than I was expecting, and my arms were slightly sore the next day from playing.
I totally missed this and gonna have to re-try this weekend.  :-[

The Sceneman

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Re: VR
« Reply #210 on: May 17, 2019, 04:40:08 AM »
3 courses (54 holes?) seems like plenty of content. There will be DLC too?
#1

Svejk

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Re: VR
« Reply #211 on: May 17, 2019, 08:08:05 AM »
3 courses (54 holes?) seems like plenty of content. There will be DLC too?
Not sure.  Nothing I can find on the line.  Certainly hope so.

The Sceneman

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Re: VR
« Reply #212 on: May 17, 2019, 09:12:06 AM »
I guess a better question is: did earlier Everybody's Golf games have DLC courses. Something I probably should research myself!

PSVR is awesome
#1

Bebpo

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Re: VR
« Reply #213 on: May 17, 2019, 03:50:49 PM »
Yeah, they did. Last one had like 2 or 3 DLC courses.

Also I got my brother Labo VR for his birthday since he liked the PSVR the couple times he tried mine. He tried it and said he thought the VR was great in the mini-games and Zelda BoTW. Said it didn't look much worse than what he remembered PSVR looking and his main complaint was no headstrap limits it a bit. I'll try it next time I'm at his place.

I have a feeling he'd like Oculus Quest VR. Hell, I'm thinking maybe I should get Quest VR rather than a PCVR kit since most of the PC-exclusive VR games that are missing on PSVR will be on Oculus Quest and outside lower graphics, all the articles have been really praising on the tracking and controls of Quest, so idk. A lot easier to jump in at $399, than spend $800+ on a PC setup only to have it not work in my small room or be janky like a lot of my PSVR games are.

naff

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Re: VR
« Reply #214 on: May 24, 2019, 12:56:12 AM »
Quest is hurr, but sitting in the depot because something got a lil borked with my order  :doge Haven't been impatient for something to arrive like this for a long time. Kicking myself for not just collecting from the depot earlier :lol

Got a new wireless ac t3h gam3r router (WRT32x) to fuck around with the PCVR streaming options, and a bluetooth xbone controller to play non-vr games streamed from pc. i'm sure the streamed PCVR won't be great, even with Go 3DOF and ATW it wasn't perfect, and im mainly just hype for solid mobile VR, but the dev for ALVR has come outta hiding to support it. If he can get ATW stuff sorted  :lawd
(_,_)

naff

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Re: VR
« Reply #215 on: May 25, 2019, 02:31:19 AM »
Quest is easily the best vr experience I've had so far. It's not even close. Seamless. I'm sure the wireless vive Pro would've been similar or better in a bunch of scenarios, but everything feels great and the experience is smooth af. People thatve never tried vr before picking it up and their fear of a new thing vanishing almost instantly.
(_,_)

naff

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Re: VR
« Reply #216 on: May 25, 2019, 02:35:36 AM »
The new superhot is hilarious. The best new game on the platform. A lot more moving around than the pcvr version. So much more satisfying hearing that Super. Hot. Super. Hot. Star Wars seemed fine, looks amazing but mostly played the classics. Wish The Climb was out  :doge
(_,_)

The Sceneman

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Re: VR
« Reply #217 on: May 25, 2019, 07:51:35 AM »
I neeeeeed to play SuperHot. Wanna hang out some night this week?
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Svejk

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Re: VR
« Reply #218 on: May 25, 2019, 11:36:56 AM »
Is Superhot PCVR version different from the PSVR version?  The PSVR one is tons of fun for sho.  My legs where totally sore after playing it the first time.  :lol

Tasty Meat

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Re: VR
« Reply #219 on: May 25, 2019, 01:23:00 PM »
Quest seems like what I wanted Daydream to become. With Google apparently winding down that effort, the Quest 2 or whatever is probably in my future...
🐚

Bebpo

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Re: VR
« Reply #220 on: May 25, 2019, 02:37:16 PM »
The new superhot is hilarious. The best new game on the platform. A lot more moving around than the pcvr version. So much more satisfying hearing that Super. Hot. Super. Hot. Star Wars seemed fine, looks amazing but mostly played the classics. Wish The Climb was out  :doge

Damn, between this & todays news that PSVR2 is at least 3-4 years out still (I thought it would launch with PS5 next year with Astrobot 2), Iíll probably get a Quest.

Still need to get a real PC VR at some point, but Quest should get good versions of most PC VR games.

Is Quest getting, or does it already have all the Oculus exclusive VR titles like Ready at Dawnís stuff? If I can get the Oculus exclusives with Quest, PS exclusives with PSVR, and the rest with a PCVR eventually that would be a little more efficient.

naff

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Re: VR
« Reply #221 on: May 27, 2019, 03:07:01 AM »
some of the new Oculus Studios games are vom city on Quest. Dead and Buried 2 :nope  :-X

i never really felt sick like this using the vive except when i tried playing subnautica. the best i've felt in fps is just standard analog camera controls with freedom of head movement. been a while since i tried playing one in VR though.
« Last Edit: May 27, 2019, 03:15:16 AM by naff »
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Bebpo

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Re: VR
« Reply #222 on: May 27, 2019, 01:58:50 PM »
Oh yeah, something I was reading reminded me of my biggest pet peeve in VR games so far: UNSKIPPABLE CUTSCENES.

Bad, long cutscenes no one cares about in a gameplay game are already annoying on a standard video game but in VR when you're trapped it's even worse. If you're going to do cutscenes in first person VR at least have the decency to do them half-life style where they happen around you as you are playing. Locking your controls and freezing you in place is goddamn awful.

Good example of this was Speedrunners. It's a fucking racing game for god's sake, but you have to sit through a like 3-5 minute opening ceremony cutscene at the start.

Sho Nuff

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Re: VR
« Reply #223 on: May 27, 2019, 09:17:52 PM »
I can't believe they shoehorned Robo Recall onto this. I hear the framerate gets a little wack later.

I played the company's unit and it's quite good. It sure is nice having a full 6dof rig with hand controllers tho. The GPU in it is really holding things back though :(

I really wanna play Robo Recall in a huge empty space and run around tearing shit up. I know you can't play outside tho, you need walls and stuff; trees don't track so well.

Bebpo

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Re: VR
« Reply #224 on: May 27, 2019, 09:43:14 PM »
With Quest, since it's not wired what stops you from walking into furniture/walls/killing yourself?

Sho Nuff

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Re: VR
« Reply #225 on: May 27, 2019, 11:08:32 PM »
With Quest, since it's not wired what stops you from walking into furniture/walls/killing yourself?

Guardian system pops up whenever you're near a wall. The AR mode where you actually paint out the play space is kind of rad.

naff

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Re: VR
« Reply #226 on: May 28, 2019, 01:25:05 AM »
oculus refund policy is really damn good. within 14 days under 2 hours playtime and their automated system seems to just grant it. didn't like dead and buried 2, was fine playing first one on Rift but a combo of it being faster paced and analog movement being quick snap rather than smooth rotation made me wanna hurl. so i got my money back  :doge
(_,_)

naff

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Re: VR
« Reply #227 on: May 28, 2019, 03:28:48 AM »
Had a play around with the latest ALVR alpha for the quest. Pretty wild how well it works already.

Played REZ fine and potted around the home, tried super hot and obduction but the controllers weren't working properly. Framerate was good, head tracking was great, latency was low with the odd stutter when downloading something and i don't have a dedicated router for it atm. If anything big was downloading on the network it would start to mess with the streaming, but when there was low noise on the router it felt like i was in regular old SteamVR. Pretty amaze, but still very alpha feeling. SteamVR Super Hot the controllers were stuck in the ground, Obduction put the selection screen too far away, Steam chaperone moving out of the originally defined area. Didn't bother trying anything else yet, but the smoothness of streaming Rez seems clear it'll end up working p well with the big ticket items eventually. Also not sure if i messed anything up uninstalling all HTCs crap (viveport  :yuck) that auto launches anytime you run SteamVR.
(_,_)

Bebpo

  • Senior Member
Re: VR
« Reply #228 on: May 28, 2019, 02:31:31 PM »
The Five Nights at Freddy's thing is getting good reviews. I've never played any of these before, but I've definitely been looking forward to a good horror VR game (The Inpatient was not) on PSVR so I think I'll give this a whirl. Supposedly plays pretty good with the move controller and has content from 3+ games so lots of content.

Bebpo

  • Senior Member
Re: VR
« Reply #229 on: May 29, 2019, 02:17:09 PM »
Think I'm gonna pull the trigger on a few more PSVR games and give them a shot since reviews are good all around. Planning on grabbing Freddys, Blood & Truth, Everybody's Golf and Ghost Giant.

Svejk

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Re: VR
« Reply #230 on: May 30, 2019, 08:55:40 AM »
Blood & Troof is getting pretty good reviews..  Dammit... Only had PSVR since the Holiday and I'm already developing a backlog/wishlist.  :lol  ...Which has me thinking, I'm glad the majority of these VR games are on the shorter side.

Bebpo

  • Senior Member
Re: VR
« Reply #231 on: May 30, 2019, 03:02:34 PM »
Ended up buying all those + Transcendence which I'd been waiting on a sale for like 6 months and it was finally discounted to $10 from $25 originally. That game sounded kinda intriguing to me and had good reviews + I'm always interested in projects that Elijah Wood works on like 11:11 because he has pretty good nerd taste.

Was like $135 for all those, but I had a dentist appointment for a gum injury that would've cost me about $150 just to check out and it healed on its own the morning of and I cancelled the appointment and saved the money, so I just rationalized it that way lol

Didn't have a chance to try any of them last night, but downloaded them all. Will try them over the weekend. Hope they're all good! I haven't played anything on PSVR outside beat saber regularly since beating Astrobot and it would be nice to have some new games I actually enjoy and spend more than an hour with.


Also I really looked into getting Quest but the store is so anemic right now I'm going to hold off. If it gets filled out in the next year and most PC exclusive VR games get ported to it, I'll probably grab one in a year. Otherwise might just get a PC wired VR setup next year or two since PSVR2 is faaaaaar still :(

Bebpo

  • Senior Member
Re: VR
« Reply #232 on: June 01, 2019, 12:55:22 AM »
Ok, tried a few:

Blood & Truth - this is a really fun arcade carnival ride shooter. Reminds me of the old Mad Dog McCree games in that it's a cinematic shooting gallery. Like it so far.

Five Nights at Freddys - The VR is really good and pretty terrifying. Since I've never played any of these games before I don't understand how the gameplay works so I need to read a guide for the first level and figure out how you actually play these games besides flipping through screens watching the animatronics come for you.

Transcendence - This is interesting and the VR is pretty good. Didn't know it starred Macon Blair who I really like. Basically a first person puzzle adventure game. Kinda creepy atmosphere though with jump scares. No move support is a bummer so it plays closest to RE7 VR. I was getting some motion sickness after a while from controller walking though :|

Bebpo

  • Senior Member
Re: VR
« Reply #233 on: June 01, 2019, 02:05:36 AM »
Ok, read a guide on how the gameplay works in Freddyís. Sounds fun, looking forward to trying it again.

Sho Nuff

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Re: VR
« Reply #234 on: June 01, 2019, 11:16:20 AM »
Seriously help a brother out, how the F does Freddy's gameplay actually work

Bebpo

  • Senior Member
Re: VR
« Reply #235 on: June 01, 2019, 01:06:58 PM »
Ok, so what I got out of watching a Night 1 walkthrough and some Five Nights at Freddy's 1 guides is the game is essentially a puzzle game with some randomization. I feel like if the game was done in an overhead view like Frozen Synapse or Chu-Chu Rocket it'd be pretty straightforward and it's mostly only confusing because it's first person and limited views and interactions. But that's also where the challenge is because if it was overhead it'd be too easy.

Basically you are in a base and each stage 3-4 different AIs approach your base on routes that are generally pre-determined but their starting times and possibly routes have some variables to them. The gameplay goal is to make it to 6am (which in the original was 8 and a 1/2 minutes but in the mobile one is speed up to 4 and 1/2 and I think the VR is based on that) without letting an AIs into your base. The way you prevent this is when an AI is almost at your base you close the door on your left or right side so instead of turning into your base they hit the wall and turn around and when they turn around and leave on their route you re-open it. You have a limited power bar and every second the doors are closed uses a lot of power and if you run out of power before the end of the stage you basically die. So it's about only keeping the doors closed when needed. You can also light up the areas around the door to physically see what is nearby (uses power but not too much), look through cameras (uses a lot of power but less than doors) or listen for the sound effects to hear when an AI is approaching.

So for example in Night 1:
-You have one AI that approaches from the left usually starting around 3am (non-main bear)
-You have a second AI that approaches from the right a little later (chicken)
-You have one AI that has a 20% chance of appearing (more if you're inactive for a long period of time) that sprints fast to the left door (fox, comes out of the pirates cove curtain)
-Main freddy bear AI is inactive in this stage unless you run out of power, then he kills you.

So basically for night one you watch for the 2 AIs coming from the left/right and close the doors as needed when they approach while keeping an eye on the pirates cover monitor to see if the Fox will sprint out and if so you immediately close the left door and he'll pound on it a few times and leave and then you can re-open it.

From what I gather, each night is these same set of AIs but their routes change like a stealth game each night and the AI variables mix around with starting times, or whether they appear at all. There are mario style warps that let you skip nights, hidden nights 6 & 7 and even a hidden AI (golden freddy) that you can sometimes get to appear.

But essentially it's 5 main puzzles stages of AIs that come for you and you have to protect your base while not over-using your power bar, so it's about learning the patterns and becoming more efficient in your power bar usage.

Extrapolating from that I'm going to guess the sequels are still in the same map/location (since there's a game called sister location which I assume is a new location) and therefore I'd guess the sequels add new AI characters with unique abilities that you have to learn and figure out how to keep them out while conserving power.

Supposedly the lore for the series is pretty fun too.


Bebpo

  • Senior Member
Re: VR
« Reply #236 on: June 01, 2019, 08:06:21 PM »
Ok, after playing today and beating the first 2 nights and almost beating the 3rd and trying the first night of Freddy 2 to see the difference and all the mini-games I realized I was wrong about a few things.

-Enemy AI routes are random. There are specific rules to each character like Rabbit only goes on the left, Chicken on the right, Fox when triggers sprints to the left. But within that they can go whereever they want whenever they want so they can hang in bathrooms and then back to the main room and down the hall whenever they want. So you basically need to keep an eye out for them (or ear, but I find they're pretty quiet so it's hard to rely on that) and shut the doors as they walk by and re-open the doors after they've passed to conserve battery. Replaying the first night I was able to clear with still having like 30% battery, but 2nd night was like 2% and 3rd night died a little after 5am. You pretty much just flip between the cameras and track the AIs so you're aware when they are close and can trigger the doors on/off on each side.

-Freddy 2 actually is an entire new location, so new building layout, new enemy AIs and the gameplay is pretty changed up. There's no doors instead there's 3 openings that can kill you (instead of 2), a vent on the left, a vent on the right and a hallway in the middle. I didn't quite grasp what you're supposed to do but something about keeping them in the light and winding up a music box to keep them from janking you.

-The mini-games are fun. There's one where you have to take the animatronics apart and repair them and put them back together but if you do it wrong you die. Kinda like taking apart an explosive. Then there was this vent repair one where it's basically a VR escape room except there's a monster in the vent and you have a flashlight attached to your head and looking in the 3 vents causes the monster to crawl back. So you're solving puzzles while looking between vents to make sure there's no monster approaching. Pretty fun. There was another one about closing doors and one about copying a bear that I didn't really understand. These games have pretty poor tutorial/instructions.

-The game actually isn't too bad on the scare factor once you get the hang of it and have died a few times since it's more just a tense puzzle game and when you die it's more annoying when they jump at you than jump scares.

-The VR is really good and there's a lot of content, but the one issues it has, at least on PSVR is the lack of room scale. For a lot of the mini-games they think you're sitting on a chair that is in the middle of the room with nothing around you so you can reach down and grab items in front or behind you. But if you're sitting on the couch you can't reach through the couch to grab things on the floor so I had to do a lot of re-positioning and moving around to grab stuff like that. For the main games since you just have the door/light buttons on the side and the cameras buttons in front it's not really an issue.

Overall pretty fun, gonna try to beat Freddy 1 before moving to 2. There's also a lot of hidden stuff in it so I'm curious what it is.

Sho Nuff

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Re: VR
« Reply #237 on: June 03, 2019, 11:52:30 AM »
Finally someone has explained how the fuck this game works, :bow

Just finished playing Trover Saves the Universe. It's really fucking good. It's a real game! That's long! With levels! If you like Rick & Morty and Justin Roiland's crazy ranting schtick, you'll love it.

The Sceneman

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Re: VR
« Reply #238 on: June 08, 2019, 10:11:32 AM »
yeah so this shit is the future.

As a web dev and working through the menus on the Oculus Quest Edition of Beat Sabre, I'm pretty sold on the fact that this tech is fully there now. Its incredible. The UX is intuitive as fuck. I feel like a caveman marking up websites when the potential of this bonkers immersion exists. I'm feeling optimistic for the first time in ages
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naff

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Re: VR
« Reply #239 on: June 09, 2019, 10:24:06 PM »
played through new super hot. this is still easily my favourite vr game.

i think the Quest is an incredible device. i use it a lot, and it has a surprisingly decent library already, but i think it needs to get down to around half it's current weight before it's comfortable in more than 15-30 minute bursts. i've had some 2hr+ sessions in it, but it's definitely not a comfortable thing to do.
(_,_)