- Jan 28, 2019
Can't wait for this game since that one Node play session, these dev videos are neat too.More Walking Dead: Saints & Sinners stuff!
I would hope not, lol. But we're already at the point games "recommend" 1080 level GPUs sadly.I've been using a i7-6900K + GTX 1080 for my HTC Vive. Are there any reasons to be concerned about upgrading to the Valve Index (Larger resolution, 120Hz+, etc.)?
First dabble in the tutorials and easy to get used to/free apps like The Lab. You don't want to go too crazy for the first few experiences.I just bought my first VR headset (Odyssey+). What games would you recommend to get started?
That's an easy decision at that price imo.
There are a few of those in my list. There are others too, from Journey for Elysium to Doctor Who to Red Matter to Freediver; Triton Down to whatever else, Many solid adventure and puzzle-ish games especially. You might be able to play Oculus games with revive but there's plenty to play before looking into that stuffI'm primarily interested in full singleplayer experiences, but most of them appear to be Oculus store exclusives.
Vive and Index users can play Oculus exclusives using Revive. They will also work better with Index controllers as they are closer (and of course a step forward) to Oculus Touch.I'm primarily interested in full singleplayer experiences, but most of them appear to be Oculus store exclusives.
It should work yes. It has kinda crappy performance, but that's on all VR headsets. I own it, but haven't tried it yet.Fallout 4 VR is $6.49/5.89€. But the Steampage says Vive and Index, would this also work with Oculus and Odyssey?
Edit: I tried to post it as a reply to the UploadVR review too but they first marked it as spam, maybe because of my constant edits, so I resubmitted it and they never even marked it as spam, just never approved it go online. Meh.Personally I found the level design bad. The actual encounter design (and the challenge missions) was okay enough but the overarching environments were not only nondescript and boring but also quite confusing with no visual or other indication on where you need to go outside constantly using the magical waypointing from your repair tool/taser (which also refused to work in some areas). It became a real problem once the complexity and rate of backtracking was increased, made worse by the unintuitive checkpointing and sectioning off of areas and how you never could even tell when a mission was going to end as it seemed to randomly cut off. The requirement to complete challenge missions before being allowed to continue the rest of the main campaign was weird too.
Additionally, the game never recognized my "freeze" and "open console" commands, I know my accent isn't the greatest but "freeze" at least is super simple and the testing page didn't respond at all for me to at least know if it listens to me at all to then work on the understanding me part. That probably means i can't even complete the hold up challenge missions,as they don't even seem to have any button command for the robot to say "freeze" in your place even though so many buttons on the controllers are completely unused in the game (there aren't even alternate firing modes on the weapons to switch through with the buttons as you can in other FPS like Onward).
Another annoyance was the melee attack, I started off able to knock out guards with a bop on the head but as I played it became apparent that it was super inconsistent, they often just shrugged it off and then raised the alarm even though I did do as wide/fast/strong swings as I could so I ended up wasting tranquilizers at point blank range to be sure (yeah you can use the taser baton thing too). Well, before I ended up going on killing sprees as with all the backtracking while following the magical waypoints it was easier to just kill everyone because going through the checkpoints/sections if I knocked people out instead they'd get back to normal slowing progress down.
I like the core mechanics, it's just so clunky in so many peripheral but equally important ways that I just don't find it very fun even though I love stealth games. I think the best thing about it is how lethal the guards can be so you really want to be stealthy. At least before you discover you can recover health infinitely after going on a killing spree by just waiting for your energy to refill. Maybe if it had an old school item based health system or if raised alarms had constantly respawning via some of the otherwise inaccessible locked doors reinforcements it'd deter people from doing that as the easier way past the challenges.
With a few different design choices it could have been really good (and with better level/mission design amazing even but patches can't fix that part). Fingers crossed for a sequel I guess (or for Panther VR, they seem to have way more robust design ideas for every little detail of their game but we'll see how they can implement them in practice).
Which movement option did you chose?Regarding FO4VR, I spent ~26 hours playing it so I can comment.
Theoretically the exact same way it works out of it. VR FPS have pretty much the same basic movement control schemes normal FPS games do. Analog stick is WASD, a button is jump and your own body/head the camera view, plus the additional element of independently aiming with your hands all over the place or physically crouching and leaning and such. With that you'd hold a side on your analog stick and press the jump button in the same way to strafe jump. Whether someone can handle doing that consistently in Quake (or any game with such speed and actual strafe-jumping-boosts-you-non-physics) while aiming his weapons 360 degrees in 3D space instead of using a mouse is another matter. Nobody's gonna play Quake VR and be competitive with people out of VR, it takes a wholly different player skillset, which is cool in everyone-is-in-VR games. It's not more efficient than the simplified mouse controls or anything, just more fun, like aiming a real/airsoft/paintball/light gun is not as simple and easy as it is with a mouse but gives you a wholly different challenge and satisfaction.How does strafe jumping work in VR?
I haven't had any problems with my Index on 2700x + 1080. I could, however, not up the details and AA to the max in the boiling steel beta, but default looked more than good enough already and performed just fine.I've been using a i7-6900K + GTX 1080 for my HTC Vive. Are there any reasons to be concerned about upgrading to the Valve Index (Larger resolution, 120Hz+, etc.)?
There was Ghosts of Hogwarts released on Oculus Share which has since shutdown but you may find a link to it on a fileshare somewhere.After showing my girlfriend VR we were talking about games and there's some serious potential holes in VR games for someone to release a decent product. Namely, whatever Harry Potter would be (some kind of wand-magic-spell-game), and an Avatar: TLA world game would be fantastic, but considering where business support for that IP is I don't expect to ever see it which is a shame. Seriously considering how to make a game just for that but do not have the time or energy even in optimal weeks
Even though I could have just bought an Index from the get-go if I really wanted, I had no exposure to VR so wanted the best/cheapest option for basically Beat Saber, which WMR is great for. I think for most people it's fine too, as you say not many experiences get you to start doing stuff "off screen" as it were.But as long as you can work around it by adjusting your style with WMR it's okay. Many games don't have features that require much off-screen tracking.
There are a few good wizard type games in VR but nothing on the level of say, a Harry Potter action/adventure/RPG, more small scale focused stuff, some are PVP spell slinging stuff and others linear action romps with various spells. The Wizards is decent of the latter type and is getting a semi-sequel soon.
I like the simple spells in Vengeful Rites, an indie early access RPG, too. I'm not sure which of the PVP stuff is best, maybe Wands or The Unspoken.
That Ravenclaw thingy looks really interesting, thanks! Didn't realize there were VR things like that.There was Ghosts of Hogwarts released on Oculus Share which has since shutdown but you may find a link to it on a fileshare somewhere.
I haven't tried this yet but here ya go: Ravenclaw Common Room VR on itch
If you are feeling dizzy, take a break for the day. Do not go back in 4h later. I rushed into free movement unprepared and paid for it. Trying to brute force the problem is not something that can be done. 25 minutes was all I was able to stomach on my first day, and even on my 7th day more than an hour isn't a wise idea. This isn't a question of will power, your brain is recognizing movement through your eyes, but the inner sensors of your ears do not report anything. The result is your brain going nuts.Put a few more hours into VR today and am even more certain that it's not for me. Every 15-20 minutes I need to take a break or else I feel dizzy, and now my controllers are having tracking issues which I don't know how to fix. The games are also very expensive for how little content they offer.
I definitely see the potential of VR in the future, but it still has a long way to go before I'm ready to jump on board again.
Odyssey+. The reviews warned that the controllers and tracking are shit, but it was the only one in my price range., I took your advice and downloaded The Lab before purchasing any games, so that saved me money at least.Which set did you get? If they didn't have tracking problems before why would they later? But yes no reason to push through feeling uncomfortable hence why people recommend familiarizing with VR with simple free apps like The Lab initially before going to the full games with more movement options/gameplay.
Space and motion controls are somewhat subjective (and game-dependent) issues, but this one is extremely surprising to me.
- VR looks extremely blurry in motion. Transitioning from my 144hz g-sync monitor is disorienting.