Community The MetaVerse VR thread (hardware/software/etc, all platforms)

Arulan

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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.)?
 

Alextended

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More Walking Dead: Saints & Sinners stuff!
Can't wait for this game since that one Node play session, these dev videos are neat too.
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.)?
I would hope not, lol. But we're already at the point games "recommend" 1080 level GPUs sadly.
 
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Alextended

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I just bought my first VR headset (Odyssey+). What games would you recommend to get started?
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.

What kind of games do you like to play, that's kinda like asking just any PC game out of the thousands... Single player, online, action, fps, adventure, sports?

Budget Cuts is a cool stealth puzzle-ish adventure game with nicely integrated teleport mechanics, the bigger better sequel is coming soon.

Apex Construct is a good sci fi action adventure game with archery systems at its core.

The Thrill of the Fight is a great boxing game, less fancy than Creed and its Rocky license but a really good sim.

Pistol Whip is the new kid on the rhythm game block, I love it and don't even play it as a rhythm game but as some funky cool new Virtua Cop-like.

In Death is a fun archery based rogue-lite I spent many hours in early on, it has cool teleportation methods as well as free locomotion now.

SUPERHOT VR is a fun puzzle action game with cool slow motion mechanics.

Racket Fury is a very polished table tennis game.

Catch & Release is a nifty fishing game.

Moss is a fun little third person action adventure, you guide a sword wielding mouse around as if you're looking at a diorama of a fairy tale.

Space Junkies is a PVP zero gravity arena FPS, like Quake in space, good for some instant action. Ubisoft is done with it but it's highly polished anyway.

Ultrawings is a nice flight game, not quite a sim, maybe a bit like pilot wings, goals and stuff to get through.

Windlands 2 is a cool action adventure with not-web-swinging and archery. It's also co-op capable.

Raw Data is probably the best of the arena/wave type shooter games with different classes, some progression and co-op.

Onward is my favorite "standard" FPS, PVP focused as all but it has co-op I find myself returning to despite dodgy hacky AI. It has the best weapons and gadgets handling in my opinion, if Pavlov is Counter-Strike and Contractors Call of Duty then this is Ghost Recon (the old good ones) in pacing and realism.

Lone Echo is a must play astronaut adventure and the free Echo VR/Arena and its $10 Combat DLC take those zero gravity mechanics to online PVP.

Blade & Sorcery has the best physics based melee combat but doesn't yet have progression and upgrades implemented in the current early access.

There are many great early access games as above, I really like where Vengeful Rites is going as a VR RPG action adventure for example.

There's also the free-for-now A Township Tale alpha to try for some online rpging/surviving/crafting shenanigans.
 
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Oldschool PC

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I'm primarily interested in full singleplayer experiences, but most of them appear to be Oculus store exclusives.
 
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ISee

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You can get Batman VR for 4.69€/$5.19 over at CDkeys.com.
It's an impressive VR demo, but just 2h long so I wouldn't recommend buying it at full price for 29.99€. It's the steam version, so it should run with Oculus, Vive and Index. Not sure about the odyssey tbh.



That's an easy decision at that price imo.
 
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Alextended

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I'm primarily interested in full singleplayer experiences, but most of them appear to be Oculus store exclusives.
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 stuff :)
 
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fantomena

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Dec 17, 2018
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I'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.

Fallout 4 VR is $6.49/5.89€. But the Steampage says Vive and Index, would this also work with Oculus and Odyssey?

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.
 

Alextended

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I haven't heard good things about the FO4 VR implementation. I can recommend Skyrim if you like it, it worked well and relatively intuitively when I last tried it.
 
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Durante

Durante

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Regarding FO4VR, I spent ~26 hours playing it so I can comment.

First, the issues:
  • The way the UI was ported isn't particularly good, and the game conceptually often needs too much finnicky UI interaction for smooth VR gameplay.
  • Performance is somewhat sub-par. The game just isn't optimized all that well, even if you consider what it does. It's clear the engine isn't built for VR.
  • For some reason they didn't include the DLC with this -- it's still a lot of content though.
  • General interactivity with objects isn't even close to what you expect from built-fo-VR games.
The second issue is something that's mitigated somewhat in my case by having a top-end PC, but it's still notable. The first one is the primary reason I didn't play the game even more. The further you progress the more cumbersome the inventory management becomes.

Now for the positives:
  • It's really one-of-a-kind currently in terms of VR games. There's no other open world RPG of this scale available. (Well, Skyrim I guess, but unlike FO4 I already played the flat version of that. And I think shooting lends itself better to a straightforward VR "port" than melee)
  • They did a good job on the basics, like shooting, quick item selection, dialogue etc. Even some advanced interactions are pretty well adapted for VR, i.e. building stuff in settlements. Also, it works perfectly with room-scale movement.
  • It supports both teleport and sliding for artificial locomotion, so you can play according to your preferences.
I remember some questlines that were particularly memorable because of VR, like following landmarks to a hidden location. In principle, I think the Bethesda-style first person RPG romp lends itself very well to VR, it would just need a much more involved adaptation effort to truly shine. But it can still be fun for many hours if you have a sufficiently fast PC and can overlook some of the less-than-ideal parts.
 

warp_

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Wow, it seems the GMG Black Friday sale is the way to go for some cheap intro VR games. I spent $7.50 to get R6 Siege and for their +5 promotion I also got

Rock Band VR (Oculus Store)
Arizona Sunshine
Killing Floor Incursion
Sprint Vector
Star Trek Bridge Crew

:blobcheer:
 

ISee

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I think I'm going to try this janky mod for my Rift S. Rift S audio really isn't great, in ear stuff doesn't fit my left ear, my PC headset adds another cable and also doesn't fit well over the rift s, it's just 25€ and last: I don't mind terrible looking mods.

Maybe also interesting for new Rift Quest Owners.
 
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Alextended

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This could be something good eventually, they made good adventure games like Mr. Hack Jack before.

I posted this as a reply to the Espire 1 Road to VR review so I figure I might as well paste it in here. They praised the level design so that's why I started writing with that as a focus but I ended up almost reviewing the whole thing so.
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).
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.
 
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ISee

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Regarding FO4VR, I spent ~26 hours playing it so I can comment.
Which movement option did you chose?

Teleportation works fine.
Continuous movement forward and back + stutter for turning left and right works also well enough.
But continuous turning left and right is wrong. The game world doesn't move correctly, it immediately made me feel sick. Even my first day in Lone Echo wasn't that bad.
 
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Durante

Durante

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I never use artificial rotation in any game, so I could well have missed that.

In FO4 I used teleportation most of the time.
 
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Alextended

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I don't like UploadVR any more but they've secured exclusive stuff for their holiday showcase, like the Budget Cuts 2 launch trailer apparently, so, gotta watch.

Some pretty good gameplay from Boiling Steel, coming soon. Spoilers obviously (I don't care for story but cool events and cool sequences you go through).
 
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warp_

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this looks to have some strong vomit inducing potential. cables for link come in today so assuming they work i'll be able to give it a shot tomorrow
 
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Alextended

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I wish Dr Beef would port his stuff to PC dammit, lol, others who have wanted to do HLVR and such mods have been lagging behind if they're doing it at all.

Quake II probably works out better than other Quake games, kinda slower paced. Pretty sure there's a Quake 1 VR mod to play.

Doom 3 on PC wasn't quite there (maybe similar to this but none of it seems to hold a candle to Lambda1VR.
 
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warp_

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Oh I just realized this is Quest wireless only (hence the name Quake2Quest duh). Guess I'll have to figure out how to sideload stuff now!
 
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Alextended

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How does strafe jumping work in VR?
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.
 
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knch

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Sep 23, 2019
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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.)?
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.
 
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Amzin

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OK, I am starting to run into some of the tracking limitations of Odyssey+ as I broaden my VR horizons. Namely, Zero Calibur - I had some issues with it on first go but played a couple levels and you have to really focus to keep your "hands" in view in a shooter where you have to reach for magazines / grenades / holster. Like I can make it work fine it just feels a little less natural.

I wish we knew if the HL:A / Index "special" 2019 bonus stuff was marketable or not because if I could sell that off it'd make it a lot easier to offset the cost in my case.

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 :p
 

Alextended

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That's mainly why I keep pushing Rift S as the lower (than Index) end solution and only go to WMR when price is more of a factor. It seems to track well for FPS.

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.
 
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EdwardTivrusky

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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 :p
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

 

Amzin

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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.
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.

I had Wizard on my wishlist already but Vengeful Rites I hadn't seen. Might be a bit much for her but might be fun for me.

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

That Ravenclaw thingy looks really interesting, thanks! Didn't realize there were VR things like that.
 

Oldschool PC

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My headset arrived today, but I probably wont keep it
  • VR looks extremely blurry in motion. Transitioning from my 144hz g-sync monitor is disorienting.
  • It takes up too much space. I had to rearrange my entire room and get rid of many items.
  • Motion controls are unintuitive for the genres I like to play (oldschool shooters, fighting games, RTS, turn-based strategy, adventure games).
 

Alextended

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I'd give it more than a day, imagine you're holding a controller for the first time in some ways, but yes it's mostly opening up new experiences rather than converting old ones to VR, not in 1:1 equivalents at least (cockpit games generally don't need much adaptation though, racing, flying, space combat etc., though when they take full advantage of VR like VTOL VR does it's a beautiful thing too). For fighting you get stuff like The Thrill of the Fight or Blade & Sorcery (and nothing PVP just yet) and for adventuring stuff like Red Matter or Lone Echo which all work very intuitively and naturally but they're most certainly not Street Fighter or point & click conversions. For PVP FPS the closest you'll get to old school is probably Space Junkies. Echo Combat is great with its zero gravity freedom as well but I guess I wouldn't call it old school in the same way as Space Junkies, it's quite a different beast despite the similar theme (I certainly find it better but not for instant action, there's more to it) . Personally I generally prefer realistic FPS like Onward and don't think they're less old school (if anything more so, everybody's going for all out action stuff these days even if the themes are realistic, while we used to get good shit like Rainbow Six, Ghost Recon and SWAT back in the day, Onward is a bit like that). For singe player I find Stormland has the most freedom of movement of all between climbing and gliding and hovering and all that stuff which makes you feel almost like Iron Man but it's not at all old school in design, Half-Life: Alyx will probably be the most traditional on that front.given the series roots in adventure and puzzles and not exactly Quake-like shooting but somewhat slower paced, more down to earth systems, which should translate great with Valve's efforts to properly, fully take advantage of VR. The Walking Dead: Saints & Sinners looks similarly meaty though.

Old The Thrill of the Fight trailer cos it shows how it works better, the game is a little prettier now.

VTOL VR (I believe you can use a physical joystick if you want for that part).

DiRT Rally.

Red Matter.

Lone Echo.

Space Junkies (though I rather play all this standing).

Echo Combat.

Stormland.

You've seen Alyx so here's Saints & Sinners.

No (reasonable) solution to the res/hz problem, that's up to the user, I go back and forth fine. Though Index does have an 144hz mode and Pimax higher res, you'll be hard pressed to have the hardware to run the most intensive games at such modes natively without concessions elsewhere in other settings.
 
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ISee

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It's so strange that settings are so limited in VR games.

Sure, fast and persistence frametimes are more important then ever before with VR. But this is high end, niche gear operated by enthusiasts. Please at least give me a resolution slider, because it's incredible how much better VR looks when being down-sampled, even when running on the lower res rift S.

Also no idea if it is true, but rift S is just 80Hz, because 80fps is more easy to reach? Why not implement a 80Hz and 90Hz option then? Index seems to do it.

It's like they are developing PCVR for people that don't want to be bothered by what makes PC great in the first place. Customizability and the ability to adjust the gaming experience to your liking. But then again, people tend to max out everything and then complain about performance. I don't know anymore.


Oldschool PC which headset did you buy (just out of curiosity)?
And have you tried my new messiah of PCVR demos? Batman Arkham VR? You can get it for 5 bucks over at cdkeys.com.
I mean, Alextended is putting so much effort and knowledge into his VR post and I'm just sitting here and lazy recommending Batman to everybody. Like that's going to fix the issues of somebody who is mainly playing, cool, old stuff. But I think it is very convincing (the game, not my posts).
 
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Alextended

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That's what they said for the S, yeah, it was to keep similar requirements between S and original Rift. Higher resolution, less framerate. Such a cop out though.

SteamVR settings can be used to downsample but I'm not sure how they interact with Oculus and if that applies, I'd rather games just included the option too.

Non VR games too that is. It's much nicer to do and test it when you fire up a game rather than have to set it on your nvidia driver or wherever else afterwards.
 
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ISee

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I'm a bit cautious about boneworks.
Left & Right, traditionell turning (with sticks) is killing me currently. No matter where I tried it and it is not getting better. Stutter turning on the other side works fine though.
But stutter turning is a bit immersion breaking and I don't like having to use it (I'm nitpicking here) and Boneworks seems to be designed around free moving/turning and that's fine. I'm just not sure I'll be able to handle it.
 

C-Dub

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I think stutter turning is okay depending on the game. But it really is a stopgap as you find your feet. I think the best way to get by is to just immerse yourself in the full turning until it doesn't make you sick.

May take a while, though, and certain games may just continue to make you sick.
 
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Oldschool PC

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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.
 
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Alextended

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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. I don't think anyone can make an FPS like Onward or other complex games their first VR experience and come out unscathed, But it only takes a week to adjust and take on any locomotion method as long as you hopefully don't have actual motion sickness issues that probably can't be resolved for now if ever.
 
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ISee

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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.
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.
But if it really doesn't get better or you just don't feel like trying. Send it back, no harm done. Maybe give it a try in a year or two, when better headsets are available.
 

Oldschool PC

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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.
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.
 
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Alextended

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Okay, but as reviews warned like that why would you extrapolate into VR as a whole not being ready yet just because a lower end solution wasn't quite there? For you yes, no pressure into making you like it, but the tech is fairly mature overall and there are plenty great games (again, not for your specific taste perhaps). Honestly, I wouldn't have even tried it if I was you without any specific game that interested me if I only cared for "old school" genres and game templates in 1:1.
 
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Durante

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  • VR looks extremely blurry in motion. Transitioning from my 144hz g-sync monitor is disorienting.
Space and motion controls are somewhat subjective (and game-dependent) issues, but this one is extremely surprising to me.

VR HMDs are generally designed for absolutely minimal pixel persistence. Most have a persistence of ~1ms (actual, not marketing), which at the very least matches the best any 144 Hz monitor can do with ULMB-like technology enabled. (The Index in particular goes a step further to sub-millisecond persistence with some patented Valve low-persistence tech)

It could be that the Odyssey is particularly bad in this regard -- sadly I never tried it since it's not available in the EU. If so, I'm surprised I never read about this issue before. Interesting. Is it an OLED-type blur which affects transitions from black to dark shades?