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

Alo81

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Jul 29, 2019
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Anyone else messing around with the Half Live 1 VR mod? (PC mod, not Quest)

Its still got some jank to it, but this is a really cool way to experience HL1 for the first time. I just got to the turrets section (Where you first get the Machine gun, and there are a bunch of rooms with trip wires and turrets). No idea how far I am, but this game really holds up.
 

Alo81

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Not yet, waiting for less jank. Sad nobody seems to have made as much progress as the Quest version on PC for HL1 (or HL2), despite efforts starting way early.
That's reasonable. There has been a good bit of finnicking around. biggest pain is the LADDERS. I've died to fall damage more times than I could count on 2 hands from this.

The most surprising aspect is performance. I figured my 1080ti would be blowing it out of the water but there is something about the way it works that makes it constantly reproject. I tried setting 20% res @80hz and even still, reprojection so must be something specific to how the game runs. Now I stick at 144hz+Repro and increased res.

I was pretty envious when I saw the Quest version, but in the mean time I'm still having a good time with this PC rendition.
 

Alextended

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Fireproof Games has been giving out their upcoming The Room VR for coverage like this and more:

The GTFO VR mod keeps improving:

More VR stuff:

 
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Alextended

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Alextended

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Sucks if true, hope they land on their feet and blow us away with another project/new IP.

They posted this on Feb 20th, gifts just before getting laid off or what? The game's twitter is still active too:

Though I guess that's why there's been very little communication since Feb 12th's patch when up until then they had been very active in the Steam forums. Still, the game seems to have sold even better than mainstream stuff like Pistol Whip going by the amount of user reviews and they had announced Quest and PSVR ports, the former should add a great deal more sales as it did for Pistol Whip (way more, like triple, user reviews for Quest vs Steam) and others. They had also said they were working to provide additional language translations (though not for the VA, just subtitles and what not). This just seems weird and unexpected.
 
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d00d3n

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Jan 26, 2019
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I got my prescription lenses for Valve Index from vroptician.com today. The lenses seem like a quality product so far. Very easy installation by slipping circumferential rubber attachments from the prescription lens over the Index lens housing. Fits with a loose friction fit, but I didn't have any issues with the prescription lenses falling off.

Being able to see clearly is already a big improvement for me when playing vr games. I have mostly sticked to shorter experiences previously, but today I stayed on for longer than I use to. No eye strain at all this time. I even logged on to vrchat to waste some time in the end, which I would not have done without vision correction.

In the product page on vroptician.com they warned that most people would have to increase the eye relief setting by one or two steps to fit the extra lens thickness. Somewhat surprisingly, I was able to use the closest eye relief setting without any issues, although I use the maximum ipd setting and my lens prescription is quite lenient (about +3.5 spherical and -2 cylindrical), so the decreased FOV may be a real issue for people with other circumstances than mine.

I have to say, I am super happy about this purchase. My working schedule is quite intense at the moment, but I am looking forward to play more Budget Cuts, and I especially look forward to Alyx now. The only small negative aspect of this experience is that the improved vision has allowed me to see what seems to be a dead pixel on the right eye fov better (was not sure before), and it now bothers me more than it did previously ...
 

Alextended

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Alextended

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Alextended

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Alextended

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Pretty big VR Dungeon Knight update with a new class & stuff, I'm not a big fan of the game but cool:
 
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Alextended

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Oh, neat, the teaser said Quest, they have added the + Rift now for the full trailer so it's PC too! :D

I don't mind low-fi Quest graphics for PC, I finally finished Journey of the Gods and it was brilliant :)
 
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Alextended

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Yet another H3VR update and it seems to be substantial too, or are its changelogs always this huge?

Watch veterans try to not get PTSD while promoting a BR VR game (nah, just cringe marketing stuff):

And loads more VR game updates today (some I missed because they didn't show in the feed before)!
 
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d00d3n

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Anyone who could make an educated guess of what the bright spot in the middle of my right eye fov is? (photo is from steam vr home, the bright spot is to the right of a white streak of paint on the floor board)
A dead pixel? Dust under the lens? There is nothing to clean off from the surface. When using the headset it looks like a white spot in the middle of the fov with a less white streak going from it to the right. The spot as been there from the start, but it started being annoyingly obviously after I started using vision correction when playing.
 

Alextended

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Compared to the previous VR mods for Quake, mine features:
  • Hand tracking for both hands
  • VR melee system
  • Weapon models with ironsights and hands
  • Extensive customization options and menu
  • Rebalanced gameplay for VR (e.g. smaller hitboxes and bullet spread)
  • Hand interactions (pick up items, press buttons)
  • Pass VR data to QuakeC, so that it can be used in scripts
  • Clang-tidy up and C++-ification of the source code
  • And probably more :)
 
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Li Kao

It’s a strange world. Let’s keep it that way.
Jan 28, 2019
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Uh, I will totally ask a stupid question here, but can anyone help me understand how roomscale works ? (I have never tried VR)
I mean I can imagine how seated does, you have two motion controllers, you use a stick or tp over distances etc. But how do you move with a headset and a cable on your face without falling ? I know that you set up the safe play area with the headset first run, but what moves can you do, how much can you move, it’s very alien to me.
And the space required, I saw 3,5x3,5 meters, really ? That’s huge. Can you go smaller ?
 
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fantomena

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Uh, I will totally ask a stupid question here, but can anyone help me understand how roomscale works ? (I have never tried VR)
I mean I can imagine how seated does, you have two motion controllers, you use a stick or tp over distances etc. But how do you move with a headset and a cable on your face without falling ? I know that you set up the safe play area with the headset first run, but what moves can you do, how much can you move, it’s very alien to me.
And the space required, I saw 3,5x3,5 meters, really ? That’s huge. Can you go smaller ?
You move with the headset and cable and hope you don't punch your screen, a wall or trip over something, like your cable. :p

Despite that I have roomscale where I play VR, I usually just stand in one spot and turn around when needed.

Check out Nathies videos where you can see how people play in roomscale:

 

Alextended

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You just move with the space you do have, I don't have too much space, it's like standing VR rather than room scale in my case, but do everything you see, you just watch out not to try to step around too much and only physically turn, do a small step here and there, crouch, lean, reach out, and so on, the boundaries show up to let you know you're going over as you set them. Games respond appropriately regardless and it's not like anybody has as much room as a full game level/world so you always resort to analog stick and other artificial movement methods as in non VR games, you just get to do cool stuff the more room you have instinctively, moving as you would irl. There are some games that only work with a lot of room that don't actually rely on analog stick or similar movement but they tend to be few and far between experiments rather than a common occurrence, such as Tea for God (old vid, game has improved):

That's the exception, I pretty much know only of that and Unseen Diplomacy (and 2) as notable releases with those mechanics. It was playable but not fun at all with my room, the technology scales the rooms and everything down to any size but for my little space it meant I was constantly pivoting around myself to enter the new areas, barely able to take steps. Other games are just like so, these are some of the vids I link to show VR systems in a variety of settings:

I suppose with Superhot which doesn't have analog stick movement and normally restricts you to a small space anyway (like other games like Space Pirate Trainer where you're meant to judge dodge around in your little corner of the world and stuff rather than explore any level) I'm a bit on the edge, I could use another step in each direction to make it more intuitive and natural but it was still perfectly playable and complete-able with little space. With Pistol Whip you can clearly see it's not the player physically running around and he's also not using the analog stick, it's an automatically scrolling on rails game like Beat Saber.

When people complain a game doesn't have room scale or similar it's not that they expect to walk around the whole game world within the confines and layout of their room, just that it may have restrictions so the movements you can do within your limited space aren't fully reflected in game, like Saints & Sinners was when it first released where if you tried to physically crouch the game just pushed the game world away from you to maintain the same exact player height at all times, which was just weird, it's not common and was quickly fixed. I'd say any game without room scale support these days is just out of some mistake (or a game you're meant to be sitting at all times in, like driving a car or piloting an aircraft so that if you try to move around you'd no clip out of the vehicle if it doesn't have features to restrict the view and have it move with you, which doesn't really matter, both are weird so you just don't try it while playing, lol).

Room scale is pretty much a given and doesn't really tell you anything much about the game in question, whether you can explore worlds (with the stick, or other means) or it's static or on rails or whatever, you need much more information than just that one common feature to understand what it offers.
 
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Alextended

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This is neat, I love seeing the cool stuff people make (when they're sensible and useful like this, not stupid like a whole gun shaped attachment that may even obstruct the controllers and you can't even see with the HMD on so all that matters is the grip points, lol, like some of those useless 3rd party Wii accessories).
 
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d00d3n

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Jan 26, 2019
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Wow, I don't think I have experienced motion sickness like I just did in Boneworks. I had to quit after a couple of minutes due to extreme nausea. That continuous analog joystick movement doesn't really work in VR does it?
 

Alextended

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Works great for me. Sorry you get sick. Hopefully you'll get used to continuous movement but I can't speak for that, I never got sick in any game. BW is a bit weird (and bleh imo), maybe start with simpler polished games like Journey of the Gods or vehicular games like Vox Machinae (cockpits and shit supposedly help) to dabble with such motion. Or games that give you options (like Half-Life Alyx will), Apex Construct and In Death do that, so you could maybe use the teleportation for the majority and slowly walk around here and there occasionally as you get a feel for it or something like that, I dunno. Good luck :)
 
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d00d3n

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I suppose some people may have a higher tolerance for this kind of thing. I think I will stick with teleportation based games for now.
 

Alextended

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Two new trailers and release. No clue if this is any good but it certainly looks interesting for being an, I believe, mostly one man project. This has probably limited its depth of systems and what not but it could be a cool experience all the same. Maybe...

 
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Li Kao

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Is there a list somewhere of recommended free games and paid ones. I hate to ask such an obvious question, but mind blown.
 

Alextended

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It looks like this just came out of early access and presumably incorporates these new things though there are no patch notes yet. I actually quite liked what I played of it before, it was a bit repetitive and slow perhaps but with videos like the above they seem to have taken measures to potentially address those flaws.

You can try this demo-like thing made for it a while ago but I'm not really sure if that got or will get any of the applicable improvements too.
Is there a list somewhere of recommended free games and paid ones. I hate to ask such an obvious question, but mind blown.
These are worth looking into, depending on your preferences (without some obvious stuff like The Lab and Beat Saber):

TWD: Saints & Sinners is a sweet immersive sim-lite with great action and decent resource management.

Budget Cuts is a stealth puzzle adventure with nicely integrated teleport mechanics and a new sequel.

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

Stormland is an open world shooter, more limited than it seems at first but still fun as hell.

The Thrill of the Fight is a boxing sim, if less fancy than the gamey Creed and its Rocky license.

Journey of the Gods is a Zelda-lite linear action adventure that's simple but polished and works really well.

Pistol Whip is the new kid on the rhythm game block, I love it like it’s a funky musical Virtua Cop-like.

Drop Dead is a fun riff on The House of the Dead, not nearly as tight but maybe the best of the genre in VR.

In Death is an archery based rogue-lite I spent many hours in early on despite the limited scope.

SUPERHOT VR is a puzzle action shooter with cool slow motion mechanics. Be like Neo!

Racket Fury is a very polished table tennis game, the realism was surreal at first despite the sci fi.

Catch & Release is a fishing game. Who doesn’t like fishing? I want Twilight Princess fishing in VR now.

Moss is a third person action adventure, you lead a sword wielding mouse as if in a diorama of a fairy tale.

Space Junkies is a PVP zero gravity arena FPS, like Quake in space, great for some instant action.

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

Windlands 2 is an action adventure with not-web-swinging and archery, it’s also co-op capable.

Vox Machinae is a PVP mech combat game with awesome cockpits.

Raw Data is probably the best of the arena/wave shooters with different classes, progression & co-op.

Onward is my favorite “standard” FPS, PVP focused, some co-op & the best feel for weapons/gadgets.

Lone Echo is a must play astronaut adventure, the free PVP Echo VR and its $10 Combat DLC rock too.

Red Matter is another sci fi adventure with a different spin than the above and great interactions.

Blade & Sorcery has the best physics based melee combat but doesn’t yet have progression etc.

V-Racer Hoverbike is a cool futuristic racer where you can lean to realistically control your jet moto thing.

There are many great early access games too, I like where Vengeful Rites is going as a VR RPG action adventure with sword wielding, spell casting, the works and there’s also the free-for-now A Township Tale alpha to try for some online rpging/surviving/crafting alongside social playgrounds like Rec Room, VRChat, even Bigscreen. VTOL VR is a great indie combat flight sim with wonderfully interactive cockpits. There are also ports of non-VR games or games that are both for VR and regular play, which are done very well, as long as you like the base games. Titles like Skyrim VR, No Man’s Sky, DCS, Elite Dangerous, DiRT Rally 1 & 2, PayDay 2, IL-2 Sturmovik: Battle of Stalingrad and others were converted very well. Some like Fallout 4 VR weren’t as successful however so some caution is necessary before purchase. Others have been converted by fan modifications, MotherVR is a great mod for Alien Isolation, without hand tracking, while the same creator is working on ReclaimerVR, a mod for Halo: The Master Chief Collection that will include that and another guy works on an Outer Wilds mod.
 
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Li Kao

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I have these VR games. Are there super stinkers ? Must play ? Good starting points ?

Budget Cuts
Cosmic Trip
Dirt Rally 2.0
Distance
The Forest
Gorn
Ice Lakes
Keep Talking and...
Knee Deep
The Lab
Legend of Dungeon
Moss
No Man's Sky
Scanner Sombre
Sega Mega Drive & Genesis Classics
Smash Box Arena
Space Pirate Trainer
Superhot VR
Tabletop Simulator
The Town of Light
 
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Durante

Durante

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I have these VR games. Are there super stinkers ? Must play ? Good starting points ?
Here are my thoughts on those I played:

Budget Cuts -- A great story-driven game to play early when you are getting started with VR. It's built around teleport locomotion and shouldn't make anyone sick.

The Forest -- I'd say this is a bit more advanced, it's a port of a rather complex game to VR. Most fun in coop -- note that it supports VR/non-VR "crossplay".

The Lab -- The individual experiments in the lab are all quite different. They are each well worth checking out at least once, with some (like archery) having some replay value. Very optimized performance-wise. Also great for demonstrating VR to other people.

Moss -- Quite a change of pace compared to all the FP games. A solid platformer with some VR-assisted puzzling thrown in. Very cute art, and relatively light on the HW requirements too.

No Man's Sky -- A very mixed bag. Parts of the VR implementation are solid, but other aspects are weak. E.g. for some reason they don't really support real-world turning in some aspects of the UI.

Space Pirate Trainer -- One of the original Vive "launch titles". Great for a bit of active arcade VR fun. (If you want to go even more active/training then Holopoint is an interesting option in a similar vein)

Superhot VR -- I personally found this one a bit overrated, though of course the concept is unique and well-executed.
 

Li Kao

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Thanks for every inputs ! Sad to hear NMS is a VR letdown, what a trip it could be.
 
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Li Kao

It’s a strange world. Let’s keep it that way.
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Isn't there a way to have both standing guardian space and sitting leave me alone space ?
Oculus app is telling me it's not finding my safe space, well duh, I'm seated dumbass.