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Does anyone else ever get bummed out thinking about how different the state of VR might be in 2022 if it had taken the world by storm like all of these companies were initially hoping for?
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# ? Dec 26, 2022 22:43 |
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# ? Jun 5, 2024 21:44 |
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EbolaIvory posted:Its an android phone that isn't locked down. Side loading just works. Hell if you use the thing in the USA you'll have to sideload the mobile app if you want to do the whole register device for free poo poo stuff. They're not a lock it down kinda company it seems. In the file manager (there's a straight up file manager in the quick launch bar) there's a specific tab for APKs, so it looks to me like sideloading is perfectly enabled. Anyway I ordered this at 4pm this afternoon and it arrived at 8:30, the wonders of modern worker abuse. It feels a lot like unboxing the original Quest with how thought out the box is, the Q2 everyone said felt like it was cut corners all the way and this one's real fun with how everything's put together. Though maybe didn't need quite as many protective stickers. It is stupidly comfortable and way easier to slip on and off compared to the Quest, both with BoboVR strap and with the regular strap. This is probably helped by the face cushion being an actual covered padding layer and not the raw foam on the Q2. I don't know if it's actually thicker but it feels like it moulds to my face way better. It also feels lighter just when I pick it up, not just on the head. Also the real killer app, a nose flap to block out light bleed included in the box along with the glasses spacer. The feeling I got while unboxing everything was that this feels like the Quest if all the additional stuff you buy for the Quest to make it comfortable is just in the box. Redeeming the free games was hella easy, I just logged in with the Pico username I made earlier and they all popped up in the library immediately. So I have Walkabout all ready to go. Haven't actually played anything yet, things are still installing but I'm gonna try PC stuff through the Pico software and some standalone stuff. I might also link my Tiktok account because Tiktok VR sounds like my kind of deranged. It was also interesting to see a bunch of video streaming apps pre-installed, Amazon Prime, Youtube, Twitch, Apple TV etc. I assume those are just the regular Android apps. The browser certainly looks like regular rear end Chrome. The fitness stuff also looks pretty neat, I plugged my basic info in and it actually generated a basic fitness plan with recommended games. I got Les Mills Bodycombat free with the promo so I'll give that a try. veni veni veni posted:Does anyone else ever get bummed out thinking about how different the state of VR might be in 2022 if it had taken the world by storm like all of these companies were initially hoping for?
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# ? Dec 26, 2022 22:56 |
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Roundboy posted:Too many native VR games are toned down versions then what is available on PCVR uh... RM2 had slightly better reviews than RM1 also better user scores I also agree with that. How is 'completely mediocre' ? It looks better, it is longer, it has a lil' more variation in puzzles. I am struggling to think what person would think the game is mediocre AND also think the first one was 'great'.
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# ? Dec 26, 2022 23:00 |
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EbolaIvory posted:This is the state of PCVR and the level of garbage that still floods the market on PC. this isn't even remotely limited to VR and is rather a "problem" with the completely free and open marketplace model of steam/itch and similar stores, but just because a game is on there doesn't mean you have to play it i buy like 2-3 games a year these days and they're all amazing games, who cares if there's a gorillion copies of shovelware on the other shelves?
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# ? Dec 26, 2022 23:10 |
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Turin Turambar posted:-PC VR doesn't sell enough. In general, we can even forget about the 'vr ' label and still say the same. if you think about it, few pc-exclusive with intensive hw requirements sell well anymore, most games are multiplatform at this point: MS publishes its stuff on PC too, and Sony is starting to do it too. The entire market has moved in that direction, both the console manufacturers, and the past typical pc-centric companies (15 years ago there were more pc exclusives than now). So it seems companies want to maximize profit by publishing in all possible platforms. This is a clue already. Some people think it's pure greed, and while that always play a role, maybe it's the need to offset rising dev costs.
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# ? Dec 26, 2022 23:12 |
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Truga posted:this isn't even remotely limited to VR and is rather a "problem" with the completely free and open marketplace model of steam/itch and similar stores, but just because a game is on there doesn't mean you have to play it Yeah but this is my point. Quality to Garbage ratios matter. Thats all. njsykora posted:
This was my feeling too. Also, those battery covers on the controllers? Yeah, that shits dope as gently caress. Basically little gun magazines for 2 AA batteries. This means no sliding covers. TAKE NOTE META! WE GAVE YOU THIS loving IDEA ON THE QUEST 1 DURING THE VIDEO SHOOTS FOR THE QUEST FDLJKJSFKL:JDS:LF EbolaIvory fucked around with this message at 04:52 on Dec 27, 2022 |
# ? Dec 26, 2022 23:12 |
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Turin Turambar posted:uh... I got tricked? It's similar to bonelabs most recently. Game of the century, a must buy, in fact, buy it twice and it will cure all your problems, etc. After the 'real' reviews came out it was just okay and only worth it at steep discount. I believed when it was said RM2 was a revolution from the first one and it just wasn't worth it at full price. Even on discount I would be hard pressed to recommend it Never again.
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# ? Dec 26, 2022 23:19 |
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Well, speaking of PC VR, this video is a nice summary of mods https://www.youtube.com/watch?v=tgMlsytBuwQ
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# ? Dec 27, 2022 00:11 |
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Further Pico thoughts. The controllers are way better for Walkabout, with the Q2 controllers the tracking ring always gets in the way of how I want to hold the controller like a putter. The dashboard is nice and snappy, not nearly as laggy and slow as the Q2 is. Might be new device bias but the Q2 never felt quick in the dashboard to me, even when new. Tried out Les Mills Bodycombat and enjoyed it, having a more focused and directed workout is something I appreciate since Supernatural is STILL not available in the UK. Didn't have any tracking issues like some of the early reviews mentioned. The main thing I'm missing right now is a video player, the Pico Video app works decently but it doesn't connect to Plex so I can't use that for my 3D stuff. Might see if there's a decent player I can sideload at some point. I'm also still undecided on the native PC streaming app, it goes straight into SteamVR which is nice but does limit my options for launching other VR stuff I have on the PC. But also I really don't want to buy VD again.
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# ? Dec 27, 2022 00:32 |
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The Q2 can't support the new AV1 codec, right? The bitrates for some of these streamed video things are just rear end
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# ? Dec 27, 2022 00:33 |
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No, it seems almost certain the next Snapdragon XR chip will though so it’ll almost certainly be in the Quest 3.
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# ? Dec 27, 2022 00:35 |
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So I tried connecting my headset to pc through air link by first connecting it through a cable like was mentioned earlier, but it wouldn’t find my pc through air link and had to use the cable option instead. Or is there a way to pair them through air link once they’re connected through the cable? I couldn’t find a way.
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# ? Dec 27, 2022 01:16 |
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theblackw0lf posted:So I tried connecting my headset to pc through air link by first connecting it through a cable like was mentioned earlier, but it wouldn’t find my pc through air link and had to use the cable option instead. Or is there a way to pair them through air link once they’re connected through the cable? I couldn’t find a way. No, on Quest you have to choose one or the other. If AirLink is enabled you can't use a cable.
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# ? Dec 27, 2022 01:47 |
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veni veni veni posted:Does anyone else ever get bummed out thinking about how different the state of VR might be in 2022 if it had taken the world by storm like all of these companies were initially hoping for? No. We got a glimpse of exactly what will happen when VR goes mainstream, and it's all walled gardens attempting to recoup their hardware losses.
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# ? Dec 27, 2022 02:13 |
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So this is annoying, trying to play PC games with the Pico both through Picolink and Virtual Desktop and in both the games I've tried my regular controllers aren't recognised in-game. My wired Xbox pad and G29 wheel both can navigate the game menus fine but no inputs are taken from either once I'm actually in game. Is there some Steam Input fuckery going on or what? I have no issues with games where I'm using the Pico controllers themselves, VD can even launch the games in my Oculus library.
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# ? Dec 27, 2022 02:18 |
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Had a quest2 for a year now. The low price was a major reason I could convince myself it was a good buy; I'd not have bought it at its current price even if it's probably still a good deal. I meddled with pcvr but found my gtx1060 rig at the time couldn't really deliver a good experience so stuck with quest games. Was most impressed by stuff like Doom3Quest, but later settled into just playing native Beat Saber. Custom songs and Scoresaber make it a forever game. Even then, the quest got used less and less. This Christmas, I finally got a 3060ti, Virtual Desktop, and a reasonable router setup, so thought why not try pcvr again? Was blown away by HL Alyx and Asgards Wrath, I mean I've mostly just been tweaking settings and trying stuff but drat I don't wanna go back to native games cept maybe for Beat Saber for the better latency. Thought No Mans Sky still kinda looked bad but maybe I need to do more tweaking. The foreseeable future of pcvr seems to be vr mods and ports, I finally bought HL2 for pennies and the VR mod is awesome. They're going to be doing more to it too like making more 3d models and such. The tech challenges for newbs is massive. I'm a dedicated computer toucher and still there's so many moving parts (e.g, headset software and settings, oculus software, steamvr settings, steam, ingame settings, maybe even openvr stuff, adb drivers, sideloading, and pirating apps).
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# ? Dec 27, 2022 02:19 |
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Turin Turambar posted:-PC VR doesn't sell enough. In general, we can even forget about the 'vr ' label and still say the same. if you think about it, few pc-exclusive with intensive hw requirements sell well anymore, most games are multiplatform at this point: MS publishes its stuff on PC too, and Sony is starting to do it too. The entire market has moved in that direction, both the console manufacturers, and the past typical pc-centric companies (15 years ago there were more pc exclusives than now). So it seems companies want to maximize profit by publishing in all possible platforms. This is a clue already. Some people think it's pure greed, and while that always play a role, maybe it's the need to offset rising dev costs. Steam & Sidequest have similar numbers of monthly VR users, so if you can get into app lab you've got a shot at making decent money. https://twitter.com/beep2bleep/status/1466487463329902597 but in the grand scheme of things, Quest sales are small potatoes too quote:Meta's additional spending on even more VR developers comes as Quest 2 headset owners seem to be spending more than ever on software. All told, Meta said today that $1.5 billion had been spent on games and apps on the Quest store since the platform launched in spring 2019. That's up from $1 billion in cumulative app revenue the company announced in February, suggesting VR spending is accelerating at a decent pace. Collateral Damage posted:I wonder how much the GPU drought of the past couple of years has affected that. It's hard to develop for current-gen hardware when a lot of your potential customers either can't buy or can't afford current-gen hardware. I feel like this has especially affected the VR market, which already has higher GPU performance requirements than an equivalent non-VR game.
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# ? Dec 27, 2022 02:25 |
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Gobbeldygook posted:It's not a coincidence that breakout indie hits (Minecraft, Terraria, Stardew Valley, Undertale, etc) will mostly run on potatoes with a couple wires sticking out because that's what most people have. Even if Bitcoin had never been invented there was never a possibility of mass market VR while the cost of admission was a gaming rig + VR headset. The arc of history was always going to bend towards a cell phone strapped to your face and all that entails. I look forward to Apple's premium cell-phone-on-yo-face. I wouldn't count out PC strapped to your face provided AMD can get RDNA efficient enough. Steam Deck's SoC already hits all the requirements for decent PCVR outside of graphics compute, though 15w is a bit toasty for something head mounted.
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# ? Dec 27, 2022 02:49 |
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veni veni veni posted:Does anyone else ever get bummed out thinking about how different the state of VR might be in 2022 if it had taken the world by storm like all of these companies were initially hoping for? I'm actually optimistic for VR because I feel like I've seen enough things that really take advantage of the medium to feel like there's glimpses of really incredible stuff that could exist, and the hardware we have now is so good that all we need is for the software to get made. I don't think it'll necessarily happen on the fast timeline I want, but I think it's pretty inevitable I also think it's kind of good that the cynical rush of things that would be good for corporations if they became really popular have largely been shunned by users, to me that means that money can't buy everything and good things will still have a chance to exist
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# ? Dec 27, 2022 03:04 |
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Sooner or later affordable wireless VR headsets will have chipsets that are comparable to Apple's M1 Max, and comparable to a gtx 3060, and be able to play games like Alyx. When those come out, we'll have millions more jump on board, and we'll have a healthy amount of native VR console quality games. In the meantime, we'll get more 2D games modded for VR as the other goon said. We're in the NES phase of VR as some notable person said. Regardless, VR won't die as we all know it's the inevitable progression in gaming and entertainment.
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# ? Dec 27, 2022 03:47 |
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SCheeseman posted:I wouldn't count out PC strapped to your face provided AMD can get RDNA efficient enough. Steam Deck's SoC already hits all the requirements for decent PCVR outside of graphics compute, though 15w is a bit toasty for something head mounted.
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# ? Dec 27, 2022 03:50 |
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ChocNitty posted:VR won't die as we all know it's the inevitable progression in gaming and entertainment. I never get console nausea and about 20 minutes in Blade and Sorcery made me want to puke. I handled the VR Spidey swinging game on off the bat, even.
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# ? Dec 27, 2022 05:52 |
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Where can I find a good web swinging web simulator? I tried looking for Spider-man in the quest store and nothing came up.
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# ? Dec 27, 2022 06:00 |
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FilthyImp posted:It needs to be more comfortable. I mean the problem there is the industry's insistence on continuing to use stick locomotion, which is one of the worst kinds for nausea. Hand based locomotion where you use your hands to push and pull on the environment to move around are a lot more comfortable, but for some reason devs don't seem to be picking up on that and using it
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# ? Dec 27, 2022 06:09 |
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Probably because it only makes sense in certain contexts
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# ? Dec 27, 2022 08:56 |
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hiddenriverninja posted:Where can I find a good web swinging web simulator? I tried looking for Spider-man in the quest store and nothing came up. Try Resist, it involves web-swinging and shooting.
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# ? Dec 27, 2022 10:03 |
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That's why the armswinger movement model in H3VR is so good even if it makes it hard to run and shoot at the same time.
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# ? Dec 27, 2022 10:23 |
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EbolaIvory posted:Yeah but this is my point. Quality to Garbage ratios matter. Thats all. Your point sort of falls off when you consider that what you're actually saying is just "There's a bunch more garbage low effort games on Steam than on the app store because the app store is more curated"(This isn't necessarily true in itself for the app store, but y'know) because this isn't a thing specific to VR, it's just a mobile game vs. PC game thing. Quality to garbage ratios don't really matter, and you can mostly just refer to Sturgeon's Law on this. Really, most people aren't actually playing a ton of new games all the time. Lemming posted:I mean the problem there is the industry's insistence on continuing to use stick locomotion, which is one of the worst kinds for nausea. Hand based locomotion where you use your hands to push and pull on the environment to move around are a lot more comfortable, but for some reason devs don't seem to be picking up on that and using it You sort of have to design the whole game around doing that, which is something you yourself obviously did very well, but it seems like it locks you into some difficult constraints. A fantasy game where you play a wizard who grabs reality and pulls it around themselves to move is an interesting concept that could be very fun, but you can't really do that for every fantasy game.
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# ? Dec 27, 2022 12:23 |
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Lemming posted:I mean the problem there is the industry's insistence on continuing to use stick locomotion, which is one of the worst kinds for nausea. Hand based locomotion where you use your hands to push and pull on the environment to move around are a lot more comfortable, but for some reason devs don't seem to be picking up on that and using it Hand based locomotion only makes sense in games that would be enhanced by it. Something like VRchat with hand based locomotion as your only option would kinda suck.
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# ? Dec 27, 2022 12:45 |
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Thread about Quest friend parties. Sounds like a pain https://twitter.com/benz145/status/1607463720392826881
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# ? Dec 27, 2022 13:03 |
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orange juche posted:Hand based locomotion only makes sense in games that would be enhanced by it. Something like VRchat with hand based locomotion as your only option would kinda suck. Yeah one of the 'secrets' of why video gaming works, in general, is that there is an abstraction layer between player and character, so the same controller can serve just fine for a FPS, a TPS, a isometric game, a game where you are a cyber ninja, a game where you drive a car, a game where you are an old knight, or a soldier in a modern war, etc. You just accept that pressing a button does X on screen, and button X can do different poo poo on every game. Hand based locomotion is the best locomotion in VR but... are you gonna play as a diver in the ocean / astronaut in zero G / gorilla in the jungle in all VR games? Isn't that... very limiting? Of course you can bit the bullet and apply hand based locomotion to your Call of Duty clone, I guess.
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# ? Dec 27, 2022 13:13 |
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Turin Turambar posted:Yeah one of the 'secrets' of why video gaming works, in general, is that there is an abstraction layer between player and character, so the same controller can serve just fine for a FPS, a TPS, a isometric game, a game where you are a cyber ninja, a game where you drive a car, a game where you are an old knight, or a soldier in a modern war, etc. You just accept that pressing a button does X on screen, and button X can do different poo poo on every game. Yeah, the joke is that it's actually fine to do in every game type. You do have to make some affordances, but on some level you have to do that for everything anyway. It's just fundamentally a lot more fun and a lot more precise to use this kind of system rather than stick locomotion which isn't fun and makes a significant percentage of people sick or uncomfortable
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# ? Dec 27, 2022 14:06 |
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Lemming posted:Yeah, the joke is that it's actually fine to do in every game type. You do have to make some affordances, but on some level you have to do that for everything anyway. It's just fundamentally a lot more fun and a lot more precise to use this kind of system rather than stick locomotion which isn't fun and makes a significant percentage of people sick or uncomfortable Met a first-semester developer for coffee here in the Philippines today. At one point he asked me, "have you heard of Gorilla Tag?" I was like, "actually...I sorta know the developer!" He couldn't have been more impressed if I'd shown him a selfie of me and Hideo Kojima smooching in a hot tub.
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# ? Dec 27, 2022 14:20 |
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chird posted:Met a first-semester developer for coffee here in the Philippines today. At one point he asked me, "have you heard of Gorilla Tag?" I was like, "actually...I sorta know the developer!" Lol, that's awesome. Feel free to tell them I said hi + good luck
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# ? Dec 27, 2022 14:30 |
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You don't know him, just his social media team I had sort of the same conversation with my wife last night since my youngest joined my other son, and my nephew with his new VR set in gorilla tag. My older son has a couple friends he plays online from school and together can form a self contained party. Based on the social and chat safeguards talked about earlier in the thread, I was happy to let them all play unrestricted there vs vr chat or other random game. Especially with the nephew since I was the one who gifted him the headset and this was his first day trying stuff out It's a bad look if the first day has racist or autistic screeching drowning out your speaker
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# ? Dec 27, 2022 14:34 |
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Turin Turambar posted:Yeah one of the 'secrets' of why video gaming works, in general, is that there is an abstraction layer between player and character, so the same controller can serve just fine for a FPS, a TPS, a isometric game, a game where you are a cyber ninja, a game where you drive a car, a game where you are an old knight, or a soldier in a modern war, etc. You just accept that pressing a button does X on screen, and button X can do different poo poo on every game. As you point out; stick locomotion is already artificial and disjointed from the game. That hand based locomotion fits into the narrative framing of some guys should be counted as a benefit. That there are other genres where it feels like an artificial and disjointed input system shouldn't be counted against it any more than it is for stick locomotion. It is new and new things always face an uphill battle to gain widespread adoption.
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# ? Dec 27, 2022 15:22 |
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Hey guys hand based locomotion worked on exactly one free to play game, do you think it should be applied to every single VR game ever? Surely this one developer of a free to play tag game knows more than the entire team of valve and meta.
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# ? Dec 27, 2022 16:59 |
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Try harder.
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# ? Dec 27, 2022 17:02 |
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Natural locomotion feels much much better to me than whatever gorilla tag implements. There is almost never a game I don't want to be using that in. But that being said games like Pavlov where both my hands will be on my gun, I have no real way to move at that point other than stick locomotion. We probably need some way to use feet/leg tracking to get good locomotion so you can separate what the upper body does with where your want to go more naturally but just lol if you think treadmills will ever work so someone needs to be extra clever.
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# ? Dec 27, 2022 17:10 |
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# ? Jun 5, 2024 21:44 |
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Kwolok posted:We probably need some way to use feet/leg tracking to get good locomotion so you can separate what the upper body does with where your want to go more naturally but just lol if you think treadmills will ever work so someone needs to be extra clever. NL does support using extra trackers for your ankles so you can just move your feet like you're walking in place or similar, it works pretty well in my experience though i've never tried games like pavlov where you might want precise/accurate inputs because it's a multiplayer shooter lol
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# ? Dec 27, 2022 17:15 |