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only put like 2-3 hours into it so far but Asgard's Wrath is extremely impressive. Good rear end game
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# ¿ Oct 13, 2019 19:55 |
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# ¿ May 16, 2024 06:01 |
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i hope you don't need knuckles to play the new half life
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# ¿ Nov 19, 2019 00:58 |
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from the talk someone linked a few pages ago, the valve dev sorta implied that the HLVR game will support multiple VR devices and also multiple locomotion methods
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# ¿ Nov 19, 2019 22:53 |
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Dropping by to say Until You Fall is probably the best sword fighting VR game I've played. It's really excellent and actually feels like a fun video game rather than a sandbox.
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# ¿ Nov 26, 2019 16:07 |
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Boneworks is really great. I've never really played a VR game for more than 30-45 minutes straight but I was able to stay engaged with Boneworks for several hours with a few quick breaks. Haven't really had any motion sickness issues despite the extended playtime. The game is super immersive and the physics are a ton of fun to dick around with. My biggest complaints that I'm sure have been echoed several times are a) not being able to save mid-scene (insanely stupid), and b) the climbing, particularly lifting my body over an edge, is so loving janky and feels nearly impossible. Game still rules tho.
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# ¿ Dec 12, 2019 18:14 |
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Jack Trades posted:Use virtual crouching IN ADDITION to your real crouching to climb 2-3 meters tall ledges. That trick makes climbing real smooth and easy. I'm pretty sure that's the intended way. I've been playing in seated mode (which the game recommends) so am I just screwed?
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# ¿ Dec 12, 2019 20:11 |
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ShadowHawk posted:Played the first real level of Boneworks. It took me two hours during which I couldn't save. My favourite part about the save thing is that when I take my headset off and leave my computer for a few hours without closing Boneworks, the game (or SteamVR?) will helpfully crash and discard all my progress lol
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# ¿ Dec 14, 2019 16:20 |
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Boneworks is really good and it makes me think HL:A is going to be incredible
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# ¿ Dec 15, 2019 04:13 |
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Lemming posted:In the video, you can't climb ladders, only teleport up and down, and you don't holster your guns, you press a button and a floating UI appears After that end sequence of Boneworks I don't think I ever want to climb a ladder in VR again
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# ¿ Dec 19, 2019 19:39 |
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I fell twice
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# ¿ Dec 19, 2019 19:46 |
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EbolaIvory posted:Yeah I don't honestly understand the belt hate. They work fine for me in pretty much everything? I mean the only complaint I have with boneworks is it like, goes "somewhere" when you crouch and I can never find it. But to be fair thats IK related and yeah. no other game gives me that issue. Did you play Boneworks standing up? I played through sitting down, and the holster mechanics were really finicky and garbage to use, so I switched to exclusively using the menu. The menu loadout had its own set of issues (like getting obscured by the environment or having funky snapping), but it was workable.
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# ¿ Dec 19, 2019 22:47 |
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DoubleT2172 posted:From what I've heard that's correct Lmao for real? gently caress me
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# ¿ Dec 30, 2019 00:26 |
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The rift S owns and probably has the best price:performance ratio in the VR space if you have a good gaming PC in a relatively spacious room. I really hope Oculus doesn't totally exit the PCVR space, their tech is great
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# ¿ Jan 19, 2020 16:28 |
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my rift S recently started to prompt me to set up my guardian every single time I boot up the oculus app. it only takes like 30 seconds to do, but it's pretty annoying. anyone else having this issue/know how to fix it?
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# ¿ Mar 16, 2020 19:02 |
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Turin Turambar posted:
this was a pretty interesting watch. Had no idea Gabe had gone so deep down the brain-computer interface rabbit hole. It's hard for me to imagine anything actually coming of it (pre-order the valve brain-jack now!! ) but it's cool that he's been tinkering in that field.
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# ¿ Mar 18, 2020 22:13 |
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1) half life alyx is incredible 2) does anyone know how to get the oculus rift s and steam VR to play nice? i get these weird jitters occasionally while I'm playing steam games that I never get while playing oculus native stuff
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# ¿ Mar 23, 2020 19:33 |
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Turin Turambar posted:Be sure you don't supersample in both Oculus and SteamVR, as the effect will be multiplicative. Huh this seems to have helped a bit, thanks. I also set the CPU priority to high for the exe in OTT.
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# ¿ Mar 23, 2020 20:37 |
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Bad Munki posted:Oh poo poo, I'm on a 1070. I guess we'll see, and if need be, I get to order a Corona Special im on a 1070 as well with a kinda lovely CPU and im running on medium settings without any major issues.
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# ¿ Mar 23, 2020 22:24 |
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Taintrunner posted:Goddamn Alyx loving owns oh my lord I just need smooth turning and I’m set the little dialogue about the etymology of 'quarantine' and its italian origins.... mama mia
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# ¿ Mar 24, 2020 03:12 |
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Jim Silly-Balls posted:There are a whole bunch of people in the Steam thread and the half life thread who clearly think using a VR HMD is basically just a giant 2D screen in a dark room and it’s infuriating. they are very dumb GlyphGryph posted:They didn't do body pouches/holsters because over the shoulder is the only body position accessible to sitting play. They went hard on accessibility for the control scheme, and that limited some of their design choices. I was impressed by the accessibility stuff they had available, but I couldn't find anything that enabled a seated mode? I tried to sit down but I was just super short in the game world. Is it a SteamVR enabled thing? anyway, as an aside, all of the holster systems I've encountered in VR games so far have been janky as hell, I'm glad they didn't go with that approach here edit: it's "Height Adjust: Stand" in accessibility options punished milkman fucked around with this message at 17:07 on Mar 24, 2020 |
# ¿ Mar 24, 2020 16:23 |
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Until You Fall probably has my favourite VR melee combat. Boneworks was cool but it really was jank as all hell. Until You Fall leans away from the weird meat physics approach and goes for a more video gamey arcade feel with directional indicators for where you should swing/block, and your weapon passes through enemies when done correctly
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# ¿ Mar 24, 2020 18:38 |
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actually holster systems suck balls and feel bad
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# ¿ Apr 4, 2020 04:10 |
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Brownie posted:How are people finding Half Life Alyx in terms of performance? I just recently upgraded from a 1060 to a 2070 Super and am a bit dissapointed by how little of an improvement I saw. I'm still not able to get a consistent frame rate, and sometime frame times seems to oscillate wildly between 7ms and 13ms. However my CPU and GPU load never reaches 100%, my VRAM and RAM always have gigs to spare, etc. The game also defaults to low settings, which surprises me. i have the i5 6600 and I was also experiencing performance issues. it's definitely your CPU that is the bottleneck. currently waiting on a new motherboard and ryzen 3600 in the mail
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# ¿ Apr 4, 2020 19:41 |
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Neddy Seagoon posted:like tunnel vision for fast smooth locomotion, I do find this omission kind of interesting, given that a lot VR games seem to have decided this is a good feature. I can't say I was missing it at all while playing HL:A, but I wonder if it would help some people. Maybe Valve's internal testing showed it to be useless for most people or something.
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# ¿ Apr 5, 2020 01:54 |
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Jim Silly-Balls posted:Cards are not cards when it comes to VR for sure it's true, but something like a 1070 which came out 4 years ago can still run just about anything you throw at it. admittedly it was an expensive card in 2016 and is still probably expensive
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# ¿ Apr 12, 2020 16:04 |
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really appreciated the disgusting sweaty palmed gamer demonstration. they should have applied some frito detritus and sticky bawls residue for a more robust research demonstration
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# ¿ May 3, 2020 23:16 |
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was thinking about grabbing star wars squadrons, but then remembered the weird framerate issues with VR i read about a few weeks ago. have they fixed that nonsense yet?
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# ¿ Nov 11, 2020 03:09 |
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marumaru posted:https://blog.playstation.com/2022/07/26/early-look-at-the-user-experience-for-playstation-vr2/ Nice, see through mode and the guardian system from Oculus. Great features to rip off
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# ¿ Jul 26, 2022 16:39 |
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Excited to engage with my friends and family on The Platform
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# ¿ Oct 11, 2022 18:08 |
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Lmao at Novartis getting scammed into using the metaverse to look at 3D molecules or whatever dumb nonsense they just showed
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# ¿ Oct 11, 2022 18:30 |
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Turin Turambar posted:Carmack is explaining right now why dynamic foveated rendering is a pipe dream, for now. huh, i thought psvr2 managed to pull this off?
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# ¿ Oct 12, 2022 00:10 |
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i’m getting a psvr2. i also have an oculus rift s, but it’s attached to my gaming pc in the basement and i kind of hate the jank rear end experience that is managing steam vr + oculus + drivers + everything else. having something that is a) convenient and in my living room and b) not a janky piece of poo poo is very compelling to me. the eye tracking + foveated rendering feature on psvr2 is mind blowing to me. i want to watch every bit of tech reporting on this. when this was first announced, i thought sony was straight up lying, but here we are and it’s real. i wonder what kind of API sony is providing the developers, like can they tweak the level of rendering reduction in the periphery? is it just resolution that can be changed? at what point does the change in rendering become visible to the player when moving their eyes? the timing is all so fast, it’s just fascinating that they pulled this off. are there any other headsets doing foveated rendering at this level?
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# ¿ Feb 19, 2023 19:27 |
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Jim Silly-Balls posted:Is it only Horizon that does it, or is it all games? i thought this was just something that happens with 60 fps games, since the only supported hz on psvr2 are 90 and 120. so any game that targets 60 fps instead of 90 or 120 will use whatever crazy reprojection magic to interpolate frames and effectively double the frame rate from 60 to 120 (with artifacting). i’m not sure at what level reprojection is implemented, my guess is that it’s a hardware level thing done on sony’s end and not up to the individual game developer to implement.
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# ¿ Feb 23, 2023 17:14 |
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I said come in! posted:What is the website again that has been goon recommended for custom VR lenses for those of us who have glasses? I need to watch them like a hawk for when they get PSVR2 lenses available. if you’re in North America, Reloptix has a magnetic setup available for pre-order. don’t remember the European brand name
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# ¿ Feb 23, 2023 17:57 |
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# ¿ May 16, 2024 06:01 |
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EbolaIvory posted:I see influencers who got free poo poo talking how great it is, and amazing etc. can confirm i am a paid shill and the headset is actually legitimately good
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# ¿ Feb 24, 2023 02:11 |