Don't have a VR but everything I've seen about this game convinced me that this is the future of gaming.
Don't have a VR but everything I've seen about this game convinced me that this is the future of gaming.
After building up my VR legs over the past 3 years, Boneworks was inducing nausea within 15 minutes of playing. It's the way every physics interaction moves your entire perspective. I hope they can tone it down. I couldn't play more than 30 minutes or so last night.
I'm running an Index at 144 hz with very little (< 1%) reprojection.I think you just have to be very conscious of what angers your VR body (great for immersion /s), and try to avoid actions that will forcefully move your perspective.
What headset are you using btw? I have an index at 120fps and I had surprisingly little negative physical reaction. I think the high refresh rate reduces nausea.
read there was a ~200MB patch on beta branch earlier for WMR support, could be that been pushed for live.
I think you just have to be very conscious of what angers your VR body (great for immersion /s), and try to avoid actions that will forcefully move your perspective.
What headset are you using btw? I have an index at 120fps and I had surprisingly little negative physical reaction. I think the high refresh rate reduces nausea.
My first encounter with one was very awkward but funny. I just happened to be holding a trash can lid like a shield with a hammer in the other hand and I was basically using the trash can lid to deflect it when it jumped at me and then trying to rush in and hit it with the hammer before it recovered. My range was so short with the hammer though that it got a couple jumps in before I could actually take it out. If I hadn't had that trash can lid I would have freaked out.Encountered my first robot headcrab, a lot scarier in person.
I legit jumped when it jumped at me, freaked me out pretty good.
Not saying some more thought couldn't have been put into how the game handles physics, but this seems almost like getting VR Legs 2.0. You're just having to account for a full virtual body now, instead of just your hands and head. Of course adapting to an entire body would be easier if there was some real world interface/feedback to go with it.
Even very experienced VR players are having to consider things they didn't have to before. One could even say they've gotten so used to the current paradigm that it's difficult to retrain themselves.
Encountered my first robot headcrab, a lot scarier in person.
I legit jumped when it jumped at me, freaked me out pretty good.
read there was a ~200MB patch on beta branch earlier for WMR support, could be that been pushed for live.
Might be out of the scope for mods, but I'm really curious what a PvP mode in this game would be like jank and all. It would be hard to figure out how to handle your ability (or non-ability) to physically manipulate other players like you can the AI though.This is one instance where the physics really impressed me, when the headcrab launched itself at me I instinctively put my hands up to shield myself and the in game hands actually had collision detection which prevented it from latching onto my head :P
It's also pretty cool in general how you can pry the thing off your head when it does and manipulate each of its limbs.
I hope this game/engine has a mod scene or sdk released, I'd love to see a Black Mesa with these kind of physics added in.
Curious as to whether I experienced a game-breaking bug or if I was just missing something. I was in the Museum in the Gravity Room at the part where the orange circle thing sends you up into the air so that you just drop down into the gift shop. It placed these tethers on me that didn't disappear when I went through the green force field, so I wasn't able to lower myself down or detach myself. I then died purposefully to the fan and I was restarted at the beginning of Floor 2, with the tethers still on me! I had to restart the whole Museum once again.
It's also annoying that there is a checkpoint at the beginning of Floor 2 when you die, but you can't select it from the menu. I've had to do that elevator puzzle too many times now. I got to the Streets and wanted to keep playing, but due to the poor checkpointing system I knew I would have to do it all over again since I didn't have much more time to play.
Curious as to whether I experienced a game-breaking bug or if I was just missing something. I was in the Museum in the Gravity Room at the part where the orange circle thing sends you up into the air so that you just drop down into the gift shop. It placed these tethers on me that didn't disappear when I went through the green force field, so I wasn't able to lower myself down or detach myself. I then died purposefully to the fan and I was restarted at the beginning of Floor 2, with the tethers still on me! I had to restart the whole Museum once again.
It's also annoying that there is a checkpoint at the beginning of Floor 2 when you die, but you can't select it from the menu. I've had to do that elevator puzzle too many times now. I got to the Streets and wanted to keep playing, but due to the poor checkpointing system I knew I would have to do it all over again since I didn't have much more time to play.
Has anyone been able to open the fake wall right before the physics mobility section in the museum? I brought the dumbbell over to it and tried to bash it open but didn't have any luck. If you go up and push it and moves like an inch or two.
if this is what I think; I ran into it.Has anyone been able to open the fake wall right before the physics mobility section in the museum? I brought the dumbbell over to it and tried to bash it open but didn't have any luck. If you go up and push it and moves like an inch or two.
I wasn't paying attention. Does archiving things put them in the break room or something?
My first encounter with one was very awkward but funny. I just happened to be holding a trash can lid like a shield with a hammer in the other hand and I was basically using the trash can lid to deflect it when it jumped at me and then trying to rush in and hit it with the hammer before it recovered. My range was so short with the hammer though that it got a couple jumps in before I could actually take it out. If I hadn't had that trash can lid I would have freaked out.
....I don't know how I'm going to handle HL:Alyx lol.
Unlocks them for sandbox mode. Though I've read that it may be bugged and not unlock anything atmI wasn't paying attention. Does archiving things put them in the break room or something?
Haha! Amazing!I ended up carrying it over to the now disabled turret, holding it in front of the barrel, and tapping the button on the back.
Well, I'm stuck.
Just got out of them employment building where I bought the first gun, and I can figure out what to do next.
I get the feeling the game wants me to jump over the wall near the garbage, but the stairs physic object isn't enough.
Lmao at the first headcrab though. I grabbed it off my head and tried slamming it against the wall, tried headbutting it, tried ripping it's legs off, but the bastard wouldn't die.
I ended up carrying it over to the now disabled turret, holding it in front of the barrel, and tapping the button on the back.
Has anyone been able to open the fake wall right before the physics mobility section in the museum? I brought the dumbbell over to it and tried to bash it open but didn't have any luck. If you go up and push it and moves like an inch or two.
I'm not having any issues other than the ability to physically place items onto my back (which may just be an issue seated, i'll have to check standing later) and you can just do that with the quick menu anyway so it's not really a problem.Any Odyssey+ impressions concerning tracking here at all? I saw a few earlier today on reddit that said it was pretty good but I'd like to hear from so folks here on their experience with it if possible.