Ordered a 3rd sensor from Oculus 2 days ago. Tracking and room scale is already great, but just want to perfect it. The room is big and was positively suprised how much space I got from placing 2 sensors diagonally.
They made Final Approach, Twisted Arrow, and only a few months ago showed a trailer for Final Assault, a military RTS with Final Approach's route-tracing mechanic.Phaser Lock interactive is teasing a game announcement for Rift and Vive at PAX East in few days time
Next time people are talking about VR gameplay I'm gonna link this video at this timestamp. Good demo of some of the things VR can bring to gameplay, even in classic games. Love it.
Only in VR do you get that shooting fish in a barrel action.
Ordered a 3rd sensor from Oculus 2 days ago. Tracking and room scale is already great, but just want to perfect it. The room is big and was positively suprised how much space I got from placing 2 sensors diagonally.
There is also a Quake1 Mod:
https://github.com/Fishbiter/Quakespasm-OpenVR/releases
(don't know if it is any good, need to try it one of these days)
There's also Quake 2 VR, Wolfenstein VR.Wow, I was not aware of that branch / version. I had been using a Quake VR from 2016 that wasn't close to touching what the best DoomVR branch is doing. Thanks for the heads up.
Any nice wallmount suggestions? I don't mind putting in some screws/anchors.
https://further-beyond.itch.io/wolf3dvrYeah I've had Quake 2 VR for a bit, it was one of the first classic games to get a real proper VR treatment. Although there's a crash at a certain level.
Not sure how Wolfenstein would be... Return to Castle Wolfenstein would be amazing...
Soul Scathe
-A Dungeon Crawler Action RPG with Destructive Magic and Melee Combat-
This game looks pretty cool! No steam page yet, but here's the Reddit thread.
Soul Scathe
-A Dungeon Crawler Action RPG with Destructive Magic and Melee Combat-
This game looks pretty cool! No steam page yet, but here's the Reddit thread.
It's from a 2-man team, and while not a lengthy Skyrim type RPG (they say 5 hours to complete), what you do in this game goes beyond just swinging a sword or reaching for an item on your hip.
It's the breadth and depth of interactions that really elevate VR over traditional games and VR ports. But the activities need to have purpose or at least feel grounded in that world. The fire orb-smacking, for example, looks gimmicky, but everything else sounds pretty good.
5 hours to complete
10 locations
2 bossfights
Voice recognition for bartering, NPC dialog trees, etc
A really wide variety of motion control interactions
$25-30 pricepoint (*doublechecks* Wait, did I imagine reading that on Reddit?)
Releasing in February
I think this game will do well when it hits $10-15. There's a very enthusiastic market of 200-500K who will buy shorter games with a unique selling point.
Side point: It was made in two years by two devs. The game needs to make about $575K before store fees for them to make the average dev salary ($100K/yr).
What's easier:
a. Convincing 19K people to buy a 5-hour game for $30 (I swear the devs claimed that price on Reddit)
b. Convincing 58K people to buy it for $10
I'm no business expert, but knowing the VR gaming market, I'd go with B, easily. I feel like this game would sell 100-200K copies at $10.
Hello all., I'm in the running for a used complete OR set( headset, sensor, controllers) for $100. A couple of questions:
1) I haven't kept up on PCVR as I've been a PSVR user for over 2 years. So I'm a bit out of the loop when it comes to what's on the horizon in the PC space( I'm aware of the Quest, but I understand that's an all in one with lower overall fidelity). Is it still worth getting this, particularly at that price-point, or is something coming out soon that's going to make me regret the purchase?
2) I'm planning on a beast gaming laptop( not in the market for a desktop for reasons, before that gets brought up) later on in the year to pair with this set if I buy it, but for now I have a (don't laugh) 750ti. Is there *anything* that I can run on that card, obviously at much lower fidelity, until I upgrade? I don't care if its something like Google Earth or some lower budget game that doesn't rely much on having a powerful card.
I think Oculus Rift is a great investment, but you got to look out for the USB ports requirement.
There's a rumor for a Oculus Rift S" or something, basically a budget version with inside out tracking but with lower tracking quality, and I believe inferior screen. But overall I still think the Rift is going to be a great investment in the coming near term future.
Ok that's straight forward. I would assume any 'gaming' centric PC/laptop intended for VR usage would have those baselines, but I'll make sure whatever I buy has those ports. Thanks for the link :)I'm not sure, Rift Needs at least 2 USB3.0 ports and 1 USB2.0 port.
https://www.oculus.com/blog/oculus-roomscale-balancing-bandwidth-on-usb/
Ok that's straight forward. I would assume any 'gaming' centric PC/laptop intended for VR usage would have those baselines, but I'll make sure whatever I buy has those ports. Thanks for the link :)
Its true but it quickly adds up when you have other accessories which needs usb port too (mouse, some audio speaker, gamepd controller, external hard disk etc)
2020, maybe? Honestly, who knows.
That doesn't sound right... the center of the display should always be crystal clear. Are you sure you are wearing it correctly? Have you done the calibration with the green cross, checking if you can see the vertical and horizontal lines?I noticed that when I squint my eyes the picture on my Rift seems to become sharper. Does anyone know why this could be?
yes i have done that and the cross is proper.2020, maybe? Honestly, who knows.
That doesn't sound right... the center of the display should always be crystal clear. Are you sure you are wearing it correctly? Have you done the calibration with the green cross, checking if you can see the vertical and horizontal lines?
Certainly not this year.
Facebook is focused on launching the Quest for 2019.
HTC just unveiled a bunch of different HMDs (CES) they'll be launching this year. It's obvious a next gen Vive isn't coming this year.
Valve worships the iteration model. The fact we haven't even hit gen 1 on units shipping to developers tells me we're likely years away (if ever) from seeing this. I think the only way the timeline gets pushed up is if HTC exits the SteamVR market and there aren't any commercial SteamVR HMDs available.
Yeah I would say 2021 is the earliest date for the next big step. They will wait until the new tech will be affordable because they have to keep prices down to be attractive to the mass market. Those headsets have to be sharp, wireless, easy to set up, with great intuitive controllers for a good price.
It's a tricky situation and we don't know what Sony is doing. I believe that next gen PC VR headsets have to launch before the PSVR2 and have to be significantly more advanced to not be crushed by it.
As an owner of both Rift and PSVR, I gotta say that Sony did suprisingly well with the PSVR. It's not as "high-end" as the Rift, but for the price, especially on sale, it's really good.
Biggest cons imo is no room scale and blurriness. Otherwise, it's a good HMD.
Sony's actually very intriguing to me. To me, they should go the route that the Quest thought about taking (but decided against). Make it a self-contained HMD with mobile chipset, but also allow it to get tethered to PS5 for high-end gaming.
Imo the biggest problem is the content, no modding and the (imo) really shitty tracking of the controllers.
PCVR will probably always be more advanced than console VR, but lower-end PCVR options focused on simplicity/convenience will have an important role too.I believe that next gen PC VR headsets have to launch before the PSVR2 and have to be significantly more advanced to not be crushed by it
I don't foresee PCVR adopting any features that get in the way of maintaining parity with a lower common denominator, so I'm not sure how you frame that as a PCVR concern. Furthermore, a wise cross-platform developer understands that PCVR being on another level feature-wise means they need to try harder to 1) compete with other games and 2) to satisfy that audience's expectations.I think the real question is: what will be the main target platform for devs for the next VR gen? PSVR has the biggest user base and I don't think PCVR will surpass it. So there will be a base set of features that devs will target. PCVR has to go somewhat in the direction PSVR is heading.
I've been unimpressed by these kinds of locomotion systems to date, but this one just seems to make sense.
It's also an in-depth look at hand/gun physics- apparently he's concentrating on making a Halo-like FPS out of it.
I think in this case it's because of how subtle the input is for movement. Like he said, the swaying he was doing to begin walking faster was basically the level of movement he'd normally have just standing in place. By forcing you to push the analog stick to move, you don't accidentally move yourself by just standing. But yeah, I also imagine it can control the direction of movement as well, or else you could just put that functionality on a single button.Yeah, this looks fantastic, and I think more developers should be focuses on honing VR mechanics like this. And a Halo-style fps would be so awesome in VR!
My one question that I'm not sure he answered: why do you have to still use the analog sticks during movement? Is it to specify the direction of movement whereas the body movement dictates the intensity?