oh my gosh. great livestream. they answered all questions. this looks amazing. here's a recap (credit: carterharrell, reddit):
https://go.twitch.tv/videos/200992958Im assuming the new skyrim psvr bundle will also have the new Moves too? Anyone know?
Also anyway to rewatch that Skyrim twitch livestream?
I'm finding VR to be less compelling when trying to manage first person combat without the ability to strafe or backpedal
You can sprint backwards with the hold button.
Dev confirmed that in an ign video preview.
That's cool. But it's significant that the player (who sounded a little queasy through a lot of the stream), didn't do it. I have a feeling that it's not something that you're going to want to do on the regular; not unless you have a stomach of iron. Granted, backpedaling is not exactly the most wonderful aspect of the game -- wizard combat in Skyrim is often rightly mocked for being all about backpedaling while waiting for your magic meter to recharge. The turn tail and run thing, followed by a desperate attempt to find and recenter on the enemy (damn narrow FoV) didn't look like the greatest replacement for it, though.
It uses a similar system to The Solus Project. Once I was use to the controls (5 mins) it was just as easy as the DS with the freedom to move your arms around. The only difficulty will be peoples spacial awareness and hand-eye coordination abilities when it comes to combat, if they have played Superhot / Raw Data they should have a basic understanding of how they will fare with it.
The "world in miniature" VR games are a different story. Now I kind of want a Diablo port :-)
What is different about the new Moves?Thanks, and answering my other question, looking at the bundle box, it does look like it will be the updated Moves.
minor paint job change on Move button, changing the usb charge port from the outdated mini USB to micro USB, and putting in a bigger battery. Mostly just QoL improvements.
I just wanted to point out that if you're talking about the Bethesda stream, he wasn't queasy at all. He also DID backpedal here and there after asking how to do so. Stopping to go "whoa" while then actively running around really quickly implies he wasn't experiencing any discomfort. Only the sweat many of us feel when in a warm room (and they were lit for the cameras).That's cool. But it's significant that the player (who sounded a little queasy through a lot of the stream), didn't do it. I have a feeling that it's not something that you're going to want to do on the regular; not unless you have a stomach of iron. Granted, backpedaling is not exactly the most wonderful aspect of the game -- wizard combat in Skyrim is often rightly mocked for being all about backpedaling while waiting for your magic meter to recharge. The turn tail and run thing, followed by a desperate attempt to find and recenter on the enemy (damn narrow FoV) didn't look like the greatest replacement for it, though.
oh my gosh. great livestream. they answered all questions. this looks amazing. here's a recap (credit: carterharrell, reddit):
- Blocking with two handed weapons confirmed
- Two handed weapons are wielded with one hand/Move controller, but you can still "mime" holding it with both hands
- The force/velocity with which you swing a weapon does register as attack input, so a power attack is simply done by swinging harder (Don't forget your wrist straps!)
- Werewolf confirmed to be first person, with wolf hands that you can attack with using motion controls
- Vampire Lord and Dragon riding also confirmed to be first person. Anyone else afraid of heights?
- When reading books, you can use the Move controls to physically turn pages
- Up for debate: Lock picking looks like it utilizes motion controls to physically turn the lock. The in-game instruction simply says "use the trigger to turn the lock", but the player can clearly be seen turning his hand which seems to register in-game.
- Kill animations have been removed as not to take control from the player in VR
- Hand to hand combat/brawling confirmed
- Conjuration spells can be manually placed in a specific spot, using a point-and-shoot mechanic similar to the teleportation mechanic
- Your in game weapons/spell hands become Move controllers when you are staggered
- Pro support confirmed with supersampling
- Comfort settings include blinders (can be turned all the way off), angle snap type/amount, as well as a setting called "Realistic shield grip". I'm assuming what that means is that the Move controller is mapped to the shield handle, meaning you hold it vertically instead of horizontally. Here's a link to a look at the comfort settings menu: https://imgur.com/a/a92JB
- Trophy list is the same as the base game
- Saves cannot currently transfer from your other Skyrim versions
- No voice commands
- Support for left handed players confirmed
- In game menus and dialogue appear in a fixed location (the camera side) to keep you facing the camera
Skyrim VR & Moss Demo has gotten a lot of attention lately but I'm really looking forward to hear the word on FF15 Monster of the Deep when it launches next week.
It picked up a couple of awards at E3 and it looked really solid.
Is this a free update? Im excited :DLooks like Carnival Games got an updated to add support for new content. Wonder if it will be DLC or free.
edit:
KEY NEW FEATURES
- Enter two all-new adventure-themed alleys:
- Cosmic Corner – Aliens and outer space theme
- Jurassic Junction – Dinosaurs and prehistoric jungle theme
- Play six new games (four reimagined Carnival Games classics and two brand new to the franchise*) and rack up points to earn tickets to exchange for virtual prizes at the Prize Booth:
- Dino Stacker*: Stand on the head of a raised dinosaur-themed platform and drop a random selection of blocks to successfully build a tower as high as you can.
- Gravity Match*: Use sci-fi gravity guns to rapidly catch objects and fire them back at matching targets to score points.
- Putting Green: Complete a series of miniature golf putting challenges.
- Horseshoes: Toss the horseshoes around the stake and score as many points as possible.
- Trick Shot: Show off your skills in a series of randomized billiard-style trick shots.
- Lucky Cups: Toss as many ping pong balls as you can into a grid of colored cups before time runs out.
- All 12 existing games from Carnival Games VR have also been enhanced and modified for increased replayability.**
Hey everyone! We know a lot of you have been waiting patiently for this, so we wanted to be the first to share the news: Raw Data v1.0.2 is now live on PSVR with Pro support!
Here are the patch notes:
Thank you all so much for your patience with us as we hammered out these fixes! Please continue letting us know your thoughts and feedback here and by emailing us at [email protected].
- Pro Support Added: Resolution increased by ~15% and animation and simulation quality improved for Pro users.
- Dark Source progression: Fixed an issue that could block player progression in Mission 2, Dark Source.
- Showroom Intro Death: Fixed an issue that caused players with certain playspace configurations to die on spawning into the Showroom during the intro.
- VO/Text: Adjusted some VO/Text assets to comply with ESRB rating.
- Typos: Fixed typos in game credits.
- Smooth Turning: Re-enabled smooth turning option.
- Hall of Mirrors: Addressed a hall of mirrors issue that sometimes happened when returning to the Showroom from the in-game menu.
Raw Data patch 1.0.2 with ps pro support is online : )
Bought it at launch but was waiting for this patch.
Raw Data patch 1.0.2 with ps pro support is online : )
Pro Support Added: Resolution increased by ~15% and animation and simulation quality improved for Pro users.
Bought it at launch and was waiting for this patch.
Some of these developers are really lazy, 15%? Is that a joke? its a 4.2 tfp machine. At the very minimum, the resolution should be doubled.
Some of these developers are really lazy, 15%? Is that a joke? its a 4.2 tfp machine. At the very minimum, the resolution should be doubled.
I've been using Next VR since Gear VR, it is really nice, the only thing you will need to get used to is how small the people are in VR, especially boxing because it's so close up. They are really good with the camera work in basketball and football games live event. Boxing is cool when you can select different ring post, sky box or mezz viewing. I tried watching NASCAR for about 2 minutes and just like in real life, it didn't hold my interest.Did anybody get a chance to try that Next VR app that got released? I'm not all that big on sporting events, but the whole idea of VR TV to watch seems like it might be a good idea some day. I actually liked that Paranormal Encounters sample episode they included just because it's a novel idea to be "in" the supposedly haunted site like that.
It's not lazy at all. Its what happens when you take something intended to work on much more powerful hardware than have to rework it to fit a far less powerful product and do it on a budget. Built from the ground up for the PSVR it would be very different situation but it would also be a very different game as well if that was the case.
That's not how it works. You seem to be ignoring that they did other things for Pro mode.Some of these developers are really lazy, 15%? Is that a joke? its a 4.2 tfp machine. At the very minimum, the resolution should be doubled.
Presumably the CPU, rather than the GPU, is the limiting factor in this case. Or some other graphical processing was added. Whatever the case, it's silly to call the devs lazy, like they were adding individual pixels by hand and got tired at 15% and needed to rest.The PS4 GPU is 1.8 tfp, the Pro is 4.2, there is no reason the difference is that small.
What number would count as "not lazy" in your eyes? Seriously, quantify it.The PS4 GPU is 1.8 tfp, the Pro is 4.2, there is no reason the difference is that small.