So we have a few VR games that aren't just tech demos or arcade machine type stuff (like Superhot VR and Beat Saber) like Boneworks and Half Life Alyx soon, and I can't actually think of any others.
And on top of this limited, but still slowly growing, library, VR is just expensive, and limited, since it wasn't until the most recent new controls to be released we actually had support for detecting your individual fingers and not just button support only. And there's still no feasibly affordable VR treadmills.
What will it take for you to legitimately recognize VR as the next generation of video game technology?
>>And on top of this limited, but still slowly growing, library, 2 games, one of which is known to be complete shit, isn't really a library. >since it wasn't until the most recent new controls to be released we actually had support for detecting your individual fingers and not just button support only. You know this doesn't add anything to gaming, right? There's no interesting interactions you can have when it comes to leaving your fucking pinky out when you pick up a tea cup. Index was just Valve backtracking on the abomination that was the Vive controllers, which they also designed. Finger tracking adds nothing, but an actual thumbstick makes their turds practically mandatory if you're using lighthouse tracking.
Luis Phillips
I don’t give a fuck. When is the Artifact relaunch?
Asher Rivera
>>What will it take for you to legitimately recognize VR as the next generation of video game technology? Brain interfaces. As is, VR is a turd of a system, it's barely a step above strapping wiimotes to your arms and booting up some fucking 3D glasses.
This current wave of shit will never be acceptable for long form SP experiences, so it naturally can't advance gaming. In reality, it's a step back to the arcade era, except instead of punching physical targets, you're waving your waggle wand in the air.
Liam Russell
Pavlov, Onward and Contractors you dumb nigger
>inb4 hurr durr multiplayer only games dont count
Carter Price
>"don't worry, it's unloaded" >*bang* >"it's unloaded now." i don't like that russel is basically wheatley.
Eli Nguyen
bump
Blake Sanchez
I'm not really sold on multiplayer VR games until we can get better options for moving around.
I really wish there were afforable VR treadmills, but even the Katwalk Mini is like $30000 and it seems basic at best.
Jayden Morris
>What will it take for you to legitimately recognize VR as the next generation of video game technology? Being able to jack into the matrix. VR as it is now is a joke. Literally same old 30 year old technology with more shit tacked on.
Aiden Mitchell
I would use twinstick or armswing movement in vr even if i had a treadmill. Moving freely is much more important.
Grayson Harris
i agree. i think the weak point in vr right now is lower body movement. roomscale works perfectly but limits to a small real world space. once people are able to freely run, jump, etc. it will open up vr to much better experiences.
Blake Moore
VR indeed is slowly going forward, we cannot deny that. Today we have some nice games using VR and soon we will get something bigger like Half-Life ALYX what can be a milestone in VR gaming.
But VR today is like internet in 2000, It exists and is pretty fun but still is very young.
People need still to invent something to stimulate other senses than sight and hearing. Touch sense simulation is slowly developed with special suits. Smell and taste well, nobody invented device what can convert digital code into smell or taste, nobody even developed any concept of that kind of device. And about VR games, in my opinion, VR wont replace classic monitor/tv and mouse&keyboard/pad gaming. People wont be pleased to experience all these bad things what happens to playable characters in some games. Most likely VR mostly will be less extreme with stuff than actual classic video games. More likely we will have more exploration focused games or will be a lot of stuff like this youtu.be/KpF2ZJvjWc4
>t. Never used VR Just admit it retards, your opinions are based entirely off of fucking Yas Forums shitposts instead of reality. >like strapping two wiimotes to your arms >the tech isn’t there yet >muh matrix Put a fucking decent headset on and play a game for 15 minutes and all your arguments will dissolve instantly. You people need to understand that you CANT get an idea of how the tech feels unless you actually use it yourself.
Jonathan Hill
>$30000 Oops, just realized I typed one too many zeroes there. But still, $3,000 is a steep price for what's essentially one of those baby walkers with some extra hardware.
exclusives: Windlands 1&2 Moss Stormland Arizona Sunshine Asgard's Wrath Budget Cuts Raw Data Serious Sam Last Hope
ports: Serious Sam series Talos Principle Obduction Sayonara Umihara Kawase Doom 3 Fully Possessed Sublevel Zero Yooka Laylee Hellblade
just to name a few
Nathan Turner
This is the one that really feels like a full game. Human enemy AI is very glitchy though
William Hall
>strapping wiimotes to your arms and booting up some fucking 3D glasses. At this point you're just being ignorant on purpose.
Henry Brown
I'm the retard who added an extra zero to the cost of the Katwalk mini here I've played a lot of VR, I love Superhot VR and Subnautica, even though Subnautica scares the everloving shit out of me. I've played with PSVR, an Occulus Rift, an HTC Vive and most recently a Valve Index, I'm looking forward to trying out Half Life Alyx in a few days.
I fully believe the technology is coming along quite well, and I like my singleplayer games, I'm interested to see how Alyx feels, and I haven't gotten a chance to try Boneworks, but for the moment, I feel that movement in most games is a little underdeveloped. The fact that games are so reliant on teleporting or setting up setpieces so you don't really have to move at all makes them feel a lot more tech-demo-y than like actual games, but Subnautica does a good job of VR locomotion for being a seated experience, so I could see VR multiplayer working decently well, but still, especially for shooters, movement is such an important part of the gameplay, I can't help but feel like VR would be a bit clunky and hard to contend with in a fast paced shooter game with large, open maps, and that something better really needs to be devised for multiplayer in VR to truly take off.
Grayson Ward
Remember that VR treadmill that was on kickstarter a long while ago (The omni or whatever)? It's still around, but shifted focus entirely to arcades and E-sports. You can't buy it commercially anymore.
Wyatt Anderson
>But VR today is like internet in 2000, It exists and is pretty fun but still is very young.
The point you're trying to make here is retarded, comparing the Internet of the 90's or the early 2000's to current day VR is stupid as fuck considering the world wide web essentially exploded in the 90's almost immediately and was considered the great game changer of the 21st century. VR is still incredibly niche and is incredibly limited by hardware. Half Life Alyx is such a big deal specifically because every VR game has glaring issues that keep it from being a real experience that you HAVE to try. People expect great things out of Valve, they expect that Alyx will be the game that solves these issues, but it won't be, because Valve can't solve these issues yet, the hardware isn't there yet and developers are still trying to figure out how to make VR games that work across every headset type and controller type.
Isaac Cruz
i already enjoy the platform more than regular gaming, just obviously the amount of good games releasing for pancake is way higher. but for every decent game thats available on VR and implemented well, I'll choose the VR version over the normal version every time. right now though i only see it as just an improvement to game immersion compared to before, but it's still not fooling anyone into thinking "woah this is real life". Index is probably the earliest VR headset where i can say its an improvement over looking at a monitor in front of me since the sharpness is about as good but now i can look around and have most of my entire vision be the game, its also the first headset ive worn where its not uncomfortable after an hour, which is why only now would i start recommending VR to enthusiasts when i couldnt before with just the Vive.
have some recommendations while im here so u VR newfags arent bored after you finish alyx
Yeah, the Katwalk mini is the only thing I can name that is actually commercially available, though I've only seen like a single person reviewing it who wasn't in direct partnership with the Kat VR marketing team themselves, so I'm still highly skeptical of it, combined with the three grand price tag and the fact that you can only really buy it from a single website instead of any well known, reputable tech dealers.
The thing is, on their kickstarter or whatever they funded it with, they had an early-bird special where the thing only cost $1.5k, which is what people thought the original full, non-discounted price was going to be, so maybe there's room in the future for this stuff to get cheaper. Also KatVR has promised a seat addon that lets you just sit down while you're strapped into the thing, but they've yet to deliver that either.
What I really want about the KatVR compared to other treadmills is how it just straps to your back and you don't have an obstructive guard-rail ring around your body like other treadmills put in, and the promise of one day being able to naturally sit down in VR sounds nice. The concept appeals to me, but it feels like no one has adequately delivered on the idea as of yet.
Also looking forward to when we get haptic gloves or even full body haptics like the Teslasuit or whatever it's called up and running.
Jaxon Howard
By haptics you mean feeling the force, right?
Adam Perez
>even though Subnautica scares the everloving shit out of me. It's absolutely amazing in VR, nothing else comes close in terms of sheer immersion If it was actually trying to be scary or realistic, I probably would've given up
Just wanted to say that, unfortunately, Boneworks IS just a fucking tech demo. Cheap, eye sore graphics, minimal assets, one of the most vegetable tier AI ever made, and no real worthwhile plot. Huge let down, it makes me weary about HL:A and it's slightly concerning that Bonerworks has such high praise, but I think that's due to most VR users being starved of any decent VR games.
VR is definitely the future, but I'm not sure it will evolve much in our lifetime, or if it will ever be a future we'll reach due to poor adoption and gaming currently just being shit all around for both consoomers and developers. That and with assclowns like spouting discouraging nonsensical bullshit. For VR to become more successful, it must first become more affordable, and there must be more higher quality games available that are worth buying. Multiplayer is a slippery slope for VR, IMO, due to how few players there are to enjoy games focused on multiplayer. I think there should be more fleshed out singleplayer games for now, and as far as multiplayer goes, design them to work for small player counts; 4-8 players like in Left 4 Dead. After the price is right and content is there (and optimized), visual quality needs to bump up. The hand controls and headsets have to downsize and disappear. Seems like most VR users want to go completely wireless as well - I personally prefer wired. Most normalfags are console cucks, and a lot of them think computers are too expensive and continue to throw away money on their Jewbox Gold and GayStation subscriptions, so IQs need to come up first as well, which I don't see happening anytime soon.
Levi Evans
>believing that you're going to get an omni-treadmill, haptic gloves, haptic bodysuit, or leg tracking within the next 10 years for a price that's lower than three thousand dollars.
We still don't have controllers that allow for real accurate finger tracking, and don't say the index does that, because it doesn't, the finger tracking is still in its infancy and the sensors have no understanding of grip or accurate hand positioning. Until I play a single VR game that doesn't require hard coded snap to interact points on weapons, items, enemies, and the environments, VR will still just be a novelty experience to me. Until I can reach out and unfold the stock of a machine gun with the same finger controls that I use to pull the bolt, drop the mag, or change the fire mode- you get the picture, this shit is still real basic, we don't have consumer grade accurate hand tracking yet, we're not getting a real full body VR experience for a long while.
Leo Russell
>Until I can reach out and unfold the stock of a machine gun with the same finger controls that I use to pull the bolt, drop the mag, or change the fire mode- you get the picture I think that would require super accurate finger tracking, like VR glove stuff.
Kayden Johnson
If you made that image, just wanted to let you know that American Truck Simulator does have VR support. I haven't played it in a while, and the last time I did, it was still in beta but functioned flawlessly. SCS devs seem to evenly distribute updates to both of their games so if they've finished working on their VR integration in ETS2, I'm sure it's the same in ATS.
Landon Cox
Asgard's wrath was pretty good
Andrew Lee
Maybe I am just picking and choosing the right games, but I feel like I would need to go out of my way to find games that are still reliant on teleporting. Only a few come to mind and they were from early in VR development and made in a way where free movement would have required too much change for a simple update. Pretty much every game has movement that is just an exact copy of movement in any other normal game. You obviously won't be able to turn your head faster than it is physically possible to turn your head like a pro Quake player, but the vast majority of games on any platform are not Quake and the vast majority of players are not good enough they have surpassed the limitation of the human neck. At the very least, it easily beats out consoles, which is what most games are currently made for.
Ian Morgan
>At the very least, it easily beats out consoles, which is what most games are currently made for. Aren't a lot of VR games held back by the PSVR tracking though?
Lincoln Garcia
I don't own the VR setups I've tried out, I just live in a college town with a bunch of rich nerds who buy a lot of cool toys, so my testing has been limited to mostly older games and nothing really limit pushing, especially since I've been busy with work and class this whole last year, I'd love to see how VR has developed recently, which is why I'm especially looking forward to giving Half Life Alyx a try since my nextdoor neighbor got his Index all set up the other day.
I've been holding out on actually buying VR myself until I've had more experience on the platform. And more money. But you know, I was saving up for plane tickets to visit a friend this summer, and I don't think I'll be living this city until this whole virus blows over, so maybe I might buy something nice in a few months.
Gavin James
I don't have PSVR to make an actual comparison, but I haven't played many PC games that seem like they were designed with limited PSVR tracking in mind. Resident Evil sounds fairly limited by PCVR standards, but I will never know since Capcom doesn't seem like they have plans to port it any time soon.
I'll throw out a recommendation for Windlands and Jet Island for movement focused VR games if you get a chance. Both are fairly short (wait for a sale) and Jet Island is flat out ugly, but both feel really satisfying to zoom around and shoot enemies while mid air. Neither are FPS or multiplayer, but Jet Island is basically Tribes mechanics proving that a fast open shooter would be possible.
Aaron Morgan
>aren't tech demos >Boneworks It's literally a tech demo
Dominic Rodriguez
>Resident Evil sounds fairly limited by PCVR standards It's gamepad-only Can anyone even confirm if its 6DOF?
Aiden Bailey
You'd probably regret it the moment they strapped you on. Rent a warehouse or use artificial locomotion.
Lucas Williams
I've played the RE7 demo on PSVR and it's definitely 6DOF
Easton Hughes
based based based
Ayden Mitchell
Why is it so popular then? Honest question, Boneworks is still floating around the top of the SP games list in SteamVR, way above TWD:SS which seems like it should be a better actual game. Is Yas Forums memeing again or is this actually true?
Anthony Cook
Wireless tethering and Inside-out tracking with no base stations is going to be the point where VR becomes normie. The roadblock isn't the price or the experience, it's the setup.
Bentley Sanders
I honestly have no idea. I just finished it a while ago and felt borderline trolled. Everything is halfarsed and janky or made to just piss you off. Interesting stuff like the balloon gun or anti gravity thingies from the museum don't even appear in the main game, there are like only four or five enemy types in the entire campaign with three acting essentially the same and often end up tripping over their own feet, the puzzles can barely be called that and are just busywork, the Orange Map aesthetics filled with what feels like Unity Store assets looks cheap as hell and the story, while interesting on paper, is of that lame "please piece it together out of all the rambling graffiti everywhere" nature.
Jason Garcia
Are there any inside-out headsets that are readily available and not shit? Or is outside-in still the most viable option currently?
Ethan Smith
I really don't think a wired setup us all too much of a problem. Room scale is a bad gimmick because you just run into walls if you aren't careful (speaking from experience) I really think we need either more good seated VR titles or a better solution for full body movement, people are probably more wanting Ready Player One stuff than getting to run around and trip over their own furniture and pause the game after taking enough steps they need to recenter themselves
Adrian Sullivan
It's a pretty good tech demo and most of the people here are jaded and miserable because they come from /vrg/ There are other games that do a single element better than Boneworks, but basically nothing that combines it into one game. TWDSS doesn't count, it's pretty basic and restricted all things considered
Lucas Carter
>tech demo I would say Boneworks is inbetween a tech demo and a full game. Kinda like the GT Concept/Prologue games
Dylan Campbell
full body, sensation, and pressure simulation
Colton Gonzalez
I own VR. I can tell you right now, that how I thought the experience would be was actually BETTER than the real thing. Anyone who says you need to own VR to get the concept is absolutely delusional, but at this point, many people do. I don't know why you always devolve straight down to "b-b-but you haven't tried it!". Everyone can try this shit these days. It's a failed abortion of a product that's uncomfortable to wear for long periods, the tracking being superior to a wiimote does not change the fact that it's the same basic concept, wagglan in the air. Hell, wagglan was better. I didn't have to try and reach down to my floor constantly and get bodyblocked by my bed because many devs are too incompetent to implement long range grabbing with a pointer ala H3VR. Menus didn't always force me to slowly scroll through lists of massive options due to the poor resolution and lack of buttons that forced everything to be one step above phone VR input where you stare at things to activate them.
>we don't have consumer grade accurate hand tracking yet, Do you not realise how bad LIMB tracking is right now without haptic response? I don't know how anyone can play shit like B&S, watching my in-game arms just become completely detached from my real ones because there's no good way to implement feedback and the visual response is just too slow makes the whole thing unplayable. It's like trying to fight while paralyzed.
Now, imagine trying to have fine finger control when you have a virtual finger spazzing out due to a piss-poor physics engine and you have to slowly try and flick a virtual bolt a few dozen times before it actually catches in the sweetspot. Finger control is the last thing you want in VR. What you actually want are either 1:1 peripherals, or full on individual finger force feedback that allows you to grip a virtual model as if it's really there.
Tyler Butler
Why is superhot always dismissed as just some arcade shit? It isn't the most in depth but it's still probably my favorite VR game.
Tyler Sullivan
Probably because there's no movement involved.
Connor Taylor
Most games weren't dumb enough to actually require accuracy on the Wii, I'm talking about the shit like jiggling your wiimote to swing a sword or something. Skyward Sword was absolute garbage, but I think the shitty sword combat in that is still miles better than in VR.
What's funny is that the wiimote tech could've been better than VR. The 2 point system they used for the sake of cost was actually the same basic concept that had been used in arcades since HotD2, which had IR LEDs around the screen for gun tracking. With just 2 points, obviously the accuracy was greatly reduced, which is why every wii game needed an on-screen cursor.
Because it's a 2 hour game you'll never play again.
Tyler Wood
Weird because superhot makes better use of movement than 99% of vr games.
Jackson Cox
>What's funny is that the wiimote tech could've been better than VR The 2-point system still wouldn't have been accurate enough to match VR. They needed full 6DOF tracking like the Move controllers.
You do realise the move controllers are a ONE point system supplemented by wildly imprecise gyroscopes, right? Who am I kidding, I'm talking to a fucking retard, of course you don't understand that.
The Wiimote has a camera in the front that tracks the 2 points of light from the bar. For the Move, the PS eye has the camera in it that tracks the one point of light from the move bauble.
A 4 point system properly calibrated to a screen at the midpoints is close enough to match VR. An 8-12 point system, which is what you'll find in the arcades, is enough to surpass it.
Oliver Ward
Tech demo or not boneworks is awful and should have never been hyped to the degree it was. It's also funny because it wants to be Half-Life VR so badly but it plays like an anti-valve game.
Robert Torres
>A 4 point system properly calibrated to a screen at the midpoints is close enough to match VR. An 8-12 point system, which is what you'll find in the arcades, is enough to surpass it. Isn't that just the old Oculus tracking system?
It's probably one of the biggest examples of why VR really does have to be heavily playtested to work. I don't mind running around lost for a few minutes in a real game, because I can play a real game for 16 hours straight and not break a sweat. When I'm strapped into VR, any level of annoyance makes or breaks a game, because I literally do not have the time to spare, the second you put on VR you've started a timer until you're forced to take it off.
Lucas Ward
>You do realise the move controllers are a ONE point system supplemented by wildly imprecise gyroscopes, right? Who am I kidding, I'm talking to a fucking retard, of course you don't understand that. Sounds like you're the retard who didn't understand how the Playstation Cameras worked
Luke Diaz
Sure, but instead of 4 cameras, you just have 4 LEDs and one camera in your wiimote. Mass produced, it's a 30 dollar system.
Go on, this should be a laugh. Tell me how they worked.
Samuel Rodriguez
>you just have 4 LEDs and one camera in your wiimote that sounds super fragile.
Cooper Scott
>instead of 4 cameras, you just have 4 LEDs I think you're really overestimating the accuracy of the Wii Sensor Bar.
Sure, if you're constantly removing it. Realistically, it's not very fragile.
Technically the Wiimote wouldn't work here because it's a 2 point system, the camera is only calibrated to understand 2 light sources. The reason the wiimote fails is because a 2 point system introduces a huge amount of inaccuracy. You don't know exactly where the wii sensor bar is mounted on the TV. It could be skewed at an angle, the person playing could be aiming at an angle, all the calculations are based on a very simple relationship. As the number of points of tracking increases, the relative accuracy increases exponentially as you're not forced to guess as much. Think of it as the difference between tracking just the hands and head and trying to use IK to make arms match real life, vs tracking the elbow and shoulders too so you don't need to.
Cooper Carter
the same as non vr games. Its gonna take years but its gonna happen. its those fucking nostalgia plebs and low wages that are holding gaming back.
Liam Baker
As for games, there are some that are at least interesting. Walking Dead Saints and Sinners, as well as old Arizona Sunshine are valid. The Budget Cuts series (Budget Cuts and Budget Cuts 2) are pretty great - 2 has advanced mechanics and 1 will get a patch/update where the entire game of 1 is implemented in 2's engine so that should be great. These are sort of Metal Gear Solid sneaking/combat meets a Portal universe - you're a rare human working in an all machine world and you have to avoid getting forcibly "downsized" ; humor, sneaking, combat etc.
There are some other games that are worth it even without top tier Alyx, Boneworks and other you mention mechanics. Gorn for instance is fun, Blade and Sorcery, Skyrim VR + Fallout 4 VR etc Games like "I expect you to die" can be great fun for a puzzler without requiring whole walking around motion. There are also other games that do well with seated, standing, or VR for pilot-style use (ie No Man's Sky) and others that have built in VR support.
As far as controllers, the Index Knuckles pretty much handle the per-finger detection thing and games that support it are way more immersive. Its pretty much the best we'll get until full on haptic gloves.
Treadmills are an important element - it would be great to have an omnidirectional treadmill with pressure sensors that allows you to jump etc. Of course even without that lots of games have figured out how to make it work for you to walk in a relatively small space, but for full ambulation we really do need a treadmill for the next gen of games - outside of people who have a VERY large room for VR. Alternately, a stopgap may be a wireless headset connector that would allow me to say.. set up my Index lighthouses in another room (ie like a finished basement with wide open areas greater than 15' x 15' ) and go down there for VR even with my PC upstairs in my den.
Eli Anderson
If IR tracking was as accurate as you think it is, all the VR companies would have used it instead of having to use other methods
Easton Brown
You do realise the Rift uses IR, right? I'm talking purely from a 2D perspective here anyway, you couldn't have an IR VR system for 30 bucks, I'm just talking about a tracked screen to relate it to the arcades.