Have you thought about getting a Rift S? you do not need any trackers with that headset. Rift S only needs two leads connected to your PC also, one USB 3 and one Displayport.I really want a vive but don't know where I would put base station I've only got four plug sockets in my flat so already running extension after extension.
More Espire 1 gameplay from random tubers. I can't wait to get my hands on this one.
Right now, it’s really sad that Pimax is still the best hardware on the market, even though it needs software and comfort help.
I was't too miffed since RE7 only had headtracking. If it had hand tracking controls for item and weapon manipulation I'd have been super sour for it never coming to PC for sure.It was annoying that capcom didn't port re7 to vive/rift. I would have bought either if I could play re7 in vr. OH and very disappointing that alien isolation never officially support vr but the files are already there.
The Index releases in five days. It beats Pimax offerings in optics, motion clarity, stereo overlap, frame rate, comfort and audio solution. Unless you only care about large FOV (horizontal FOV that is, since Index have greater vertical FOV than the Pimax's HMDs), Index will most likely be significantly better.
More Espire 1 gameplay from random tubers. I can't wait to get my hands on this one.
This is one of the main reasons I haven't jumped into vr in the first place. I want to start with re7One of the reasons why I still haven't played RE7 is because I'm still secretly hoping that they'll release a Vive port....until then, anyone here playing Onward?![]()
This is one of the main reasons I haven't jumped into vr in the first place. I want to start with re7
No 3D body or position movement tracking, No wiimotes and other garbge that will never make sense for anyone to use more than hour a day for new few weeks before showing everything to shelf and never use it again.
I disagree. Beat Saber is one of the biggest games on VR at the moment uses hand tracking. VR and hand tracking go very well together. Playing games like Borderlands, Skyrim, even Res Evil 7 would have been better with hand tracking, I really dislike aiming with my head and that's the only way we could aim without hand tracking.What PC VR needs to sell milions of units:
HMD with 360 movement with good resolution and low screen-door effect and 3D
In other words what people wanted from Oculus kickstarter.
That is it. Nothing else.
No 3D body or position movement tracking, No wiimotes and other garbge that will never make sense for anyone to use more than hour a day for new few weeks before showing everything to shelf and never use it again.
I disagree, Beat Saber, one of the biggest games on VR at the moment uses hand tracking. VR and hand tracking go very well together. Playing games like Borderlands, Skyrim, even Res Evil 7 would have been better with hand tracking, I really dislike aiming with my head and that's the only way we could aim without hand tracking.
I was't too miffed since RE7 only had headtracking. If it had hand tracking controls for item and weapon manipulation I'd have been super sour for it never coming to PC for sure.
I do long for a good zombie VR game though. There are some that do this or that aspect right or are super fun and stuff but nothing that compares to a really good single player campaign like RE2 Remake's. That'd be so awesome with in-depth VR features.
I disagree, Beat Saber, one of the biggest games on VR at the moment uses hand tracking. VR and hand tracking go very well together. Playing games like Borderlands, Skyrim, even Res Evil 7 would have been better with hand tracking, I really dislike aiming with my head and that's the only way we could aim without hand tracking.
This has nothing to do with not having hand tracking, This is a different argument about VR as a whole. VR and hand tracking compliment each other just like flat screen gaming and controllers do.This is precisely my problem. Beat Saber is one of the biggest games on VR.
But it is not one of the biggest games. In fact as far as indie games go it isn't even that much successful.
Have you played fallout 4 without hand tracking? Would you really rather aim with your head than use your hands to aim a gun like you would do in a paintball game, its just not on the same level.I played Fallout New Vegas in VR which sold around 10mln coppies at this point.
If Fallout New Vegas had VR from start there would be plently of people who would buy VR for it.
Again this is a different discussion to the hand tracking, you seem to have a bug up your ass about VR in general.Sorry but no one is going to spent 800$ in great numbers for VR setup that plays some few indie games and half broken early access games.
Res Evil 7 is MUCH better in VR without question ask anyone who has played it in VR, but would have been better with hand controllers.So far the best games i play with VR are Dragon's Dogma, RE7 and FNV precisely because they were first good games not just "good VR games"
I agree jank needs to be eliminated, but that isn't the fault of controller, that's the devs implementation of controllers. I remember Jank being in a lot of games as I was growing up and as Devs improved other Devs copied their ideas, I feel we are at that same path with VR atm, Devs need to innovate and copy. I am sure it will come in time.This. While controller games in VR are still cool, having you hands and body in VR is the next level. Blood and Truth with all its janky tracking makes simple things like climbing ladders, opening drawers, crawling through vents, etc. incredibly fun and make you feel like you're starring in an action movie. In controller games like RE7 you just push buttons and aim with your head. It's why think the game's VR mode is overrated.
This has nothing to do with not having hand tracking, This is a different argument about VR as a whole. VR and hand tracking compliment each other just like flat screen gaming and controllers do.
Have you played fallout 4 without hand tracking? Res Evil 7 is Way better in VR than on a flat screen and would have been much better with hand tracking, Head tracking to aim a gun sucks.
Again this is a different discussion to the hand tracking, you seem to have a bug up your ass about VR in general.
Res Evil 7 is MUCH better in VR without question ask anyone who has played it in VR.
I agree jank needs to be eliminated, but that isn't the fault of controller, that's the devs implementation of controllers. I remember Jank being in a lot of games as I was growing up and as Devs improved other Devs copied their ideas, I feel we are at that same path with VR atm, Devs need to innovate and copy. I am sure it will come in time.
Wii died?This is the same reason why Wii died. Because for all this talk about "changing the future of gaming" no one understood that fat gamers aren't going to move and VR proponents are slowly learning it.
Stop talking for everyone, you speak for you and only you. I know many people who love playing VR games and getting active, I also love lounging about and playing flat games, they both have their place and just because you say hand tracking does not have a place in VR does not make it true. Wii for one is a very different beast it was on a flat screen for one with crappy tracking and as I linked earlier it was far from a failure even though you would like it to be.No they do not. Because you have usually small room in which players play and usually they also do not have space for room scale VR. Secondly all additive motion IS BAD for usability like you answering phone by shaking hand instead of tapping on button.
Yeah i played both VR version in Vr and non VR version in VR and non VR version was better because it did not have cut content and milion bugs (though it had higher reqs). Targeting with your head is better than targeting with controler but it is not like you need to do it. You can easily decouple targeting from view.
Targeting with hands sucks because hands are very slow and you get tired after a while waggling your hands in empty air AND since games who give waggling priority they also like to give priority so that player should stand and use his body too which is non starter like in Fallout 4 VR
VR is simply headset with 360 capability and 3D screen.
Everything else is just bullshit on top that cost money and stifles whole industry from moving forward.
I played it in Vr and i said it is much better in VR. Also precisely because it did not have full motion tracking nor hand tracking which meant you didn't need to stand and waste energy waggling like idiot in your small room hoping not to trash your TV at the same time.
I know many "Fat gamers" I am on the chub side myself.
You are comparing different gaming experiences. firewall Zero hour is much better with the Aim controller, Outlast would be a shit show with a joypad. They have their places. As I said before Beat Saber is the biggest game on VR atm, try playing that without hand tracking.
Stop talking for everyone, you speak for you and only you. I know many people who love playing VR games and getting active, I also love lounging about and playing flat games, they both have their place and just because you say hand tracking does not have a place in VR does not make it true. Wii for one is a very different beast it was on a flat screen for one with crappy tracking and as I linked earlier it was far from a failure even though you would like it to be.
How do you aim without looking at the target if you don't use your head to aim? I would really like you to explain that one without using tracking. Targeting with your hands is much faster than your head your argument is false.
look up all the other FPS games in VR, Pavlov, Onward, Firewall. I would pay good money to see you try and play those games competitively with head tracking and no hand tracking. not to mention Beat Saber again, try play that with your head.
Ok, technically it is not a 3D screen its a normal flat screen with 2 different perspectives, but I get what your trying to do and trust me Hand tracking is not holding the industry back. let me make this clear to you again.
I agree jank needs to be eliminated, but that isn't the fault of controller, that's the devs implementation of controllers. I remember Jank being in a lot of games as I was growing up and as Devs improved other Devs copied their ideas, I feel we are at that same path with VR atm, Devs need to innovate and copy. I am sure it will come in time.
4 years. 4 years and then it died completely. Legacy ? Everyone bailed out from motion gaming only to be recently picked up by new set of developers who got VR and suddenly realized that motion gaming is next big thing despite not doing analysis why it failed last time.
Biggest game on VR means nothing really when biggest selling exclusive Vr game sells nothing compared to other normal games.
You can easily decouple camera from gun and use head for camera and mouse for gun targeting.
None of those FPS have a thing compared to CS players with mouse and without VR. Hand and finger movement always will be faster than arm movement and head movement. Same as mouse movement vs head movement for camera.
It is holding it back when you can't have proper standard. Imagine for a second that PS5 releases with not one but 15 different pads each having different button setup and different thighs to it. Currently each VR has different controllers who work differently and now you have even newer ones which brakes compatibility with old ones. So if game will be released that uses those new features good fucking luck.
Using a keyboard in VR is a terrible idea for the majority and casuals, you cant see it with a headset on.This is why headset alone should be primary thing that should be sold.
It should be either pad or k+m as controls.
Motion gaming, room trackign etc should only be options paid extra like wheel you buy for racing game.
Got ya, sorry. PSVR is defiantly the lower tier VR but I still love it even though I have PCVR, the games make that headset worth it.I was specifically talking about the PlayStation Moves, which are ancient by today's standards. I briefly tried the Vive wands at a VR Arcade and was floored with the precision, it was light years ahead of the Move wands. It made me wish I could win the lottery and get a powerful PC+the full Valve Index package.
But that's what I love about VR. The medium is in its growing pains and experimental stages, everybody is throwing everything to it to see what sticks, it's like living the early days of console gaming all over again. And at my nearly 40's, getting that feeling from my childhood all over again is priceless.
The wii is the 5th highest grossing console of all time, and you say it died. Cmon, It outsold any Microsoft console, it died because of a new generation of consoles. It was the casual gamer console of choice for that gen.
So to sum things up, hovering grinder, guns, and co-op glory is the name of THIS game with our summer update, available NOW!
you dont like motion controls so you want everyone to give up motion controls so you get games that cater to only your tastes, that's not nice, I like motion controls.
Yeah I was being facetious with that comment, I apologise. I hope I am not coming across as aggressive, that is not my intent I just have some opinions on VR, its probably the only thing on Neogaf that I can talk about with a little experience and enjoy the discussion.If VR had stuck to the headset only for a generation or two before introducing motion controllers then maybe it would have been the norm for many AAA games to have VR modes built in to them from the start, rather than having a market saturated with 10 minute quick fix wave your hands around stuff like we have now.
I agree many games would be better with VR for immersion IMO, many FPS games would be perfect fit in VR, modders are adding VR to many FPS games all the time, Doom 3, Alien resurrection, Quake, these games are improved with VR due to how VR works. Im not saying that you will be as competitive in CS as a keyboard player but that is one game only. There is Rec Room that has keyboard and VR players and that has paintball, I haven't looked up how competitive they are against each other though, that would be interesting to look at. CS is one game and it is made as a fast keyboard and mouse game,I can't think of many games which wouldn't benefit from having a VR headset mode added to them, but I'm guess VR modes aren't added to these larger games due to the complexities of catering for all the different controller schemes and having to re-write how their games work with arm/finger movements.
I respect your opinion and agree that chilling with a game and a controller is something I have done for years and love but why not have both? People use steering wheels for racing games and that doesn't hurt racing games. There is also different degrees of motion controls in games, not just 100% all go super energetic motion.I'm not really a fan of motion controllers. I Used them quite a lot when I first got my Vive but slowly moved on to only enjoying playing games which are seated with a controller. I can see motion controllers have their place with games specifically designed around them like aiming in wave shooters or music games. But they're not my type of game anyway as I prefer to settle down into a longer type adventure game.
Moving my arm about and pressing a button to say open a door or collecting an item rather than just pressing a button adds nothing. It's an added complexity which I don't think is needed.
Don't get me started on teleport movement.
This is exactly right, Devs need time to experiment not just because of motion controls, but because of VR as a whole is a different medium to flat screen gaming. There are games out there for your taste though and there are games that cater to both motion and joypad games, Ignoring motion isn't fair because some people do not like it, there are others that do. You don't like beat saber but its the most played game atm, I am not a fan of football games but its a huge market and I would never dismiss it just because I don't like it.It's like we've moved forward in technology but moved back to the ZX Spectrum era gameplay-wise.
Please understand that I completely agree with your points except dropping motion controls just because some people don't want them, we should cater for all tastes. Motion controls are not VR's biggest problem and I think they are a plus not a minus.
I think your right and it is that devs do not know how to make use of motion controls effectively yet, they need time to experiment just as they did when 3D accelerator cards came out and more powerful hardware, older 3D games were janky as hell compared to what we have now, but putting VR into a game without motion controls seems more trivial, I have played many older games that do not support motion controls and they work just fine, I cant imagine a dev ignoring VR just because they couldn't work motion controls into the game or I hope not.I'm not saying drop motion controls. I'm saying that current game line up is tilted too much in the balance of motion control gameplay rather than actual gameplay. Good gameplay is a good gameplay with or without VR. How many of those beatsabre type games would you still actually play without the headset or motion controls.
I'd hazard a guess that quite a few game devs create levels of their flat screen games in VR to test but then scrap it due to not being able to figure out a way the implement the motion controls in to it.
I cant imagine a dev ignoring VR just because they couldn't work motion controls into the game or I hope not.
That game was out way before motion controls in VR were even a thing. So sickness is my guess.Alien Isolation, [cough cough] What a great game with VR built straight in to it from the start and tossed away because...????
The thing is that VR isn't just another "display device".
Playing a VR game without headtracking, but using a conventional controller shows that pretty well. Just converting games just doesn't seem to do it, as also conveyed by Playstation developers as well.
Not only do you have motion sickness to consider, but just thinking about how to get the game to be converted in a functional way that doesn't break immersion doesn't seem feasible. VR is intense as well, so it doesn't seek to completely beat out conventional couch gaming.
Motion controls are fundamental to the sense of presence and immersion into a VR game, into going much further than "just a display device". Sure, you could theoretically play most games with a controller, but then you're just treating VR as a TV and one would be poised to ask why not just play it on the TV? Or just use a desktop large screen in VR? VRs goal is to go way beyond conventional gaming. That's why motion control technology keeps improving and why you have options for physical movement being iterated as well.
But it isn't. Motion controllers are terribly hit and miss. Look at WMR vs Vive. How many times I've died in games trying to go through with a gun reload by moving my arms and it not registering or accidentally pulling a food item from a backpack rather than a sword. I know what actions I should be doing, the game/controllers don't have a clue and get it wrong.Also, "motion control gameplay" and "actual gameplay" is a pretty weird distinction as well. Gameplay is generally still the same, but without the simplification that exist in controller gameplay. That means you usually are supposed to do the actual motion yourself, instead of following a string of pre-made attacks. Heck, you can even do conventional games, but they are better if designed for VR, as shown by Lucky's Tale. But being stuck to conventional gaming would be the actual step back, because motion controls are a part of bringing gaming to a complete new level. Most things in games are simplifications or abstractions replacing the fantasy/design it's supposed to replicate.