I'm in the hotel and I straight up feel horrible for having to kill one of the specific enemies in there.
:(
I'm in the hotel and I straight up feel horrible for having to kill one of the specific enemies in there.
Are they not listed in the client? There's a "Screenshots" section on the right-hand side. You may have to scroll down a bit to see it.
Edit: If they're not there, find out where they're saved to, move them to Steam\userdata\[account ID]\760\remote\546560\screenshots, then restart Steam:
the windows VR headsets are perfectly fine for playing this game.
I'm enjoying the game quite a bit on my WMR set. It looks like people with Indexes / better sets have more control over individual fingers, but that hasn't felt necessary once and honestly I'm having a grand time here.
Sorry, seems like I took the wrong conclusions from reading the thread!I'm playing on a Samsung Odyssey Plus and the game runs and looks great. Alyx works on all headsets. I'm not sure where this rumor came from.
I'm a bit sad that I got spoiled to most of those mechanics by countless bargain bin asset flips that tried to do what Alyx does
Might actually try setting everything up and giving it a shot.I'm running it on a 970 & overclocked 2600k @ 4.1ghz, everything on Low apart from the Textures on Medium. Runs pretty consistently at 90 unless lot'ss of enemies turn up but it does settle down; I've played 2 hours and enjoyed it thoroughly. Tempted to lock it to 45 and see how I cope so I can turn some settings up.
Well said. Indies pave the way for AAA to borrow from, peoples disrespect for them is incredibly disappointing.That's a pretty insulting way to talk about those games, imo. They aren't bargain bin asset flips, they were highly experimental, cutting edge trailblazers. Let's get one thing straight: Valve did not invent the mechanics that Half Life Alyx uses. Half Life Alyx was not willed into the ether from the depths of valve. Half Life Alyx exists because of several years of unbridled creativity and experimentation from passionate people that valve freely (with blessings!) learned from.
The term "asset flip" is used as a short hand for lazy, uninspired, quick cash grabs. The exact opposite of the type of game being described. Those small passion projects are about as far as you can get from asset flip as can possibly be. When people talk about "asset flips" they talk about people taking already completed chunks of a game and just throwing them together with minimal work. The games that inspired Half Life Alyx were the exact opposite of an asset flip, they are some of the only games to come out in the last decades that were truly, wholey original without any template to crib from.
I realize you might not have meant your comment to come out that harshly, but I felt the need to stick up for the indie VR scene. Not everybody can get together a cherry-picked 80 man team of the top engineers in the industry with an unlimited budget. Those that make due with more limited scope don't deserve to be called "Asset flips."
I realize you might not have meant your comment to come out that harshly, but I felt the need to stick up for the indie VR scene. Not everybody can get together a cherry-picked 80 man team of the top engineers in the industry with an unlimited budget. Those that make due with more limited scope don't deserve to be called "Asset flips."
I have a pretty beefy PC, and a good GPU (RTX 2070 Super) and every time I load alyx it gives me a "gpu memory is low" warning.. even though no other games or apps are open... but then it works flawlessly on ultra setting. Anyone else have this?
Wireless is pretty good, but in the same way that its pretty good with most VR games. Even with a bunch of physics stuff and big explosions going on at one time, I'm at 90fps 98% of the time on my 4770k. Only get compression artifacts/stuttering during end of chapter loading screens. The game is actually pretty gpu intensive, but I am running max settings at 250% SS. 1080 Ti.sigh, i immediately bought the wireless adapter for vive because imagining playing this wireless sounds too good to be true. just got to chapter 3 and i'm actually dreading it after reading the impressions here. sounds like a hell of an anxiety rush for me, but i'm here for it. i hope to god i don't break something in my room. this game keeps giving me full body chills at how god damned good it is.
sigh, i immediately bought the wireless adapter for vive because imagining playing this wireless sounds too good to be true. just got to chapter 3 and i'm actually dreading it after reading the impressions here. sounds like a hell of an anxiety rush for me, but i'm here for it. i hope to god i don't break something in my room. this game keeps giving me full body chills at how god damned good it is.
Wireless is pretty good, but in the same way that its pretty good with most VR games. Even with a bunch of physics stuff and big explosions going on at one time, I'm at 90fps 98% of the time on my 4770k. Only get compression artifacts/stuttering during end of chapter loading screens. The game is actually pretty gpu intensive, but I am running max settings at 250% SS. 1080 Ti.
This game's campaign is much easier to run with wireless than Boneworks, just putting that out there.
I gotta say I was also pretty nervous about the horror side of the game, though I havent really played any VR horror stuff. What I have done in the first 2 hours (talking flashlight sections mainly) hasn't bothered me in the least, headcrabs jumping at your face hasn't really made me jump like I thought. Very happy with that.
One bit that did make me go "oh shit!" though, when you get the shotgun...
I was stood with my back to the middle wall, didn't even acknowledge it I just saw the other 2 being smacked, when all the debris came flying past my head that got me a bit, great set piece
putting aside Half Life Alyx entirely, going wireless was the single biggest addition to VR to me since room scale positional tracking. Going all the way back to the DK1, I absolutely hated wires. When I got my DK1, it had no positional tracking at all, but we could fake it using razor hydras like this:
The hydras were wired to a base station and so you'd have one wire running to your hand holding one hydra, then another wire running to the hydra on your head, which ran to a base station that had two wires, one USB to the PC, and the other to the power adapter. Then the DK1 had a wire running to a breakout box, which had three wires running to the PC - USB, DVI, and a power brick. This made for a rats nest of wires and you could only lean around, not walk more than maybe a step in each direction.
With the DK2, I went to pretty extreme lengths to try and mitigate the wire. I have a virtuix omni:
And I'd run the wire down from above using a boom mic stand. But it was still there. People say they got used to the huge wire running down their back with the original Vive and oculus rift, but I never could get over it. It always bugged me. I actually jumped on the very first wireless kits available, before the HTC Vive kit. I have TP Casts for both my original HTC Vive, and for the Oculus Rift (which they don't even sell anymore). Fully wireless PCVR is my absolute baseline. I'm content with sticking with the two poorest resolution VR headsets for the time being until the newer headsets offer a wireless solution, because, to me, the lack of wire is worth more than the bump in image quality.
Even beyond the freedom to spin around endlessly and crouch and crawl into corners, I find that having the wireless adapter flat out makes getting in and out of games quicker, which meant it was easier for me to use VR more regularly. I'm already an edge case user, so that might not be true of everyone, but being able to slip on and off the headset without having to get out a long cable and plug it in is huge. I have 3 batteries for my TP Cast kits, so I can keep playing while the others charge, for endless play sessions.
Get hyped about your wireless kit, if you really like VR, it's a pretty awesome upgrade.
EDIT: For those who are unfamiliar with the wireless VR kits, they use custom transmitters that operate at 60 ghz, not the normal 5ghz of conventional wireless routers. They are essentially imperceptible from using a normal cable, which is why they also usually cost about as much as the headset itself.
The wireless kits, both the one from HTC and the one from TP Cast, are entirely external and don't use any additional system resources. As far as your system knows, you're connect to a normal cable.
i was an early adopter of the vive when it came out and the heavy wires running down my back were always my complaint while playing anything so it was only a matter of time before i picked up the wireless adapter. i was planning on getting it during the holiday season last year when it was $50 off but i slept on it and missed out. now that HL:Alyx is finally out, imagining playing without those damned cords fiddling around me sounds like bliss. i am extremely hyped!
Ha, the same exact thing happened to me.
Also, I dropped my shotgun shells mid fight and had to pick them up off the ground during reload. I was out of handgun ammo at that point so those shotgun shells were my only way to fight back.
It's crazy how tense the game can be.
I would assume any decently large studio these days would have multiple VR headsets. I'm a small one and I have almost a dozen.
putting aside Half Life Alyx entirely, going wireless was the single biggest addition to VR to me since room scale positional tracking. Going all the way back to the DK1, I absolutely hated wires. When I got my DK1, it had no positional tracking at all, but we could fake it using razor hydras like this:
The hydras were wired to a base station and so you'd have one wire running to your hand holding one hydra, then another wire running to the hydra on your head, which ran to a base station that had two wires, one USB to the PC, and the other to the power adapter. Then the DK1 had a wire running to a breakout box, which had three wires running to the PC - USB, DVI, and a power brick. This made for a rats nest of wires and you could only lean around, not walk more than maybe a step in each direction.
With the DK2, I went to pretty extreme lengths to try and mitigate the wire. I have a virtuix omni:
And I'd run the wire down from above using a boom mic stand. But it was still there. People say they got used to the huge wire running down their back with the original Vive and oculus rift, but I never could get over it. It always bugged me. I actually jumped on the very first wireless kits available, before the HTC Vive kit. I have TP Casts for both my original HTC Vive, and for the Oculus Rift (which they don't even sell anymore). Fully wireless PCVR is my absolute baseline. I'm content with sticking with the two poorest resolution VR headsets for the time being until the newer headsets offer a wireless solution, because, to me, the lack of wire is worth more than the bump in image quality.
Even beyond the freedom to spin around endlessly and crouch and crawl into corners, I find that having the wireless adapter flat out makes getting in and out of games quicker, which meant it was easier for me to use VR more regularly. I'm already an edge case user, so that might not be true of everyone, but being able to slip on and off the headset without having to get out a long cable and plug it in is huge. I have 3 batteries for my TP Cast kits, so I can keep playing while the others charge, for endless play sessions.
Get hyped about your wireless kit, if you really like VR, it's a pretty awesome upgrade.
EDIT: For those who are unfamiliar with the wireless VR kits, they use custom transmitters that operate at 60 ghz, not the normal 5ghz of conventional wireless routers. They are essentially imperceptible from using a normal cable, which is why they also usually cost about as much as the headset itself.
The wireless kits, both the one from HTC and the one from TP Cast, are entirely external and don't use any additional system resources. As far as your system knows, you're connect to a normal cable.
I'm in the hotel and I straight up feel horrible for having to kill one of the specific enemies in there.
I wonder if they'll port this to PS5/PSVR ? It seems the smart thing to do.
hmm, I'm pretty sure the compression is handled by the CPU before being sent off to the HMD.The wireless kits, both the one from HTC and the one from TP Cast, are entirely external and don't use any additional system resources. As far as your system knows, you're connect to a normal cable.
I have a pretty beefy PC, and a good GPU (RTX 2070 Super) and every time I load alyx it gives me a "gpu memory is low" warning.. even though no other games or apps are open... but then it works flawlessly on ultra setting. Anyone else have this?
I have a pretty beefy PC, and a good GPU (RTX 2070 Super) and every time I load alyx it gives me a "gpu memory is low" warning.. even though no other games or apps are open... but then it works flawlessly on ultra setting. Anyone else have this?
I'd say this is a save bet. Most Half-Life games ended on console one way or the other and Alyx will be the gold standard for VR for some time now. I hope Sony learns some lessons and produces a real system seller for PSVR2. An AAA VR game made by Santa Monica, Naughty Dog, Guerilla or Insomniac.I wonder if they'll port this to PS5/PSVR ? It seems the smart thing to do.
All the talk about snap rotation and such, if you're playing with a wireless kit, becomes completely moot. I don't use any stick to rotate, I actually turn in place IRL.
This game revolutionizes VR graphics. I am shocked at how good it looks.
Vibration is used well to simulate touch. I could lean over a balcony while I was given a vibrating cue for when my hands are touching the railing. I saw a woman biking away. I forgot it wasn't reality for a few seconds. Moving a dial on a radio was also on fleek.
The movement systems, hand system and gameplay info are all top notch. With that said, I couldn't open a matchbox, or the pages of a book, or take a VHS tape out of its sleeve. Clearly VR controls still have a ways to go.
There is some 3D/VR wonkiness and you must adjust your fingers well on the Index before playing or the middle finger might not be properly recognized. I managed to insert a bike into a wall and to clip into some walls. There are many objects that are non-interactive such as a tv settings sliders. Room for improvement there but nothing unforgivable.
That's what I got from 1h of gameplay.
Yes. If you are also using glasses you might want to look into getting prescription lenses so that you dont need to use glassesI am curious about comfort on the Index.
I've only really had a chance to sample the Rift, Rift-S and Vive (and DK1, 2 and PSVR but those aren't relevant here)
I found the Vive extremely uncomfortable with glasses while the original Rift was also relatively difficult to use for long sessions. Both fogged up and were not comfortable for me specifically.
The Rift-S was like a breath of fresh air in comparison and is the first headset I can enjoy for hours. I had spent a lot of time tweaking Vive and Rift and never found a way to make it fully comfortable.
So, the question is - does the Index compare more favorably with Rift-S here?
Put on musicGuys I'm legitimately too terrified to go any further. I'm a little past the part where you get the flashlight and can't even bring myself to move forward. It's like I wanna play so badly but end up completely petrified every time a headcrab jumps out.
I think I'm actually screwed too cause it's only going to get worse from here. I still absolutely love the game though.