lol Pretty entertaining video.
Those Orb puzzles are pretty freaking easy though if you just take your time.
Those Orb puzzles are pretty freaking easy though if you just take your time.
I just wanted to add that I agree with Krejlooc here. I don't get the slightest discomfort from smooth locomotion, but I prefer teleportation.
With teleportation, I'm essentially just moving my room-space and I walk around in that space. Real-life movement is by far the best movement for presence, but obviously you need something to overcome those physical limitations. In addition, I think smooth locomotion may even be a negative to presence. Something about gliding around doesn't feel natural. And while teleportation isn't natural either, it's more of an omission of something, and you can kind of fill in the gaps between two points. Half-Life: Alyx in particular greatly aids in this by making the world itself aware of your movement through the teleport, in contextualized audio effects based on the circumstances of the teleport (clothing sounds, a heavy thump if you jump down onto metal, etc.).
I don't greatly dislike smooth locomotion though. For people with a small room space, you're not going to be moving (room-scale) that much anyway, and therefore smooth locomotion makes sense. Some games are also designed for you to be in movement constantly, and smooth locomotion makes sense here too.
I said usually ;) I get different people to have different preferences, but most usually at some point go to smooth locomotion, at least in my experience
Idk why after watching that I really wanna see/play a VR Dead Rising game lol.
Also, the game letting you teleport of ledges to your death seems like a weird mechanic.
Wow nice post! How much room are you working with when doing room scale?The funny thing about my very vocal opinion on teleportation is that I thought the concept was terrible the first time I heard about it. I didn't come aboard the teleportation wagon until budget cuts introduced it to me properly. After playing budget cuts with full roomscale, my entire opinion on locomotion changed. It was a change that occured because I kept an open mind, my opinion was actually swayed through persuasion.
I'd say probably more than just about 99% of people on this board, I've concentrated on experimenting with locomotion. The only other person I know on the entire internet who has a virtuix omni would be ThatsMyTrunks for example. I plopped down money for this:
Because I wanted to have an informed opinion of just about every type of locomotion around. Shortly after I got my HTC vive, for example, I sat down and cloned the Budget Cuts teleportation mechanic in Unity as a test. Wanted to see, mechanically, how it all worked, so I built a system that shot out physical teleportation balls, created portal cameras, all that. As a test, I recreated a level of goldeneye to "spy" around the level with the mechanic. Breaking it down and playing with it as a developer opened my eyes.
Someone asked why I use teleportation? Because I've tried all the other methods of locomotion, and I very honestly believe teleportation and roomscale can't be beaten.
Wow nice post! How much room are you working with when doing room scale?
I got rid of my Omni, it was a piece of shit.The funny thing about my very vocal opinion on teleportation is that I thought the concept was terrible the first time I heard about it. I didn't come aboard the teleportation wagon until budget cuts introduced it to me properly. After playing budget cuts with full roomscale, my entire opinion on locomotion changed. It was a change that occured because I kept an open mind, my opinion was actually swayed through persuasion.
I'd say probably more than just about 99% of people on this board, I've concentrated on experimenting with locomotion. The only other person I know on the entire internet who has a virtuix omni would be ThatsMyTrunks for example. I plopped down money for this:
Because I wanted to have an informed opinion of just about every type of locomotion around. Shortly after I got my HTC vive, for example, I sat down and cloned the Budget Cuts teleportation mechanic in Unity as a test. Wanted to see, mechanically, how it all worked, so I built a system that shot out physical teleportation balls, created portal cameras, all that. As a test, I recreated a level of goldeneye to "spy" around the level with the mechanic. Breaking it down and playing with it as a developer opened my eyes.
Someone asked why I use teleportation? Because I've tried all the other methods of locomotion, and I very honestly believe teleportation and roomscale can't be beaten.
I believe it. I'd never gotten motion sickness from any game before, no matter what FOV, etc., but the first time I played Skyrim VR on PSVR with a DualShock 4 I felt it after less than 5 minutes, sweating, nauseous.I ran a VR users group out of houston texas where every third thursday of the month we'd hold open house and let anybody come and try headsets at a well funded hackerspace. I demoed to hundreds of people over a several year period. VR legs are largely a myth. The vast, vast number of people I demoed to never were able to acclimate. I've seen private studies from VR firms that seem to indicate that something like 60% of people continously get sick from artificial locomotion even after prolonged exposure. It's a biological reaction, it's not something you can train away. No more than you can train yourself to not get goosebumps.
Ah, right, I am in total agreement. Just letting you know that I got rid of it. Sold it cheap to someone whose dad had a stroke and wanted a comparatively inexpensive muscle therapy device.My point was, when people talk about "we need omnidrectional treadmills, they'll solve all of VR's locomotion problems" or other ideas about the panacea for VR, they're largely speaking from their gut. I know the real faults involved with that method of locomotion, with all the methods of locomotion. My preference for roomscale + teleportation comes from sampling basically every method of locomotion around, and deciding it was the one with the least restrictions.
Ah, right, I am in total agreement. Just letting you know that I got rid of it. Sold it cheap to someone whose dad had a stroke and wanted a comparatively inexpensive muscle therapy device.
I just wanted the space back in my storage shed.
Happy it works out for you, I despise it, takes me out of the experience, I also don't think Roomscale is the best mode for VR as it is, I played HLA sitting down on my couch, upped my height in VR and had a toggle crouch button, let me do everything I wanted and I didn't have to jump around to play what is otherwise entertainment, I do enjoy the occasional room-scale game, but for games like HLA where I'm playing for 15 hours, I'd rather do it in comfort.The funny thing about my very vocal opinion on teleportation is that I thought the concept was terrible the first time I heard about it. I didn't come aboard the teleportation wagon until budget cuts introduced it to me properly. After playing budget cuts with full roomscale, my entire opinion on locomotion changed. It was a change that occured because I kept an open mind, my opinion was actually swayed through persuasion.
I'd say probably more than just about 99% of people on this board, I've concentrated on experimenting with locomotion. The only other person I know on the entire internet who has a virtuix omni would be ThatsMyTrunks for example. I plopped down money for this:
Because I wanted to have an informed opinion of just about every type of locomotion around. Shortly after I got my HTC vive, for example, I sat down and cloned the Budget Cuts teleportation mechanic in Unity as a test. Wanted to see, mechanically, how it all worked, so I built a system that shot out physical teleportation balls, created portal cameras, all that. As a test, I recreated a level of goldeneye to "spy" around the level with the mechanic. Breaking it down and playing with it as a developer opened my eyes.
Someone asked why I use teleportation? Because I've tried all the other methods of locomotion, and I very honestly believe teleportation and roomscale can't be beaten.
Happy it works out for you, I despise it, takes me out of the experience, I also don't think Roomscale is the best mode for VR as it is, I played HLA sitting down on my couch, upped my height in VR and had a toggle crouch button, let me do everything I wanted and I didn't have to jump around to play what is otherwise entertainment, I do enjoy the occasional room-scale game, but for games like HLA where I'm playing for 15 hours, I'd rather do it in comfort.
Also, I appreciate your vast experience, but it is important to note that a lot of VR players play using locomotion, it's not that it's impossible, just it might be impossible for you.
Something about gliding around doesn't feel natural. And while teleportation isn't natural either, it's more of an omission of something, and you can kind of fill in the gaps between two points.
Just one scene.
My point was, when people talk about "we need omnidrectional treadmills, they'll solve all of VR's locomotion problems" or other ideas about the panacea for VR, they're largely speaking from their gut. I know the real faults involved with that method of locomotion, with all the methods of locomotion. My preference for roomscale + teleportation comes from sampling basically every method of locomotion around, and deciding it was the one with the least restrictions.
To be fair, his Death Stranding one was definitely one of his best and it sort of balanced out a lot of folks playing down the stuff he played up.Yep, he pissed off quite a few Souls, Sekiro, and Death Stranding fans because of this.
Yeah but I'd hazard a guess that it's a lot easier to 'grow your VR legs' at home at your own pace as opposed to in a hackerspace, research environment, or friends house. I doubt it's that black and white. I also went from thinking that I'd never be able to do continuous movement to being able to do Wipeout VR with all comfort modes off over a period of time.I ran a VR users group out of houston texas where every third thursday of the month we'd hold open house and let anybody come and try headsets at a well funded hackerspace. I demoed to hundreds of people over a several year period. VR legs are largely a myth. The vast, vast number of people I demoed to never were able to acclimate. I've seen private studies from VR firms that seem to indicate that something like 60% of people continously get sick from artificial locomotion even after prolonged exposure. It's a biological reaction, it's not something you can train away. No more than you can train yourself to not get goosebumps.
I personally only ever got really sick a couple of times (had been made aware that you should stop as soon as you feel discomfort, which tends to subside minutes after you stop).People don't want to make themselves sick over and over again in the hope that they might eventually be able to take in a video game.
The best solution is to provide a littany of options. Teleportation vs Artificial locomotion should be a preference, like inverted vs non inverted in conventional gaming.
I'm yet to do proper room space, I just don't have the room..... Maybe some day 😔I just wanted to add that I agree with Krejlooc here. I don't get the slightest discomfort from smooth locomotion, but I prefer teleportation.
With teleportation, I'm essentially just moving my room-space and I walk around in that space. Real-life movement is by far the best movement for presence, but obviously you need something to overcome those physical limitations. In addition, I think smooth locomotion may even be a negative to presence. Something about gliding around doesn't feel natural. And while teleportation isn't natural either, it's more of an omission of something, and you can kind of fill in the gaps between two points. Half-Life: Alyx in particular greatly aids in this by making the world itself aware of your movement through the teleport, in addition to contextualized audio effects based on the circumstances of the teleport (clothing sounds, a heavy thump if you jump down onto metal, etc.).
I don't greatly dislike smooth locomotion though. For people with a small room space, you're not going to be moving (room-scale) that much anyway, and therefore smooth locomotion makes sense. Some games are also designed for you to be in movement constantly, and smooth locomotion makes sense here too.
"Scan this"The middle finger shit was hilarious. I'd imagine a 19 year old Alyx would do something like that.
The orb puzzles are easy, if you use your second hand to rotate the ball.
That and the ending made me laugh out loud"I'm going to switch to keyboard and mouse controls" got me good.
His videos are supposed to be comedic, so he properly just goes in blind to force some funny moments. It is job after all. Sometimes it works, but other times (like here) it feels forced.I'm convinced he ignored all the tool tips / tutorials in the game. He doesn't even reload properly. Unless he deliberately did all this - in which case that's just kinda lame.
His Death Stranding review especially is nothing but stuff like this lolI'm convinced he ignored all the tool tips / tutorials in the game. He doesn't even reload properly. Unless he deliberately did all this - in which case that's just kinda lame.
I'm sure he plays this stuff up since his videos are primarily a comedy thing.I'm convinced he ignored all the tool tips / tutorials in the game. He doesn't even reload properly. Unless he deliberately did all this - in which case that's just kinda lame.
Nope, you can see he's not doing it properly either. He's not putting the controller at the right angle (aim to keep it pointed at 90 degrees to the centre of the circle and rotate around), so he doesn't have good control of the dot. He's also not rotating the circle enough with his left hand or adjusting his grip as he goes. Almost all of the puzzles in the game are great fun and work well.
His videos are supposed to be comedic, so he properly just goes in blind to force some funny moments. It is job after all. Sometimes it works, but other times (like here) it feels forced.
I'm sure he plays this stuff up since his videos are primarily a comedy thing.
I never really thought about it much, but yeah the Omni would be terrible for a lot of highly-interactive VR games. Can't crouch behind cover, can't pick anything up off the floor, can't crawl around on your knees looking down through vents (Budget Cuts)...My point was, when people talk about "we need omnidrectional treadmills, they'll solve all of VR's locomotion problems" or other ideas about the panacea for VR, they're largely speaking from their gut. I know the real faults involved with that method of locomotion, with all the methods of locomotion.
How far in is the scene? I'm on chapter 6 now and am curious if I'd be safe to watch.
It's about Eli in the train. I think you already saw it.How far in is the scene? I'm on chapter 6 now and am curious if I'd be safe to watch.
Keep going. The game isn't even that good until chapter 7. The back half is unbelievable.
Pretty sure he intentionally plays games terribly for video material. That's the vibe I get anyways. Stopped watching his vids long ago.Yep, he pissed off quite a few Souls, Sekiro, and Death Stranding fans because of this.
lol Pretty entertaining video.
Those Orb puzzles are pretty freaking easy though if you just take your time.