We'll know when the site goes up again (maybe)!
Well I mean that would completely defeat the purpose. The idea of the tech is to reduce the play area needed and create the illusion of having a huge playspace. I think though this would have a hard time working with face paced games though, and likely would be more suited for walking sims. virtual spaces etc. But we'll see. At least it's something.I thought you need a gymnasium size play space for this to work?
I've read about this technique before, and I'm pretty sure they said you needed a gymnasium sized area. That makes it useless for home use, but not useless—it means that within a large BUT NOT INFINITE area, you can create a world of INFINITE size, where a player can walk in any direction forever. Academics have been researching this for years and it's supposed to be 100% seamless for everyone.Well I mean that would completely defeat the purpose. The idea of the tech is to reduce the play area needed and create the illusion of having a huge playspace. I think though this would have a hard time working with face paced games though, and likely would be more suited for walking sims. virtual spaces etc. But we'll see. At least it's something.
I've read about this technique before, and I'm pretty sure they said you needed a gymnasium sized area. That makes it useless for home use, but not useless—it means that within a large BUT NOT INFINITE area, you can create a world of INFINITE size, where a player can walk in any direction forever. Academics have been researching this for years and it's supposed to be 100% seamless for everyone.
What I can't figure out is if this method is (A) Bullishit, (B) Has major issues (only works for slow paced games and/or will make a significant number of people sick), or (C) has made some kind of breakthrough on top of older implementations.
I think it's a combo of B and C in that it's only really going to work with slower paced games (at least in realistic spaces), and that this is a totally different implementation than previous implementations. All the older ones I've seen literally warped the image to redirect you. This uses eye tracking to slightly move the whole image during your saccadic eye movements (which you are blind during) and doesn't have any warping.I've read about this technique before, and I'm pretty sure they said you needed a gymnasium sized area. That makes it useless for home use, but not useless—it means that within a large BUT NOT INFINITE area, you can create a world of INFINITE size, where a player can walk in any direction forever. Academics have been researching this for years and it's supposed to be 100% seamless for everyone.
What I can't figure out is if this method is (A) Bullishit, (B) Has major issues (only works for slow paced games and/or will make a significant number of people sick), or (C) has made some kind of breakthrough on top of older implementations.
Some video, details, and impressions from Echo Combat's closed beta. Don't think we've ever seen gameplay from it before:
Some details:
- $10
- Open beta June 21
- The closed beta was just a Payload mode, but could include more
- Different skills and customization you can choose from
I dont really trust it. Just 10$ but during the Echo Arena winter event I couldnt start a game, because no one was on the servers.
thousands!! wow, that's seriously active.Not sure how when and how much you tried, but there are thousands of people playing Echo Arena every day, and it has been growing since launch last year. If the closed beta of Echo Combat last weekend is any indication, there will be even more playing Echo Combat. I really doubt finding players will be an issue. :)
Some video, details, and impressions from Echo Combat's closed beta. Don't think we've ever seen gameplay from it before:
Some details:
- $10
- Open beta June 21
- The closed beta was just a Payload mode, but could include more
- Different skills and customization you can choose from
Some video, details, and impressions from Echo Combat's closed beta. Don't think we've ever seen gameplay from it before:
Some details:
- $10
- Open beta June 21
- The closed beta was just a Payload mode, but could include more
- Different skills and customization you can choose from
Not sure how when and how much you tried, but there are thousands of people playing Echo Arena every day, and it has been growing since launch last year. If the closed beta of Echo Combat last weekend is any indication, there will be even more playing Echo Combat. I really doubt finding players will be an issue. :)
Tested on Varjos "Bionic Display Prototype":
A very interesting approach for very high resolution in VR without setting your rig on fire. There is still lots of new and creative things to discover for VR hardware, what we have now available for everyone to buy is not the last word on design of VR hardware (if it wasn't obvious before lol).
They pretty much mentioned this is a very stop-gap solution since there are no displays that works that way. They've sourced the screens as basically off the shelve products, so they're not really selling the design as such, more the idea, and execution of having different PPI across a display.One of the larger manufacturers should probably be able to produce OLED screens with variable pixel density across a single screen.
https://www.theverge.com/2018/6/7/17434956/oculus-rift-stormland-announced-insomniac-games-vr
Stormland is Insomniac's next VR game.
I should try it again. Did they added any training mode or matches with bots? When I tried on release the only thing I did was being a terrible teammateEuropean server I guess. There were literally 4 people in the lobby, was waiting for half an hour, no one showed up so i closed the game.
Was different at Halloween.
Some video, details, and impressions from Echo Combat's closed beta. Don't think we've ever seen gameplay from it before:
Some details:
- $10
- Open beta June 21
- The closed beta was just a Payload mode, but could include more
- Different skills and customization you can choose from
just checked out beatsaver and the mod has added custom platform. no much yet, only 2. hopefully we see some nice one in the future.
All the songs exist in a custom songs folder, so they shouldn't get wiped. I haven't updated so I don't know this as an absolute, but it shouldn't mess up your songs.When you updated the mod, did it preserve your songs and sabers or did you have to redownload those after that?
All the songs exist in a custom songs folder, so they shouldn't get wiped. I haven't updated so I don't know this as an absolute, but it shouldn't mess up your songs.
The only thing I don't like about this is the weapons being built into the hands, one of the things I like about Pavlov is being able to chuck weapons to a teammate or take weapons dropped from the people you kill. I think it would have been really cool to do that in zero-g.
Pretty much confirms what I thought. Free locomotion players aren't a small minority. They're almost half the audience.Fast Travel Games: "Think long and hard on free locomotion in VR" (GI.BIZ)
Once seen as carrying too high a risk of motion sickness, Erik Odeldahl now believes that free movement in VR is too popular to leave out.
That's interesting and I could totally see that. While you're around ;P are you able to confirm whether or not there's going to be more game modes? Honestly, I'd be cool with just Payload for now, but I'm curious.We thought so too, but it was not - we tried every possible combination we could think of, and we fully implemented and tested them all.
For one thing, having to hold the gun meant that you could not grab on to the environment with that hand, which with the Echo games movement system had a big negative impact on your ability to exploit the environment. Then there is the issue that free floating objects in 0g don't stay put - you knock them over or let them go and move away and getting back to them becomes a huge chore. At the end it was not fun - so our designers went with this approach, as it lets the player prioritize skill mechanics that feel more rewarding instead of frustrating.
with e3 conferences starting now, a few us will be watching the livestreams within vrchat :D
Ah I didn't think of that! Yeah I guess it makes sense when you put it that way, I'm looking forward to it anyway I've already played a ton of arena so I'll pick this one up day one.We thought so too, but it was not - we tried every possible combination we could think of, and we fully implemented and tested them all.
For one thing, having to hold the gun meant that you could not grab on to the environment with that hand, which with the Echo games movement system had a big negative impact on your ability to exploit the environment. Then there is the issue that free floating objects in 0g don't stay put - you knock them over or let them go and move away and getting back to them becomes a huge chore. At the end it was not fun - so our designers went with this approach, as it lets the player prioritize skill mechanics that feel more rewarding instead of frustrating.
Pretty much confirms what I thought. Free locomotion players aren't a small minority. They're almost half the audience.
That's interesting and I could totally see that. While you're around ;P are you able to confirm whether or not there's going to be more game modes? Honestly, I'd be cool with just Payload for now, but I'm curious.
Ah I didn't think of that! Yeah I guess it makes sense when you put it that way, I'm looking forward to it anyway I've already played a ton of arena so I'll pick this one up day one.
I think that there's also a confirmation bias here. Most people aren't going to buy an expensive VR headset without trying it, and anyone who gets HORRIBLY sick on that try is going to stay away from VR.Pretty much confirms what I thought. Free locomotion players aren't a small minority. They're almost half the audience.
We tried the ea conference in a private world but the stream paused after a bit so we just opened the streams on our desktops and placed them into vrchat with a desktop overlay so it still worked.Oh cool, which worlds are they using? Wouldn't mind getting on.
It's co-op. This game is sort of a Breath of the Wild x Anthem. It has a world that changes over time, including cataclysmic events that essentially create a new map every couple weeks, and you can play co-op with a small group of friends (they're not comitting to an exact number yet). The core gameplay loop is going to be like Breath of the Wild -- go off and explore, find stuff, accomplish goals, upgrade, survive. There will be a central story, as well, but the impression I get is that you'll spend more time exploring and getting stronger than you will doing story missions, BotW-style.This looks really exciting. It seems like it's hinting at Co-op as well? Or maybe those are just AI.
Where as breath of the wild lost me with it's lack of focus. This might not, as when you include other players in that loop. At least for me, it makes it a much better experience. I get bored of sandbox stuff with a lack of focus fairly quick, less so with other people.It's co-op. This game is sort of a Breath of the Wild x Anthem. It has a world that changes over time, including cataclysmic events that essentially create a new map every couple weeks, and you can play co-op with a small group of friends (they're not comitting to an exact number yet). The core gameplay loop is going to be like Breath of the Wild -- go off and explore, find stuff, accomplish goals, upgrade, survive. There will be a central story, as well, but the impression I get is that you'll spend more time exploring and getting stronger than you will doing story missions, BotW-style.
If they're able to produce enough content, and cool enough rewards to keep this loop interesting and satisfying, this could be a really compelling game. I'm officially excited.