I got it for $22.94 USD @ GMG. Make sure to use the 10% off VR Games VIP discount. Worked out to $29.48 CAD.
Have you got your key yet from GMG?
I got it for $22.94 USD @ GMG. Make sure to use the 10% off VR Games VIP discount. Worked out to $29.48 CAD.
Ouch, that sucks. Will you be able to get it repaired via warranty?My vive basically shit out on me, bummer I won't get to try this.
They've mentioned in all their previews that it's a standalone game. Even the gameplay vids shown were completely difference since you're not playing as Doom Guy (or whatever he's called XD). You're taking control of different bodies throughout the game.
Only had the 1 year manufacturers warranty which expired back in like may. Support told me it's probably a sensor and would cost around $200. Which I currently don't have to spend.Ouch, that sucks. Will you be able to get it repaired via warranty?
I don't think you can buy Skyrim PSVR on gmg?I got it for $22.94 USD @ GMG. Make sure to use the 10% off VR Games VIP discount. Worked out to $29.48 CAD.
What developer worked with Bethesda to bring Skyrim to VR? And did they also work on DOOM VFR? Because Skyrim VR is wonderful.
I could've swore this was a Doom VFR thread. The message I quoted from you listing Doom VFR prices.I don't think you can buy Skyrim PSVR on gmg?
Not really sure what you bought,,
Its also likely due to the resolution differences between the PSVR and the Vive on top of the frame rate difference. They are trying to give optimal specs to achieve 90 fps @ 2160x1200 on the vive which may take a little horse power. But as someone said earlier... they might be playing it a little safe by calling for a 1070. I'm sure you'd be able to play this with other cards by adjusting graphical options. I guess we'll know more after it's release. Can't wait!Maybe the game is significantly different across the platforms. Optimization won't bridge that gap...
Then again maybe it's 60fps vs 90fps situation.
PSVR is soaking up all of the spotlight for better or worse, because it's affordable to reviewers and representative of the majority VR population.Why are there no demo video's from the PC version? Seems like that would be the best showcase for this.
No, I haven't yet. I'm guessing on release day.
Why does it seem like the big gaming sites are always trying to paint VR in the worst light possible?
Why the hell would they not use the AIM controller with full locomotion? Showcasing teleporting predictably leads to everyone in the comments shitting on the game and assuming this is the only way to play it
Teleportation is used for the brutal kills (when an enemy flashes blue) and it may also be used to "jump" to a place you can't walk to (someone correct me here if I'm wrong since I haven't played this yet, just assuming it will have some verticality like the current non-vr Doom).Unless I've really misunderstood DOOM VFR, movement is always going to involve teleportation. It's built right into the backstory.
Someone feel free to correct me if I'm wrong.
Unless I've really misunderstood DOOM VFR, movement is always going to involve teleportation. It's built right into the backstory.
Someone feel free to correct me if I'm wrong.
Does anyone know if the PC version will support artificial turning? Steam says roomscale-only.
I was considering getting a PCVR headset since I had the opportunity to try it out yesterday, but unless I can play this seated I'll just stay on PSVR with my trusty Aim.
Awesome, thanks a bunch! Do you have any links I could check out?
Tbh the only reason I haven't already bought a Rift is the worry about the Touch support. Missed out on the amazing black friday Rift deals because of it, I just can't justify such a big expenditure with unanswered questions like this.I went ahead and pre-ordered it from GMG at 24% off, but the only thing I'm worried about now are controls being mapped to touchpad options since I use an Oculus Rift. But there is some sort of 3rd party software that can be used to remap everything to Touch controls. I just wish Bethesda supported Touch controllers natively in OpenVr/SteamVR even if they don't ever utilize the native Oculus SDK ;p.
That's fine. For me the locomotion is more about being able to freely move through the environment comfortably. The above gameplay video looks exactly like what I want.Pretty sure you have to use the teleportation mechanic to some degree. It's how you jump, for example.
Holy shit, so the teleportation control scheme is not mandatory??
This changes everything.
That is NOT true, you can tell by looking at the Eurogamer Doom streaming that's going on right now.This bit confuses me:
The basic locomotion options are teleportation – holding a button will slow time as a glowing icon appears denoting your landing point – and quick step (labelled 'dash' in-game). With the PlayStation Move and PlayStation Aim there are no smooth locomotion options, but the quick step is a good alternative similar to the snap-rotation (a 180 degree turn) for avoiding simulation sickness. The DualShock 4 controller does offer a more traditional FPS control scheme however, though the rotation on the right analog stick is still in small increments.
From the aim controller gameplay videos it looked like smooth turning to me.
I did a video showing all of the control options:
There's also an article here: http://www.pushsquare.com/news/2017...ee_psvr_controllers_but_none_feel_quite_right
It doesn't really feel right with any of the control options IMO. Looks stunning, though.