Valve-time has shifted over to their hardware now.
Valve-time has shifted over to their hardware now.
Don't think it's quite clear yet.
It'll definitely include some sort of modding/editing tools, but considering they haven't gone out of their way to call that "Source 2 SDK" formally, it probably isn't. I'd have to imagine it won't be too far off though? But it's Valve so ha ha who knows.Source 2 SDK will ship with Half-Life: Alyx
I think this deservers its own thread. I remember modding with source 1 back when half life 2 got released. maybe we will get a new Garrys Mod? Who knows? The community will be availble to build and share environments via Steam workshop.www.resetera.com
I appreciate the tips. I've noticed that I'm mostly ok with teleporting and snapping stuff, but smooth movement absolutely destroys me. I'm really trying to get into TWD: Saints and Sinners but the movement makes me sick after a while. Thankfully Half-Life: Alyx seems to offer a ton of accessibility options, so I'm hoping for the best!Start slow. Use teleport first or snap turning or just walkt and turn slowly. Just DON'T run an jump like crazy like you usually do in FPS. I see this a lot with people that try Skyrim for the first time. They just run and turn like they are playing a normal game and they get instantly sick.
Don't play for too long. Start with 10 - 20 minutes sessions and then gradually increase the time you spend in VR. Just take it slow. Play on easy if that helps with the disadvantages you get through slower movement/reactions.
I appreciate the tips. I've noticed that I'm mostly ok with teleporting and snapping stuff, but smooth movement absolutely destroys me. I'm really trying to get into TWD: Saints and Sinners but the movement makes me sick after a while. Thankfully Half-Life: Alyx seems to offer a ton of accessibility options, so I'm hoping for the best!
This. It doesn't feel real.
A big part of that is the relative lack of fanfare for what is a VR-only title; I get it, not everyone has VR, and frankly even if you want to get into it it's actually pretty difficult due to a lot of factors. That's going to necessitate dampened excitement, even though those who *do* have VR realize just how insane this is going to be. Add to that the fact that this isn't that one Half-Life game with a '3' at the end of its name, despite the reality that this is still in every way that actually matters "the next Half-Life game." Finally, it doesn't feel real because Valve have been ... well, Valve, when it comes to how unorthodox this has been. We're just over a month out and have seen the game less than I think frankly any game to ever come from a AAA studio in the history of gaming in the lead-up to release. I get that we're going to see more -- probably a lot more -- but Valve definitely isn't walking into the marketing of this game with a spare no expense approach. They're going to let the game do the talking, and let current VR players do the advertising. I hope it works. I hope that by the end of this year the question of VR's viability is answered in the strong affirmative for even today's most critical and skeptical gamer.
I think it's smart for them to completely ignore marketing right now. All indications are that there's a huge shortage of HMDs, with even the Rift S going up in price significantly over the last couple of months (and of course the Index being sold out completely).
They can basically assume a near 100% attach rate among current PCVR owners, and with zero advertising they're already selling out more HMDs than either they or their competitors can produce. Any further advertising would just be selling hardware to people who cannot buy it.