I wanna try one of these sickness-inducing VR games just to see what it is like. Is there anything on PSVR that will knock me for a loop?
Your personal playspace? I played in a 3x3/4x4 space fine but im not one that moves around physically in VR.Yeah I'm sure it's significantly different from others, can't speak for the development community.
I forgot to mention that I'm not a big fan of IK in general. Played a ton of Raw Data and thought it added nothing to immersion, especially when it would periodically freak out and render one of my limbs backwards or something. However, I was neutral and was hoping Boneworks made strides here that others didn't. It's definitely better, but yeah - has it's fair share of issues. I was happy to see Alyx rendering just the hands for sure.
My takeaway is I want a larger playspace :/
It was kind of obvious once teleportation grew out of favor that developers would start tossing out all the established best practices.
You haven't played recent Oculus games then. The Echo games are the flagship IP for Oculus and they do exactly this pushback which most people don't find to be an issue, and they do IK which most people don't find to be an issue, and they have lots of fast motion, which most people don't find to be an issue.Like, seriously, when the DK2 came out, an enormous amount of research was done on the oculus developer portal by small developers to figure out the best way to handle physical bodies in VR spaces, like what to do when you approach a wall. So many ideas put forth -- let people phase through the wall, let the world blank out temporarily, display an "out of bounds" error, etc.
You know what people DIDN'T do? Have the physical world push back on your body to keep you out of the wall, because it was immediately evident that it would make people sick.
THIS ENTIRE GAME IS BUILT AROUND THAT CONCEPT! I'm fucking flabbergasted!
Your personal playspace? I played in a 3x3/4x4 space fine but im not one that moves around physically in VR.
You haven't played recent Oculus games then. The Echo games are the flagship IP for Oculus and they do exactly this pushback which most people don't find to be an issue, and they do IK which most people don't find to be an issue, and they have lots of fast motion, which most people don't find to be an issue.
Just because StressLevelZero has issues with their IK does not mean it's not doable. It absolutely is, and while not perfect, it can still be done pretty well.
I expect Boneworks will recieve updates to help fix some of these issues.
Not anymore, tp locomotion has clearly been falling out of favor between Boneworks and the new Medal of Honor not even featuring teleportation at all, two of the biggest VR games there has even been. It was a rightful concern when no one was used to VR, but now that people have had headsets for a few years people are more comfortable with moving in different ways, I would expect it to continue being phased out as games go forward, as it does definitely get in the way of level design when you can just bypass areas/enemies with a teleport feature.teleportation is the standard form of locomotion in VR. Nearly all VR games use it. It hasn't fallen out of favor at all, it's more prevalent than ever.
Lone Echo goes 'Chicken Arms' often with anything behind the back. It doesn't really matter because they just clip thru things, but it happens.B) As I have said before, citing Lone Echo as a specific example, Lone Echo's IK is different from gun-based IK because all motions in the game that require a line of sight from far away. The only times in Lone Echo that you are required to use some sort of projectile, it's either up close with your laser finger, which naturally moves the arm out of your way as it's impossible to bend in front of your vantage point, or it's broad throwing motions like with the discuses, where the imprecise IK is not a problem
Not anymore, tp locomotion has clearly been falling out of favor between Boneworks and the new Medal of Honor not even featuring teleportation at all, two of the biggest VR games there has even been. It was a rightful concern when no one was used to VR, but now that people have had headsets for a few years people are more comfortable with moving in different ways, I would expect it to continue being phased out as games go forward, as it does definitely get in the way of level design when you can just bypass areas/enemies with a teleport feature.
Lone Echo goes 'Chicken Arms' often with anything behind the back. It doesn't really matter because they just clip thru things, but it happens.
I know this will already make me sick if it comes to PSVR. Resident Evil 7 made me want to die, even after multiple attempts. Most VR games are the same, some of the PSVR games in Playstation Worlds and Rez were okay, but otherwise it's never that great. It's a 15-20 min at a time thing. It sucks buying PSVR before I knew that.
Not anymore, tp locomotion has clearly been falling out of favor between Boneworks and the new Medal of Honor not even featuring teleportation at all, two of the biggest VR games there has even been. It was a rightful concern when no one was used to VR, but now that people have had headsets for a few years people are more comfortable with moving in different ways,
You haven't played recent Oculus games then. The Echo games are the flagship IP for Oculus and they do exactly this pushback which most people don't find to be an issue, and they do IK which most people don't find to be an issue, and they have lots of fast motion, which most people don't find to be an issue.
If this is correct, this seems a fundamentally flawed progression - basically, the early-adopters and current buyers will have got used to movement in a way that later consumers of the technology won't have, and those people will thus suffer from a lack of a learning curve in movement.
Like saying 18 year olds don't have any problem with differential equations, so let's junk how to explain the basic concepts and just drop everyone who is currently below 18 straight into higher maths.
teleportation is the standard form of locomotion in VR. Nearly all VR games use it. It hasn't fallen out of favor at all, it's more prevalent than ever.
More like game devs early on weren't sure if consumers would ever be comfortable with movements other than teleportation, early on they weren't even sure if people would want to perform complicated movements to reload and cock a gun, but now after seeing games like pavlov and onward take off, this has suddenly become the default for shooters when it might have been a big ask for the average VR consumer 3 years ago, smooth locomotion becoming the norm is no different, they were testing the waters before to see what people were comfortable with, they got the data and the feedback and now future games are reflecting what people are comfortable with and are asking for.If this is correct, this seems a fundamentally flawed progression - basically, the early-adopters and current buyers will have got used to movement in a way that later consumers of the technology won't have, and those people will thus suffer from a lack of a learning curve in movement.
Like saying 18 year olds don't have any problem with differential equations, so let's junk how to explain the basic concepts and just drop everyone who is currently below 18 straight into higher maths.
It's not correct at all, luckily. The trend is not at all to forgo teleportation, the trend is to provide as many locomotion options as possible. The dude is citing a game that people are very surprised doesn't have any comfort settings at all, and another game that people have expressed concern about regarding the lack of teleportation.
More like game devs early on weren't sure if consumers would ever be comfortable with movements other than teleportation, early on they weren't even sure if people would want to perform complicated movements to reload and cock a gun, but now after seeing games like pavlov and onward take off, this has suddenly become the default for shooters when it might have been a big ask for the average VR consumer 3 years ago, smooth locomotion becoming the norm is no different, they were testing the waters before to see what people were comfortable with, they got the data and the feedback and now future games are reflecting what people are comfortable with and are asking for.
The ones that knocked me out in that sense were the demos of RIGS and DriveClub VR, as well as Scavengers Odyssey in Playstation Worlds.I wanna try one of these sickness-inducing VR games just to see what it is like. Is there anything on PSVR that will knock me for a loop?
One of said games is the highest budget VR game in history (outside of presumably, Alyx), and the other is one of the most hyped in the medium, you can't really just shrug that these are "just a couple of games" these are two of the highest profile games for the platform that there has ever been and they are willingly ignoring what you say is the default method of movement of VR. It's just not anymore. I'm not saying there's a good reason for it not appearing, it should for people who need that kind of movement, but it's certainly not the default anymore.It's not correct at all, luckily. The trend is not at all to forgo teleportation, the trend is to provide as many locomotion options as possible. The dude is citing a game that people are very surprised doesn't have any comfort settings at all, and another game that people have expressed concern about regarding the lack of teleportation.
One of said games is the highest budget VR game in history (outside of presumably, Alyx), and the other is one of the most hyped in the medium, you can't really just shrug that these are "just a couple of games" these are two of the highest profile games for the platform that there has ever been and they are willingly ignoring what you say is the default method of movement of VR. It's just not anymore.
You should check back for a dev update in a week or two. I guarantee they'll listen to players and add some qol locomotion options. The lead programmer on this game is a huge workaholic who probably won't let people stay disappointed for long.Well this blows. I'm one of those people that will never get to fully enjoy this :(
Save us Valve.
Pavlov VR is basically VR Counter Strike and it's pretty popular.The takeaway from playing is i just want them to make a counter-strike or RB6 style VR game.
Ah so you're going to be condescending for some reason, cool. My point still stands, if two of the highest profile games in the medium are ignoring 'the default form of movement' at the design level, then going forward I'm not so sure if it's still the default form of movement. As I said before but need to explain again, it's not that "2 titles constitutes a trend" these are the killer apps that are constituting a trend, games that are going to drive hardware sales, you can clearly draw a line distinguishing between a juggernaut and krill.This really makes it sound like you don't play the vast majority of titles released for VR, or keep up with the medium. It's really weird that you seem to think that 2 titles constitutes a trend, when hundreds of VR titles have released this year alone.
And two is literally "a couple."
The biggest VR killer app ever is still using teleportation as the default.Ah so you're going to be condescending for some reason, cool. My point still stands, if two of the highest profile games in the medium are ignoring 'the default form of movement' at the design level, then going forward I'm not so sure if it's still the default form of movement. As I said before but need to explain again, it's not that "2 titles constitutes a trend" these are the killer apps that are constituting a trend, games that are going to drive hardware sales, you can clearly draw a line distinguishing between a juggernaut and krill.
Said, going forward. VRchat is almost 3 years old.The biggest VR killer app ever is still using teleportation as the default.
Ah so you're going to be condescending for some reason, cool. My point still stands, if two of the highest profile games in the medium are ignoring 'the default form of movement' at the design level, then going forward I'm not so sure if it's still the default form of movement. As I said before but need to explain again, it's not that "2 titles constitutes a trend" these are the killer apps that are constituting a trend, games that are going to drive hardware sales, you can clearly draw a line distinguishing between a juggernaut and krill.
I meant Half-Life, the killerest killer app by several magnitudes.
Honestly i have to agree with you. I can believe that numbers say that most games use teleportation as an option (or that the default VR project you get clicking on a button on unity/UE4 uses it), but to suggest that Myst's original point and click movement system from 1992 could in any shape or form be the "default way" of experiencing virtual spaces 30 years later is just ridiculous. It's pretty fine as a tutorial mode though, no doubts about that, with the caveat that some of the people who tried VR in front of me were so disappointed by teleportation, it definitely harmed their interest toward the tech.