hooblabla6262 said:
Vigormortis said:
No Rift support, then? Huh. Wonder if that is due to their lawsuit or because the Rift simply can't do what the Vive does. Maybe both.
Whatever the reason, doesn't really affect me. I have a Vive, so I'm set.
Oh man, "rip and tear" will reach a whole new level of catharsis in VR.
Can't wait. I've been in awe since buying my Vive. This news just makes me feel even better.
I would guess it was because of the lawsuit, as the Rift will have room-scale and motion controllers (hopefully) by the end of the year making the headsets virtually identical. Not sure how much fallout is going to use those features anyways...
What I'm curious about is how they plan on making this game VR ready. I have yet to try vorpx due to varying reviews, but I keep hearing about how the games aren't as good as "VR specific" games. My worry is that "VR specific" tends to mean fixed camera or teleporting around a map (with a few notable exceptions).
To give you a better idea, I've tested VorpX with Dishonored, Dying Light, Alien Isolation, CSGO, Dragon Age: Inquisition and Monstrum (discovered later I could have used revive for that ;3) and Subnautica;
What you end up with is 'a good' VR experience; you set the resolution/fov/hud positioning; sensitivity of headtracking, 3d settings as desired.
The main flaw is sometimes there's just no getting around the fact your going to lose parts of your hud, which is where a shortcut key comes in (MMB by default) to go into a full view of the screen to view inventories, menus, ect. All the more immersive ditching huds anyway, but yes, your losing a small portion of your screen technically for most of your playtime unless you really manage to tweak the mix perfectly; yes - this in some cases can almost be entirely remedied, in others not so much; Dishonored is one it works pretty cleanly from launch, Dragon Age Inquisition on the other hand you'd be needing to MMB often to see your inventory, watch the cinematic portions; it's that .. finishing polish that tends to be lacking.
Alright, so establishing the visuals can still be good though not quite as polished as a meant for VR title (like having to MMB to see the 'movie segments of a game' --- and there is the delay of having to setup the resolution/fov/hud manually); what else is there?
Primarily, the headtracking, most games having it so that whichever way you turn your head is the way you'll be facing in the game, I *have* done twitch scout-shots in CSGO with my headset alone, quite amusing really o.o and it's really easy to get accustomed to; with some practice at least. It's particularly.. immersive standing on a vent above someone in dishonored and looking down on them, a sense of really being there.
But while all this described in words almost sounds dull, it really ends up being an epic journey. I can't describe it, I wont' try it, the most I can really say.. is..
Dishonored, originally, for me despite me liking the style & type of game it was, played originally to the last level and quit - literally out of disinterest and boredom, fast forward a .. year or two later since my original playthrough, my time re-playing it on the Vive has truly breathed life into gaming for me, I love it, I feel like I'm more involved, more there, it's astounding and can't be put into words in an effective way. At least I can't do it justice, all I can honestly say is every game I play in VR I find myself more interested in than I was originally; more immersed, but that's subjective, I may love it, you may not. I love using VR as a full-time monitor, not everyone else will agree and complain about resolution and demand better, something that hasn't phased me at all; but is sure to improve in a couple years for those that have that demand.
NOW; with that said, what makes a made for VR title better? Well, look at Vivecraft (or the oculus version) as a modded example; you can download it right now and launch it, there is no need to scale fov, resolution, or configuring your hud and the visuals and response just seem better for having been 'made for it'; you have that full range of motion and in the Vive's case full room movement, frankly, with a big enough room you could likely traverse a good portion of your Minecraft home without ever using any form of ingame movement but rather just walking around my 'real life' play space. (Even though, obviously, Minecraft never originally was a 'made for VR' game, it has been 'crafted' into a beautiful and smooth VR experience) or look at a literal 'made for VR' experience and you see the same ease and beauty to it. So does 'made for VR' have to mean teleporting from location to location or fixed camera views or anything of the sort? Absolutely not.
TLDR:
Yeah I can't.. sorry, I tried but it ends up paragraphs ;p
VorpX is in my opinion, yes, worth it
Teleporting = no not required for VR by any stretch, I use full 'normal' gaming movement and those prone to motion sickness are finding other alternatives and are still learning, one being waypoint movement seems to help ease into it. I can't 'say' much since I don't have the problem
VR = open to any genre or gaming type without restriction
The biggest difference between VorpX & a made for VR title, is polish. The images are crisper, it's likely to run better, the hud is made to fit and cinematic tend prepped to be seen in VR on a title made for it; sensitivity from the get go is usually more natural; no manual user effort required to get started and in made for VR cases you typically get full range of head movement separate from character movement, which is typically not the case for VorpX but it's easy to shift from one to the other in my experience. So yes, I still say VorpX is amazing.