Posted April 04, 2016
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F4LL0UT
Get Showgunners!
Registered: Jun 2011
From Poland
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ET3D
Always a noob
Registered: Oct 2008
From Clipperton Island
Posted April 04, 2016
Don't know why you feel that. I see a lot of people commenting that way, here and elsewhere.
jefequeso: Second, I'm not convinced that VR is actually a good fit for established genres. I mean, sure, it could be, but I have yet to see any proof. All the VR games I've seen seem designed around VR that same way a lot of Wii games were designed around motion controls: the tech is either a visible handicap, or is used as a gimmick/crutch. I'm sure we all remember how motion controls ultimately failed to live up to their promise. I agree, although I think it's less of a problem for VR than for motion controls. VR is a different way to display things, and as that it's not terribly disruptive. If you transition any first person game to VR, it would will provide a heightened experience. It might not provide everything that it could, but it would still provide a better sense of presence.
There would still be need to find where VR shines, and I agree that this would require creative thinking, something that the games industry isn't well known for. :) Although I don't think that's a huge issue. The main problem with motion controls is that games for it were written by people who (apparently) didn't play much with motion controls, and probably didn't like them. With VR I think that a lot more creators will like it, so will look how the get the most of it.
For now I agree, though, we'll see a lot of crappy VR stuff that comes from people who think "what could I do that people who want to play in VR might like" instead of "I have this great idea for a VR game I just have to create".
![avatar](http://images.gog.com/313d7abd6f742e82f6e3b8bb21b92aed8df8d869a91246896d278d4e4f136c00_avm.jpg)
There would still be need to find where VR shines, and I agree that this would require creative thinking, something that the games industry isn't well known for. :) Although I don't think that's a huge issue. The main problem with motion controls is that games for it were written by people who (apparently) didn't play much with motion controls, and probably didn't like them. With VR I think that a lot more creators will like it, so will look how the get the most of it.
For now I agree, though, we'll see a lot of crappy VR stuff that comes from people who think "what could I do that people who want to play in VR might like" instead of "I have this great idea for a VR game I just have to create".
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rtcvb32
echo e.lolfiu_fefiipieue|tr valueof_pi [0-9]
Registered: Aug 2013
From United States
Posted April 04, 2016
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Let's give my personal thoughts.
1) I don't have a newer generation console, so Morpheus is out
2) I don't use steam, so the Vive thing is out (regardless when it comes out)
3) I don't have a $2,000 PC required to run the occulus to it's specs, so that's out
4) I have beefs with MS and Google, so Glass and HoloLens are out too
In all seriousness, I don't want VR. I spend too much time biding my time that I don't need to get immersed in a fake 3D world more than I am.
I would consider a $100 headset you can run off a tablet; As such the only one I have my eyes on are CastAR, and it's not for intensive gaming, it's for much lighter gaming like for board games, dungeon crawling (D&D) or shared experiences around a reflective table, and less about being so immersed.
edit: did some corrections
Post edited April 04, 2016 by rtcvb32
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ET3D
Always a noob
Registered: Oct 2008
From Clipperton Island
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shane-o
I'm just a man
Registered: Jan 2011
From Australia
Posted April 04, 2016
![avatar](http://images.gog.com/8ea3aa51ade7841940e8a2a48e8bd71290966f3de21a222eb5612890bca97c5f_avm.jpg)
While there are already "x vs. y" battles brewing on the internet regarding one over the other, the ultimate goal for the end-user is to have a really good experience. Hopefully in some way, shape or form, the technology itself coalesces into something standards-based where not only any competitor could follow up, but the game developers only have a single set of APIs for which to develop.
I ended up investing in the HTC Vive, only because I felt the hardware was a bit more advanced than what the mainstream Oculus out of the box. However, I am looking forward to both of these headsets actually bringing VR to more mainstream channels than old solutions did.
I used to have a Forte VFX-1 headset and I used it to play the original half-life and watch movies. Unfortunately, it was only better at the latter, but made watching movies almost like the experience of going to the movie theater. However, the hardware at the time was not advanced enough to catch attention.
My rig should be good enough for the HTC Vive as the test says so. I believe my rig may suffer slightly in some games with the Oculus Rift CV1 though, even though the nVidia test says I'm fine (I need those USB 3.0 ports though)
I've currently been mucking around with the new Oculus Home on my DK2 and it's awesome. Lucky's Tale, Farlands, and Windlands, plus some other games and demos/experiences are brilliant and I can't wait to see them in higher resolution glory
I'm looking forward to the two headsets and their differing qualities
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rtcvb32
echo e.lolfiu_fefiipieue|tr valueof_pi [0-9]
Registered: Aug 2013
From United States
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viperfdl
New User
Registered: Nov 2008
From Other
Posted April 04, 2016
No, thanks. I'm not interested in cybersex...
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omega64
Something good
Registered: Apr 2012
From Netherlands
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Bad Hair Day
Find me in STEAM OT
Registered: Dec 2012
From Other
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omega64
Something good
Registered: Apr 2012
From Netherlands
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viperfdl
New User
Registered: Nov 2008
From Other
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omega64
Something good
Registered: Apr 2012
From Netherlands
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viperfdl
New User
Registered: Nov 2008
From Other
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omega64
Something good
Registered: Apr 2012
From Netherlands
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Emob78
jack and coke plz
Registered: Dec 2012
From United States