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Is it still too early?
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Is it still too early?
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>>342801016
No, it's time. 2nd generation VR will be where it really picks up and prices drop to reasonable levels with good tech.
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>>342801174
I'd wager 3rd gen is where it turns reasonable (comparable to a console) and 4th is where it takes off. It's gonna take awhile.
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>>342801292
well it's still a peripheral

PSVR is going to be what? 3-400?

I think we have a long while before they're stand alone units rather than a peripheral
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>>342801016
I just feel like it's being shoehorned into everything. It's getting to the point of motion controls a couple years ago in my opinion.

>Horror VR?
Sure, It's expected.

>Star Wars VR?
Okay I guess. Being in a Y-Wing cockpit could be cool

>Batman VR?
Did people really ask for this?

>Final Fantasy VR?
Now you're just fucking with us.
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>>342801016

By at least a decade. Everyone's got a raging hardon over improvements in screen technology and image processing, but we still have no idea what you're even supposed to do with the things or how you're supposed to interact with the three dimensional space in the first place. And that's before we even get into the physical and physiological difficulties in implementation.

These things won't be a thing until somebody thinks up a killer app and gives us an intuitive way to interact with it.
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>>342801660
Did you look into what the FF VR actually is?
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>>342801660
If they could implement VR well with games and make it an enjoyable experience, then it's not a problem. Unless it's going to be gimmicky shit like they tried with the move controllers on the PS3.
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>muh killer app

It's an immersive way to experience vidya. Why do people think VR will be some kind of new console? It's a fucking headmounted monitor. People who have wanted VR for decades finally have it, it works, get over it
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i dont give a fuck about VR games. I just want VR porn
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How immersive is it anyway? I have some anxiety issues about cars and was thinking a VR driving sim might help
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>>342802309
Extremely immersive for cockpit experiences. Project: Cars and Elite: Dangerous are both pretty fucking awesome in VR.
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>>342802481
yeah i was looking at project: cars in particular
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>>342801016
its still not how the majority of people want to play games, barely pushing a button to continue their interactive movie between mouthfuls of cheetos and red cream soda

TURN YOUR ENTIRE HEAD or move the mouse
WAGGLE YOUR WHOLE ARM or push click

wow i wonder whats going to be collecting dust in the coming months

'better for everything but gaming v2' incoming
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>>342801809
I did. Still think it's unnecessary. I'm just saying I never looked at Final Fantasy and thought, "This could use VR." or "This could be much better/cooler if I was seeing it first person."
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>>342802641
It's a peripheral, it's like a premium racing wheel or flight sim controls.
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>>342801016
Theres still one big problem with VR.

Player movement.

When that's solved the avalanche will begin.
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>>342802820
Why is it so hard for people to understand this?
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>>342802587
It helps that the headset feels like you're wearing a fucking helmet.
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>>342801292
This. I need at least 120hz in vr to not feel motion sickness
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>>342803068

Because it doesn't mean anything. Every device in front of me is a peripheral. What the fuck is your point?
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>>342802868
when some cool crazed scientisto figures out how to attach our nerves into full virtual input and at the same intercept our actual movements and give us virtual feedback, that'll be the time senpai.

For now, cockpit games with a feedback chair is the most logical type of game that could ever exist.

i'm actually looking up how to make one of them chairs myself and then get a vive or some shit because i actually crave high speed driving IRL and i fear i'm going to get myself killed that way, i need to flush this with a game.
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>>342803250
>like a premium racing wheel or flight controls
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>>342803068
Obviously. Who is saying otherwise besides the fuckers trying to sell it to you.
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>>342802820
The problem aren't the games where it's just optional, but the ones that requires a VR headset.
If a game makes full advantage of VR and makes the thing necessary gameplay wise, then it's fine.
But if VR is just used as a gimick that is literally used only as a "POV peripheral" then it cant be a mandatory things for games, its not actually needed to play the game, it's just an extra gimmick, dont make it mandatory.

Sadly, the plan is to make more and more of the second.
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>>342803380

>What the fuck is your point?
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HMD's are a waste of time

just wait for neural transmitters
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>>342803448

If your mouse is like a $600 racing sim set up then you did something wrong
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>>342803459
why bother waiting when we can actually make cockpit games with feedback chairs NOW?

hell, all they need to do is make some gloves to track ingame and to have some peripherals that mimic the shape of the shit you playing
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>>342803519

My audio setup is. Oh, and

>What the fuck is your point?
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>tfw i'll never afford a force feedback rig for a steel battalion game that comes with a controller setup that is 1:1 accurate with the mech you pilot ingame

Jdimsa
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>>342801016
3D is already too early
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I've had a Vive for about 3 weeks (Had a DK2 before that), and here's how I feel about it

The potential is definitely there, especially with the vive. The tracking technology is what impressed me the most. When you're setting up after you first install it, there's a little demo to help you adjust to everything. After putting on the headset, I was able to locate the two motion controllers on the ground and walk right over and pick them up. Without being able to see my outside environment at all. It was a bit unreal, and was a big part of the immersion factor for me. You can pick up the controllers, rotate them, hold them upside down, heck, you can -throw- them in the air and catch them without any trouble, it tracks so well. 1 to 1

Visually, the resolution is still a bit low, but 90hz works really well. The screendoor effect doesn't bother me, but everything in your peripheral is blurry, and text is often hard to read. Seeing things in the headset is a bit jarring because you feel like your eyesight is worse. The sheer amount of equipment is a burden as well. The headset gets heavy, and feeling the heavy wires trailing behind you begins to nag, and can take you out of the experience pretty quick

My biggest issue with current content is how developers have tackled wide scale movement; Games work really well when you're moving about a small, limited space. But as soon as you have to traverse an expansive terrain then you have to compromise. And it seems most devs use teleportation. Basically you aim at a spot, hit a button, and your teleported to that location. Then you'd use the roomscale areas to move around in that spot. It's awful. Completely breaks immersion, and once you fall into the mindset of playing the game optimally, you kind of stop moving in general and just teleport everywhere because it's fast and optimal. Sadly I'm not too sure how to effectively remedy this.

(con'd)
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>>342802820
>like a premium racing wheel or flight sim controls.
Can i play a racing game or flight sim without a wheel or glight sim controls?
Yes i can, because said peripherals are an extra feature to a game that is already playable without them.
Can i play a VR game(mind, not a "game featuring VR") without VR?
No, even if the VR feature is just a gimmick that adds nothing to the game which would be the same if played with kb/mouse or controller.

Games featuring VR are not the issue, VR games are.
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>>342803682

Simple experiences have done wonders though. Standing anywhere high up with a downward view has triggered my fear of heights (where as it's never bothered me in games before). Physically turning around and finding something sneaking up behind me literally made me jump. The surprise really felt genuine.

Basically I feel like the concept works. I did feel immersed. But the hardware needs to be less intrusive, and content is currently lacking
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>>342803757
there's games you can only use those premium peripherals with they're just usually limited to actual military simulators and such
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>>342803874
Yes, but like you said they're limited to actual serious simulations where the peripheral is indeed needed.
And 9 out of 10 of those games that require the peripheral and are not actuals serious siulations are sold with the peripheral.
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>>342804059
Why are you so upset by exclusivity?
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>>342803757
>Can i play a racing game or flight sim without a wheel or glight sim controls?
>Yes i can
quite a few require them.
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>ordered an oculus

Whatever, I've mad worse choices. At worst I can just sell it for like 80% of what I paid
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>>342804123
Im not upset about exclusivity, i just think it is a good thing if the software/game actually requires the features the peripheral gives you.
If it doesnt, if the game itself would be the same when played without the peripheral, then said peripheral shouldnt be a requirement to run the game.
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>>342804425
It wouldn't be the same, the headset is literally changing your perspective
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>>342804425
What games does this apply to
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>>342803757
THIS.
It's like 3D monitors, a lot of games support 3D and are actually a lot better with it, but none of them(or at least almost none) makes it mandatory to have a 3D monitor, because it being a gimminck is not necessary.
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>>342804123

Because it leads to shoddier code and higher prices. Why are you for it?
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I sit 3 feet from my 1080p LED and I have to wear problem glasses just to see now, VR is only gonna make it worse.
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>>342802242
This, preferably wireless
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>>342804650
It wont have an effect if you're nearsighted
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>>342805148
Cool, I am nearsighted.
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>>342805295
Have you ever used binoculars or a camera viewfinder? It's pretty much the same thing
Thread replies: 50
Thread images: 2

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