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The age of VR is starting

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3rd person games actually work (surprisingly) good in VR.

     
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I am more concerned about long exposure and health issues.
Nausea, headache, motion sickness etc.
Its relative but still.
Anyone here had issues?

Guitarhero on ps2 used to burn the button patterns in my brain, after playing i used to see moving button strips, dont know how hard vr will hit on my graymatter.

     

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nomadsoul - 28 March 2016 09:37 PM

I am more concerned about long exposure and health issues.
Nausea, headache, motion sickness etc.
Its relative but still.
Anyone here had issues?

These are all very real problems of VR. However, they are mostly associated with bad game design and not-there-yet technical limitations of Rift DK1, DK2 and GearVR.
Consumer versions of both Rift and Vive will be much better in all regards. Though, I must be honest, I think Vive will be better as far as motion sickness goes. With room scale and teleportation locomotion system (coupled with low latency and high refresh rate) they went to great lengths to get rid of motion sickness completely. As far as I read impressions from people who are owning Vive already, motion sickness is gone (except in some experiences that simply don’t try to be comfortable).

     
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nomadsoul - 28 March 2016 09:37 PM

I am more concerned about long exposure and health issues.
Nausea, headache, motion sickness etc.
Its relative but still.
Anyone here had issues?

Guitarhero on ps2 used to burn the button patterns in my brain, after playing i used to see moving button strips, dont know how hard vr will hit on my graymatter.

Unfortunately, lon-term health issues is going to take a while, if this takes off, who knows? But it’s a real issue.
Motion sickness and nausea will probably be present for a people, and some probably probably will not be able to handle it.

Igor - 29 March 2016 07:54 AM

These are all very real problems of VR. However, they are mostly associated with bad game design and not-there-yet technical limitations of Rift DK1, DK2 and GearVR.
Consumer versions of both Rift and Vive will be much better in all regards. Though, I must be honest, I think Vive will be better as far as motion sickness goes. With room scale and teleportation locomotion system (coupled with low latency and high refresh rate) they went to great lengths to get rid of motion sickness completely. As far as I read impressions from people who are owning Vive already, motion sickness is gone (except in some experiences that simply don’t try to be comfortable).

What is teleportation locomotion system?

     
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wilco - 29 March 2016 08:52 AM
nomadsoul - 28 March 2016 09:37 PM

I am more concerned about long exposure and health issues.
Nausea, headache, motion sickness etc.
Its relative but still.
Anyone here had issues?

Guitarhero on ps2 used to burn the button patterns in my brain, after playing i used to see moving button strips, dont know how hard vr will hit on my graymatter.

Unfortunately, lon-term health issues is going to take a while, if this takes off, who knows? But it’s a real issue.
Motion sickness and nausea will probably be present for a people, and some probably probably will not be able to handle it.

Igor - 29 March 2016 07:54 AM

These are all very real problems of VR. However, they are mostly associated with bad game design and not-there-yet technical limitations of Rift DK1, DK2 and GearVR.
Consumer versions of both Rift and Vive will be much better in all regards. Though, I must be honest, I think Vive will be better as far as motion sickness goes. With room scale and teleportation locomotion system (coupled with low latency and high refresh rate) they went to great lengths to get rid of motion sickness completely. As far as I read impressions from people who are owning Vive already, motion sickness is gone (except in some experiences that simply don’t try to be comfortable).

What is teleportation locomotion system?

Yeah that term sounds like being invented by Glados.
:p

     

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It’s a system that teleports you around. Coupled with room scale movement it works very well (while it may feel limiting while sitting).
The important thing is, it should eliminates VR motion sickness. Check this trailer out:

This is just one way of doing it, of course.

     

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Just an update. I’m using Vive for over a month now and I must say it still blows my mind pretty much every time I use it.
First of all, since some of you were concerned, motion sickness is solved. Not once did I feel even slightly dizzy or nauseous. You just feel great even after 2 straight hours inside VR.

Second. it’s a freaking teleportation device. And I’m not even kidding. Precise tracking, walking around and the use of hands are so good, that you feel transported and “there”. It messes with your brains quite good.

Third. Adventure games and FRPs feel like they were made for VR. Being transported in a new world and having hands to naturally interact with surroundings is just a perfect match for solving puzzles (or sword-fighting with otherworldly creatures Smile). The Gallery, first proper adventure game for Vive, is simply stunning.

This, I feel, is pretty much the first VR that makes sense for consumers to get. Resolution is still not perfect and comfort could be better (at this point that’s my biggest complaint. It’s comfortable enough, so you can wear it for longer periods of time, but it’s not even close to perfect), however, when it comes to the experience itself, it’s simply there. No ifs or buts.
This is no more just an extension of games you play on monitor. It’s a completely new, physical, experience, that wasn’t possible before. You feel more like you are in some futuristic arcade than playing an usual game.

     
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What are the best games for it? Anything substantial or mostly 2h tech demos?


The launches of the Rift and Vive seem to have gone unnoticed but seems the production and stock issues are a problem so far.

     
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wilco - 28 May 2016 02:11 PM

What are the best games for it? Anything substantial or mostly 2h tech demos?


The launches of the Rift and Vive seem to have gone unnoticed but seems the production and stock issues are a problem so far.


That and price points.
Plus how many genres it can cover?
Will big publishers like 2k, WB, Rockstar, EA etc support it?
Is there any real game to warrant that price of admission.
Chronos looks cool but if that zelda clone is better than Zelda wiiu or Hyperlightdrifter indie game?
At the end of the day, snes indie hd title vs 3D Zelda vs VR zelda title, which will fare best? Ask yourself. Its funny how pixel art 2d game still bust a nut in best way possible.

With MS new 2017 model supporting oculus and psvr , things will get hot in vr, but for how long?
Fad like Kinect?

I want to try many stuff but man them experiences or games should come cheap.
And it needs killerapps.

     
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I want to play Kitchen and Summerlesson for now, but for how long?

Kojima or suda can twist your mind but again , time will tell.

     
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I think it’s going to take a while to take, specially if the PsVR needs the Neo to work properly. Probably 2017 when all the players are in and Vive maybe drops the price a bit.

     
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wilco - 29 May 2016 06:19 AM

I think it’s going to take a while to take, specially if the PsVR needs the Neo to work properly. Probably 2017 when all the players are in and Vive maybe drops the price a bit.

Here you go,

http://m.neogaf.com/showpost.php?p=205302259

     
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nomadsoul - 01 June 2016 03:43 PM
wilco - 29 May 2016 06:19 AM

I think it’s going to take a while to take, specially if the PsVR needs the Neo to work properly. Probably 2017 when all the players are in and Vive maybe drops the price a bit.

Here you go,

http://m.neogaf.com/showpost.php?p=205302259

Ouch, big companies don’t seem to want to take part in any of this VR stuff until it has proven anything. Makes sense but might hurt it

     

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Choosing selective articles to paint a gloomy picture isn’t that hard Smile
This article paints a more optimistic one:
http://uploadvr.com/pool-nation-vr-top-sellers/

Expecting big studios to just jump head-first in VR pool with a total user base of around 200.000 (if you count only high-end PC VR) is totally unrealistic.
I guess most bigger studios will start with small experiments to test out the water.
http://www.tweaktown.com/news/48794/dice-forming-small-frostbite-team-experiment-vr/index.html

http://www.wareable.com/vr/ubisoft-vr-gaming-experiments-in-2016

That being said, what actually matters, is that VR, for the first time, actually works. It’s freaking fantastic.
You feel transported. Playing The Gallery and solving one of its puzzles I literary forgot I’m actually in my room. As far as my brains were concerned, I was in that fantasy world, picking stuff up with my hands and trying to solve a tricky puzzle to activate teleportation machine. It’s such a cool, mind-altering sensation and it catches you off-guard all the time in Vive (something I don’t believe seated, controller based VR is actually capable yet).

With experiences like this, it’s hard to be concerned about a faith of VR. Users will come, sooner or later. It will take some time, demos in stores, lower prices and even more comfortable headsets, preferably with no cables. But this are all solvable problems, as long as the core VR experience is so groundbreaking.

     
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Egon - 03 June 2016 09:51 AM

Choosing selective articles to paint a gloomy picture isn’t that hard Smile
This article paints a more optimistic one:
http://uploadvr.com/pool-nation-vr-top-sellers/

Expecting big studios to just jump head-first in VR pool with a total user base of around 200.000 (if you count only high-end PC VR) is totally unrealistic.
I guess most bigger studios will start with small experiments to test out the water.
http://www.tweaktown.com/news/48794/dice-forming-small-frostbite-team-experiment-vr/index.html

http://www.wareable.com/vr/ubisoft-vr-gaming-experiments-in-2016

That being said, what actually matters, is that VR, for the first time, actually works. It’s freaking fantastic.
You feel transported. Playing The Gallery and solving one of its puzzles I literary forgot I’m actually in my room. As far as my brains were concerned, I was in that fantasy world, picking stuff up with my hands and trying to solve a tricky puzzle to activate teleportation machine. It’s such a cool, mind-altering sensation and it catches you off-guard all the time in Vive (something I don’t believe seated, controller based VR is actually capable yet).

With experiences like this, it’s hard to be concerned about a faith of VR. Users will come, sooner or later. It will take some time, demos in stores, lower prices and even more comfortable headsets, preferably with no cables. But this are all solvable problems, as long as the core VR experience is so groundbreaking.


Two of them links says experiment, so…
Thats wat we were saying…
Its experimental phase1…time will tell.
As far as adoption go, if i look at Gits as my yardstick for future, this VR shit is eventuality.
But how many will adopt soon enough, how much game mechanics it can explore?
NX seems to be shoehorning it too, so things will get hot sooner but we have to wait for games, not gimmicks or techdemos.

Btw, did you try VR porn?
How was it?
lets talk real shit
Tongue

     

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