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I love [VIRTUAL REALITY], it's so bad.

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    AstaleAstale Registered User regular
    Tube wrote: »
    Thirith wrote: »
    Did anyone mention porn?

    That's going to sell neither hardware nor pornography

    Mostly because VR porn would be just as expensive, in an age where the internet practically vomits free porn all over you at the push of a button.

    Secondly because you're going to find very few people willing to have a porn/VR setup in their house who don't live alone.

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    ThirithThirith Registered User regular
    Astale wrote: »
    ... the internet practically vomits free porn all over you at the push of a button...
    And I'm frighteningly certain that cyber-vomit is a kink for some people out there.

    (I wasn't 100% serious about my porn comment, by the way. It was more of a drive-by quip.)

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    Casually HardcoreCasually Hardcore Once an Asshole. Trying to be better. Registered User regular
    Mr_Grinch wrote: »
    Newest PS4 firmware update (going in to beta now) allows for the playback of stereoscopic 3D blurays through PSVR. Should be fun to try, can't imagine watching a full movie though.
    Astale wrote: »
    Tube wrote: »
    Thirith wrote: »
    Did anyone mention porn?

    That's going to sell neither hardware nor pornography

    Mostly because VR porn would be just as expensive, in an age where the internet practically vomits free porn all over you at the push of a button.

    Secondly because you're going to find very few people willing to have a porn/VR setup in their house who don't live alone.

    That and professional porn is all but dead. Ameuter porn ate it's lunch and I doubt ameuter porn studio will want to invest into VR production.

    Though I can see 3D animated VR porn taking off.

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    darkmayodarkmayo Registered User regular
    edited February 2017
    darkmayo on
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    darkmayodarkmayo Registered User regular
    edited February 2017
    Man H3 just keeps getting better and better. Most recent dev log and some really nice updates to the game.

    https://www.youtube.com/watch?v=lrGvrPe5-8c

    different locomotion options, slinged weapons, bullet stacking , better menu options

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    OrogogusOrogogus San DiegoRegistered User regular
    edited February 2017
    Stuff I played last night:

    VR Museum of Fine Art
    It's free, and probably being made in someone's spare time, so the content is pretty light. The community hub says there was an update last week that added a second floor, but I don't think that showed up when I played. But it's a nice proof of concept -- the dozen or so exhibits they do have on display are nice, especially the sculpture work. The Kamakura snow environment isn't really convincing, so that looked kind of off. The terracotta soldiers are a lot less impressive when you're only looking at two or three of them instead of a slice of the whole excavation. And I don't think the teleport mechanic has a rotate function, which is always kind of annoying. It's a pretty good proof of concept, though.

    Power Solitaire VR
    Well, I think it was $2 and I wanted to see what it was like in VR. Klondike is my least favorite solitaire game next to thirteens, though. Picking things up was kind of clunky -- a standard point to highlight/trigger to pick up mechanic, but it felt less fluid than using a mouse. I feel like the cards and the table were the wrong size, which kind of hurt the sense of being there. It did have a nice mechanic for switching environments though, where your playing table has some postcards on the side and you pick one of them up and fling it at the wall to change.

    Super Pixel Smash
    Kind of a Breakout/Arkanoid-style block busting game, but having a racket makes it feel more like racquetball. I have no idea what was going on. I feel like I was missing the ball a lot (the racket isn't very big), but I think you don't die if it gets past you. I'm not sure what caused my games to end, in fact. I'd hit the ball and knock out some blocks and then the block layout would change and sometimes it would yell great job or whatever and I don't even know. But it's nice to have some different gameplay that works pretty well in VR.

    Bladeshield
    A Space Pirate Trainer clone with no guns, just sword and shield. Not much to say about it. It was fine, I guess. The environment is brighter and more detailed than SPT, so there's that. But it would have been nice to have upgrades or something to make it a little more different.

    King Kaiju
    Godzilla simulator. Not a lot going on right now, even though it says it's out of early access. The first mission was something like "kill 140 people" but they're all down by your feet and you have to either teleport right on top of them or lean way down to swat them, which wasn't much fun. It took me a little while to figure out that the humans' running animation, kind of floating around with their limbs splayed, wasn't them being knocked into the air by your mayhem. I guess you can breathe fire, but I only found that out after re-reading the store page. Second mission was to knock over buildings and that was better. So this was pretty bare bones, but it got me thinking that a VR Hulk Ultimate Destruction game might be pretty fun with locomotion through straight charges or teleport-style leaps.

    Landfall beta
    Twin stick shooter which was in beta this weekend -- I guess it ended a few hours ago? I played through the tutorial and it looked quite good, but multiplayer only, so bleh. It's feel like it's dying to be using Warhammer 40K assets. This, Eve Valkyrie and The Unspoken all look real fun, but I'm just not interested in playing against people. Also: I'm pretty annoyed that this, like everything else I get from the Oculus Store, didn't recognize the Touch and forced me to use the gamepad. There were only like 4 or 5 buttons, and they couldn't map them over? I have to agree now with the people who said the gamepad was going to be an albatross around the Rift's neck, I think it sucks a lot and it's too bad they ever released it without the Touch.


    Technical issues: I feel like I was getting a ton of jitter, but either it went away or I stopped noticing it after a while. I did feel a little more uncomfortable than usual after last night's session, though. I also think I'm having trouble with USB load balancing or whatever it is that makes the sensors get poor connections. I start up the computer and the Oculus app complains that the sensor has poor tracking, and if I ignore it then I hear the USB disconnect/connect sound intermittently, plus maybe that's why I was getting jitter. Unplugging the sensor and moving it to a different USB port works for a while, then it comes back. I feel like the Rift roomscale setup is super finicky.

    Also, I'm still getting white flashing dots appearing and disappearing on black or very dark backgrounds. Kind of annoying and I don't see anyone else complaining about this. I hope my Rift isn't on its way out already. I think it started happening after I took the setup to someone else's home, and I've unplugged and securely plugged everything back in but it's still going on.

    Orogogus on
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    Hi I'm Vee!Hi I'm Vee! Formerly VH; She/Her; Is an E X P E R I E N C E Registered User regular
    Regarding roomscale:

    The difference for me between something like the Kinect and roomscale VR is flexibility in choosing your play space. The Kinect requires that you set your play area up in front of your TV. Depending on your setup, this could require moving a coffee table or your couch or chairs, etc. With roomscale VR you can set up your play area wherever you have empty space (as long as it's in range of your computer). I have mine set up in my computer room because I don't keep anything but my desk and computer chair in there. My friend set up the play area in his kitchen (which happens to be right next to his computer room). Now, I'd like to set it up in my living room area, where there's more room, but I ain't moving my PC around to accommodate that. I suspect that if later generations allow more flexibility in terms of distance from your computer (wireless headsets are a good step in this direction) such that you can set it up in basically any empty space in your home, that'll be a big step towards getting more people. Obviously this won't affect people who literally just don't have the space anywhere in their home, but still...

    Regarding movement:

    I'm looking forward to the VR version of Doom (2016) because I've read some things (like this article, which is admittedly a little gushy) about the movement it uses. Basically, instead of teleporting, pushing the button slows down time, you aim where you want to go, and then releasing the button causes you to do a sort of hyper-fast dash towards the location. Should be more immersive than the instant teleport, and also help you keep your bearings because you see how you're getting from point A to point B rather than just appearing there. It won't work for every game, maybe not even most games, but it should be perfect for Doom.

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    DracilDracil Registered User regular
    edited February 2017
    Regarding the VR porn stuff, a simpler, non-pornographic way of figuring out your perspective on the subject is to look at your experiences with stereoscopic videos vs rendered experiences in VR.

    If all you've had to experience are the stereoscopic recorded videos, they will seem pretty cool (this was me back when I just got the GearVR over a year ago). But once you've done a lot of the rendered experiences where you can actually move around, interact, and things are much crisper without you having to download multi-GB files per 20 minute scene? It's really hard to go back to recorded videos.

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    Fartacus_the_MightyFartacus_the_Mighty Brought to you by the letter A.Registered User regular
    Dracil wrote: »
    Regarding the VR porn stuff, a simpler, non-pornographic way of figuring out your perspective on the subject is to look at your experiences with stereoscopic videos vs rendered experiences in VR.

    If all you've had to experience are the stereoscopic recorded videos, they will seem pretty cool (this was me back when I just got the GearVR over a year ago). But once you've done a lot of the rendered experiences where you can actually move around, interact, and things are much crisper without you having to download multi-GB files per 20 minute scene? It's really hard to go back to recorded videos.
    Truly spoken as if from experience :winky:

    Alternatively: Sitri says hi.

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    TubeTube Registered User admin
    ...google says that's a demon

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    Fartacus_the_MightyFartacus_the_Mighty Brought to you by the letter A.Registered User regular
    Tube wrote: »
    ...google says that's a demon

    Well, shit. I'd thought the relevant game would have a bigger presence on teh googles, but I guess there's a Sitri character in some mobile puzzle game that dominates the results.

    I was trying to make a veiled reference to a certain title of Japanese origin which is basically the premier vr porn game at the moment. Well, after it's been modded for vr, anyway. Not that I know anything about it! >.>

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    OrogogusOrogogus San DiegoRegistered User regular
    There were some games I was dithering on this week, so if anyone bought them I'd be interested in impressions:

    Vector 36: Hovership racer. I enjoyed Red Planet in the old Virtual World pods, and thought this might push some of the same buttons, especially since it supports the HOTAS which I barely ever use (I got it for Elite, which is sitting in my library, but instead of playing that in my limited time I inevitably start in on little throwaway titles)

    HVRGUN: I want to play a future-tank game like Battlezone, but the PC's not getting Battlezone.

    Sublevel Zero: Descent shooter with a singleplayer focus

    VR Aquarium: $5 was a little more than I wanted to spend on something like this. Would probably have bitten if there were options for setting up fishtanks and aquariums, but it looks like it's just the fish.

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    DracilDracil Registered User regular
    edited February 2017
    Tube wrote: »
    ...google says that's a demon

    Well, shit. I'd thought the relevant game would have a bigger presence on teh googles, but I guess there's a Sitri character in some mobile puzzle game that dominates the results.

    I was trying to make a veiled reference to a certain title of Japanese origin which is basically the premier vr porn game at the moment. Well, after it's been modded for vr, anyway. Not that I know anything about it! >.>

    I actually didn't know that reference either, but after some googling with the hints I figured out what you're talking about. But yeah, I think I mentioned some pages past that I delved into that side of VR because of the lack of normal stuff on Steam. Spent a couple weekends setting things up and then updating one of them for a recent release, but it's still something I think is more interesting to show friends who're interested in it, than to necessarily get into it myself (one of my friend getting turned on while we were watching was both hilarious and incredibly awkward at the same time). The specific game you're talking about I thought the skin textures were incredibly bad though.

    Dracil on
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    KashaarKashaar Low OrbitRegistered User regular
    Orogogus wrote: »
    There were some games I was dithering on this week, so if anyone bought them I'd be interested in impressions:

    Vector 36: Hovership racer. I enjoyed Red Planet in the old Virtual World pods, and thought this might push some of the same buttons, especially since it supports the HOTAS which I barely ever use (I got it for Elite, which is sitting in my library, but instead of playing that in my limited time I inevitably start in on little throwaway titles)

    HVRGUN: I want to play a future-tank game like Battlezone, but the PC's not getting Battlezone.

    Sublevel Zero: Descent shooter with a singleplayer focus

    VR Aquarium: $5 was a little more than I wanted to spend on something like this. Would probably have bitten if there were options for setting up fishtanks and aquariums, but it looks like it's just the fish.

    I had some fun with Vector 36 when it came out. Apparently the dev's been tweaking and improving it consistently since then. Haven't tried it recently though! Basically, you build your own hover racers and then race them on tracks. It's very sim-ish, letting you adjust thrust ratios and all those kinds of things, and manually place elements like thrusters on your chassis.

    Sublevel Zero is pretty awesome out of VR, but I haven't yet played the VR version. Probably the best Descentlike since Descent!

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    Mr_GrinchMr_Grinch Registered User regular
    edited February 2017
    Dhalphir wrote: »
    Played some more Arizona Sunshine with joystick locomotion.

    Still not convinced by it. I don't like that my head direction controls the movement.
    There's a VR Ping Pong game coming out on PS4. Does anyone know whether it'll support online multiplayer?

    Bit late here but I've just been reading on reddit that it's pretty poor, and there are no multiplayer options. I'd avoid.

    Not quite the same but Holoball is getting multiplayer and currently supports local multi (the none VR player controls the paddle)

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    crimsoncoyotecrimsoncoyote Registered User regular
    Holoball is a pretty good workout. I should play it more.

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    cloudeaglecloudeagle Registered User regular
    Hmmm....
    Facebook is closing around 200 of its 500 Oculus virtual reality demo stations at Best Buy locations across the US, Business Insider has learned.

    The scaling back of Facebook's first big retail push for VR comes after workers from multiple Best Buy pop-ups told BI that it was common for them to go days without giving a single demonstration. An internal memo seen by BI and sent to affected employees by a third-party contractor said the closings were because of "store performance."

    Oculus spokeswoman Andrea Schubert confirmed the closings and said they were due to "seasonal changes."

    “We’re making some seasonal changes and prioritizing demos at hundreds of Best Buy locations in larger markets," she said. "You can still request Rift demos at hundreds of Best Buy stores in the US and Canada."

    Not the best sign. Best Buy is still selling Rift, though.

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    StupidStupid Newcastle, NSWRegistered User regular
    That's... really unfortunate. I'm not sure how much of that is due to product demand though. The Oculus web site lists my local bestbuy as a trial site, and "unavailable" for today (I'm assuming because they have the slots filled?) but I've been in that store at least a handful of times since the Rift was released and I've NEVER seen or even heard of a demo station being there.


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    cloudeaglecloudeagle Registered User regular
    Stupid wrote: »
    That's... really unfortunate. I'm not sure how much of that is due to product demand though. The Oculus web site lists my local bestbuy as a trial site, and "unavailable" for today (I'm assuming because they have the slots filled?) but I've been in that store at least a handful of times since the Rift was released and I've NEVER seen or even heard of a demo station being there.

    Looks like there's over a thousand Best Buy stores, so just under half of them got Oculus demo stations.

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    DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    cloudeagle wrote: »
    Stupid wrote: »
    That's... really unfortunate. I'm not sure how much of that is due to product demand though. The Oculus web site lists my local bestbuy as a trial site, and "unavailable" for today (I'm assuming because they have the slots filled?) but I've been in that store at least a handful of times since the Rift was released and I've NEVER seen or even heard of a demo station being there.

    Looks like there's over a thousand Best Buy stores, so just under half of them got Oculus demo stations.

    That seems like it was always intended to be temporary.

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    BouwsTBouwsT Wanna come to a super soft birthday party? Registered User regular
    I can't imagine keeping that many units constantly filled with demo's past the initial interest surge, it would make sense to consolidate that a bit in my mind.

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    LutExIVLutExIV Thieves Guild Chairman In the ShadowsRegistered User regular
    I don't know. Considering VR has to really be experienced to be truly appreciated, it seems like you would want to leave those demos up a long as possible.

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    DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    LutExIV wrote: »
    I don't know. Considering VR has to really be experienced to be truly appreciated, it seems like you would want to leave those demos up a long as possible.

    Perhaps, but it's now been nearly 12 months of manning those displays.

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    RothgarrRothgarr Registered User regular
    From what I just read, Sony shipped more than the Vive and Rift combined in 2016. And I have to assume those Sony units all sold since they were sold out everywhere around the holiday season. (Sony: 750,000 units, HTC Vive shipped 420,000. Oculus Rift shipped 250,000). I wonder if RE7 was responsible for a bunch of post holiday season PSVR sellthroughs.

    What's crazy is compared to that Samsung VR shipped 4.51 million units in 2016...

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    OrogogusOrogogus San DiegoRegistered User regular
    https://www.oculus.com/experiences/rift/1162702973806457/

    Robinson: The Journey is out on the Oculus Store. I'd assumed it was on a year embargo like the rest of the PSVR launch lineup (the part of it that wasn't already on the PC, anyway), but apparently not.

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    Mr_GrinchMr_Grinch Registered User regular
    Rothgarr wrote: »
    From what I just read, Sony shipped more than the Vive and Rift combined in 2016. And I have to assume those Sony units all sold since they were sold out everywhere around the holiday season. (Sony: 750,000 units, HTC Vive shipped 420,000. Oculus Rift shipped 250,000). I wonder if RE7 was responsible for a bunch of post holiday season PSVR sellthroughs.

    What's crazy is compared to that Samsung VR shipped 4.51 million units in 2016...

    Didn't they bundle the gear VR with a new phone? I know my sister in law got one and never ever used it.

    I think the psvr will probably help drive rift and Vive sales, its a good way for the masses to try VR. I know a few pc gamers I've showed it to so had no interest in VR and now most definitely do.

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    RothgarrRothgarr Registered User regular
    Mr_Grinch wrote: »
    Rothgarr wrote: »
    From what I just read, Sony shipped more than the Vive and Rift combined in 2016. And I have to assume those Sony units all sold since they were sold out everywhere around the holiday season. (Sony: 750,000 units, HTC Vive shipped 420,000. Oculus Rift shipped 250,000). I wonder if RE7 was responsible for a bunch of post holiday season PSVR sellthroughs.

    What's crazy is compared to that Samsung VR shipped 4.51 million units in 2016...

    Didn't they bundle the gear VR with a new phone? I know my sister in law got one and never ever used it.

    I think the psvr will probably help drive rift and Vive sales, its a good way for the masses to try VR. I know a few pc gamers I've showed it to so had no interest in VR and now most definitely do.

    I think you are right. That sounds like a Samsung thing to do.

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    RothgarrRothgarr Registered User regular
    Orogogus wrote: »
    https://www.oculus.com/experiences/rift/1162702973806457/

    Robinson: The Journey is out on the Oculus Store. I'd assumed it was on a year embargo like the rest of the PSVR launch lineup (the part of it that wasn't already on the PC, anyway), but apparently not.

    Anyone know how this game is? I was thinking of getting it for the wife/kids for PSVR...

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    RothgarrRothgarr Registered User regular
    what do you think of the MS Hololens? The Portal demo and the robots coming through walls/shooter demo looks cool, but I'm wondering how they can provide a consistent experience for people with games when everyone has different play conditions...

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    UncleSporkyUncleSporky Registered User regular
    Rothgarr wrote: »
    From what I just read, Sony shipped more than the Vive and Rift combined in 2016. And I have to assume those Sony units all sold since they were sold out everywhere around the holiday season. (Sony: 750,000 units, HTC Vive shipped 420,000. Oculus Rift shipped 250,000). I wonder if RE7 was responsible for a bunch of post holiday season PSVR sellthroughs.

    What's crazy is compared to that Samsung VR shipped 4.51 million units in 2016...

    Where did you read that? Just last thread there was a big throwdown about similar numbers and whether or not they were correct.

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    cloudeaglecloudeagle Registered User regular
    Rothgarr wrote: »
    From what I just read, Sony shipped more than the Vive and Rift combined in 2016. And I have to assume those Sony units all sold since they were sold out everywhere around the holiday season. (Sony: 750,000 units, HTC Vive shipped 420,000. Oculus Rift shipped 250,000). I wonder if RE7 was responsible for a bunch of post holiday season PSVR sellthroughs.

    What's crazy is compared to that Samsung VR shipped 4.51 million units in 2016...

    Where did you read that? Just last thread there was a big throwdown about similar numbers and whether or not they were correct.

    It's from a research firm that was widely reposted (including at MIT of all places), so I'm guessing that's pretty solid.

    There's some talk that Sony whiffed demand, which is probably right given how scarce it was on shelves this holiday. But by how much is anyone's guess.

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    StupidStupid Newcastle, NSWRegistered User regular
    edited February 2017
    Robinson: The Journey has been pretty solidly panned in the PSVR world. Lots of hype, very little substance. (I haven't played it myself, so take that as third-hand information.)

    Everything I've read says that PSVR is selling very well and has a unheard of attach rate in the double digits. There were some initial estimates last year that put it at projected sales of over a million units before the end of 2016, but anyone who believed that was a raving fanboy. Saner heads prevailed and most of those estimates were dialed back in the last couple of months. Sony hasn't released official sales figures, but 750k shipped seems to be the current guestimate, and anecdotally, that feels about right to me. "Shipped" and "sold" can be very different, but in this case, I suspect they're tracking pretty well since the headset is still only sporadically available.

    And yeah, the Samsung numbers do include all of the "free" Gear headsets that were bundled with every S6 and newer phone. I personally know of at least three people who have them gathering dust.

    Stupid on

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    UncleSporkyUncleSporky Registered User regular
    cloudeagle wrote: »
    Rothgarr wrote: »
    From what I just read, Sony shipped more than the Vive and Rift combined in 2016. And I have to assume those Sony units all sold since they were sold out everywhere around the holiday season. (Sony: 750,000 units, HTC Vive shipped 420,000. Oculus Rift shipped 250,000). I wonder if RE7 was responsible for a bunch of post holiday season PSVR sellthroughs.

    What's crazy is compared to that Samsung VR shipped 4.51 million units in 2016...

    Where did you read that? Just last thread there was a big throwdown about similar numbers and whether or not they were correct.

    It's from a research firm that was widely reposted (including at MIT of all places), so I'm guessing that's pretty solid.

    There's some talk that Sony whiffed demand, which is probably right given how scarce it was on shelves this holiday. But by how much is anyone's guess.

    Hmm, that says 500k Vive and 400k Oculus, though.

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    cloudeaglecloudeagle Registered User regular
    edited February 2017
    cloudeagle wrote: »
    Rothgarr wrote: »
    From what I just read, Sony shipped more than the Vive and Rift combined in 2016. And I have to assume those Sony units all sold since they were sold out everywhere around the holiday season. (Sony: 750,000 units, HTC Vive shipped 420,000. Oculus Rift shipped 250,000). I wonder if RE7 was responsible for a bunch of post holiday season PSVR sellthroughs.

    What's crazy is compared to that Samsung VR shipped 4.51 million units in 2016...

    Where did you read that? Just last thread there was a big throwdown about similar numbers and whether or not they were correct.

    It's from a research firm that was widely reposted (including at MIT of all places), so I'm guessing that's pretty solid.

    There's some talk that Sony whiffed demand, which is probably right given how scarce it was on shelves this holiday. But by how much is anyone's guess.

    Hmm, that says 500k Vive and 400k Oculus, though.

    Near as I can tell that's the generally-accepted sales figures in the biz as of the end of 2016. Very interesting that Vive managed to nudge out Oculus despite the Oculus hype.

    But these are estimates, though.

    Edit: HTC reported in late November Vive has sold "much more" than 140,000, which isn't helpful.

    cloudeagle on
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    OrogogusOrogogus San DiegoRegistered User regular
    Rothgarr wrote: »
    Orogogus wrote: »
    https://www.oculus.com/experiences/rift/1162702973806457/

    Robinson: The Journey is out on the Oculus Store. I'd assumed it was on a year embargo like the rest of the PSVR launch lineup (the part of it that wasn't already on the PC, anyway), but apparently not.

    Anyone know how this game is? I was thinking of getting it for the wife/kids for PSVR...

    It's up on Steam now, too (http://store.steampowered.com/app/579820/), so try-for-less-than-2-hours-and-return is an option.

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    cloudeaglecloudeagle Registered User regular
    Honest question -- have there been any more VR experiences announced from the AAA side of things?

    I know we just got a blob of them, but barring a surprise killer app continued hype from big names is probably the main thing that will push VR to non-enthusiasts at this point.

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    RothgarrRothgarr Registered User regular
    edited February 2017
    This was my source (Wired by way of MCV by way of SuperData), the numbers are a little different than the MIT piece.

    Rothgarr on
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    cloudeaglecloudeagle Registered User regular
    Rothgarr wrote: »
    This was my source (Wired by way of MCV by way of SuperData), the numbers are a little different than the MIT piece.

    Ooooh, that's brand-new numbers (my pice was older). Thanks!

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    TubeTube Registered User admin
    The only triple A release coming up that I know of is Robo Recall. I actually have no idea what other games are in development for VR.

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    LutExIVLutExIV Thieves Guild Chairman In the ShadowsRegistered User regular
    Rothgarr wrote: »
    Orogogus wrote: »
    https://www.oculus.com/experiences/rift/1162702973806457/

    Robinson: The Journey is out on the Oculus Store. I'd assumed it was on a year embargo like the rest of the PSVR launch lineup (the part of it that wasn't already on the PC, anyway), but apparently not.

    Anyone know how this game is? I was thinking of getting it for the wife/kids for PSVR...

    I have the game and it has its moments. It's not the most exciting thing in VR but it's gorgeous and the sense of scale particularly around the large dinosaurs is impressive. I don't know what it is going for on Occulus but I don't regret the PSVR purchase, even at full price.

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    Steam/PSN/XBox Live:LutExIV
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