Just to provide a data point, I'm running with an i5 8400, 8GB of RAM, and a 1060 6GB. I've got an original Oculus Rift purchased around the start of the year.
I haven't encountered anything that I couldn't play, and in some cases I've had opportunities to force super sampling or graphical improvements over the baseline. This includes both native Oculus store stuff, as well as stuff played through SteamVR. I've had very little issue with 2 cameras in a forward-facing VR setup.
Ooh, this is most exciting. I've been putting off playing until it was playable in VR.
It's been playable in VR since the Beyond update! I've put 44 hours into the game in the past two weeks, all of it in VR. Definitely my favorite VR game now, the devs did an amazing job of implementing it into the game
Oh yes! I tried the VR update, but sadly whatever configuration is causing issues with the VR implementation my system certainly has it in spades. Some sort of issue with loading in new textures/meshes as I move around.
I can play 95% of the VR games available on i5 and a GTX 970 from ~5 years ago. Most games made specifically for VR are graphically simpler and specially tuned, so I can even play e.g. Arizona Sunshine.
You can jump in with even mediocre hardware and play the really popular titles like Beat Saber with no problem.
You'll want upgraded hardware for really ambitious stuff like Skyrim VR with a bunch of graphics mods, or just general future proofing. But honestly, there are plenty of titles that work well right now, so don't worry about dumping money into it until you have to.
VR is pretty taxing, and it's also unforgiving in a different way - a system chugging on a flatscreen game can make the experience unfun, but a system struggling with a VR game can make you actively throw up. So I think 970/1060 is a good minimum to shoot for - some games will work with less than that, but it's a good idea not to push it.
As for the headset itself... ease of use is definitely a concern. I'm a Vive user, and the Index is basically a better Vive so if I were buying a system today it's what I'd pick, but it rewards the enthusiast user who doesn't mind a more involved setup and taking time to dig deep into settings to optimize stuff, while the Rift S (and Quest) are much closer to plug and play. The Index's higher resolution also means it's more demanding of high quality hardware.
It sounds like the Rift S, even with very Oculus Touch-y controllers. Plus the resolution even slightly outdoes the Index.
I'm very interested to see early impressions, to see if they can pull off the same inside-out magic as the Rift S updates, so I don't have to give Facebook my money.
As it turns out Race the Sun is just as intimidating but fun in VR as I expected.
On the plus side, the AAAA I'M GOING TO RUN INTO A BUILDING effect got me my second highest score ever and an achievement for good driving (the better depth perception also helped, a lot)
It's easy on the system and pretty fun, so if you've got decent VR legs I'd give it a try. Endless runner, except you're solar powered so if you don't keep up and grab enough speed boosts, the sun goes down and you run out of juice. This leads to an effect that is even more effective in VR: the sun is on the horizon in your face, it's hard to see, and this is when you have to make your most difficult moves to catch back up.
It does start out in first person by default in VR. That's fun but maaaybe they should have defaulted to 3rd person.
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
Has anyone enjoyed any of the VR fishing games currently out? I tried the one that came with the Touch controllers, and found it pretty bad. Tons of VR jank, and controls that would have been unwieldy even if everything wasn't getting stuck and glitching out all the time.
Played a bunch of Project Cars 2 yesterday and today. Driving games don’t usually grab me but I think I played till 4am and was back at it when I woke up.
There any other racing games that pull off VR as well as this?
Played a bunch of Project Cars 2 yesterday and today. Driving games don’t usually grab me but I think I played till 4am and was back at it when I woke up.
There any other racing games that pull off VR as well as this?
Let me get this Rift S set up, then I'll play Redout and I'll get back to you.
Played a bunch of Project Cars 2 yesterday and today. Driving games don’t usually grab me but I think I played till 4am and was back at it when I woke up.
There any other racing games that pull off VR as well as this?
I've not played Project Cars 2, but Dirt Rally definitely is great in VR. I've heard very good things about the second game too, though if you're playing on Oculus Rift you may want to get the version sold on the Oculus Store, as the Steam version seems to work considerably less well right now.
Thirith on
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
I'm so, so sorry I almost dismissed Until You Fall. The choppy trailer is garbage and doesn't do the game justice. Swordplay feels great and natural and the goofy aesthetics are done well. When you look down you see that you are actually a creature in armor. Just don't expect much adventure. Its a brawl-y roguelike. You walk through corridors, hit baddies, defend, die, spend on better weapons, repeat.
I'm really curious about LOW-Fi (a Kickstarter project). They've already got the visuals, but based on the backer updates I'm also impressed with the effort they're putting into locomotion. It looks like they're planning to build in pretty much all VR locomotion options in use today, including handswing. While Natural Locomotion works well where it is supported, building in that kind of locomotion from the start should make for better implementation.
TetraNitroCubaneThe DjinneratorAt the bottom of a bottleRegistered Userregular
So I have a VR headset I don't use enough, and I have an elliptical machine that I don't use enough.
Is there any VR enabled program out there that will let me use both of them not enough together? Like a virtual environment to run through, something like that? I always see that kind of thing teased or promoted, but I admit that I don't know if there's anything available for the Index that could work like that.
So I have a VR headset I don't use enough, and I have an elliptical machine that I don't use enough.
Is there any VR enabled program out there that will let me use both of them not enough together? Like a virtual environment to run through, something like that? I always see that kind of thing teased or promoted, but I admit that I don't know if there's anything available for the Index that could work like that.
Frankly, I'm surprised the exercise machine companies haven't jumped on this. You'd have to change the design of the headset a bit to account for sweat and general jostling, but it'd be great. You could be biking through some exotic locale... or even just exercising in place, in a gym, with the trainer encouraging you. Hell, you could even do either of those things in multiplayer, too.
So I have a VR headset I don't use enough, and I have an elliptical machine that I don't use enough.
Is there any VR enabled program out there that will let me use both of them not enough together? Like a virtual environment to run through, something like that? I always see that kind of thing teased or promoted, but I admit that I don't know if there's anything available for the Index that could work like that.
Frankly, I'm surprised the exercise machine companies haven't jumped on this. You'd have to change the design of the headset a bit to account for sweat and general jostling, but it'd be great. You could be biking through some exotic locale... or even just exercising in place, in a gym, with the trainer encouraging you. Hell, you could even do either of those things in multiplayer, too.
It's a lot cheaper for them to just throw a tablet on the thing.
So I have a VR headset I don't use enough, and I have an elliptical machine that I don't use enough.
Is there any VR enabled program out there that will let me use both of them not enough together? Like a virtual environment to run through, something like that? I always see that kind of thing teased or promoted, but I admit that I don't know if there's anything available for the Index that could work like that.
Frankly, I'm surprised the exercise machine companies haven't jumped on this. You'd have to change the design of the headset a bit to account for sweat and general jostling, but it'd be great. You could be biking through some exotic locale... or even just exercising in place, in a gym, with the trainer encouraging you. Hell, you could even do either of those things in multiplayer, too.
It's a lot cheaper for them to just throw a tablet on the thing.
A lot more accessible too, considering the tablet's useful for replacing the machine's own function panel.
Sadly, they seem to be where the Rift S was early after release, with some occasional tracking errors, even though it has more cameras than the Rift S. On top of that, they announced a launch price of $699, a full $300 more than the Rift S!
I'm still interested in 1) inside-out, base station-less tracking, and 2) convenient VirtualLink connectivity. But they post-release reviews are going to have to really blow me away to overcome that sticker shock. I will totally play with my screen door Vive until they next generation of hardware comes down.
Why is every VR game I play except Pavlov obsessed with teleport-walking? Even KBAM games that originated with walking, like Obduction, take away my legs and make me teleport.
It's my favorite archery game, and it's also one of the better (single-player) roguelike games.
Other things on sale: Fisherman's Tale, Vacation Simulator, Pixel Ripped 1989, Climbey, Vanishing Realms: Rite of Steel
Thank you for this. It feels great to play. Its like an archery version of Until You Fall, but I can already tell there's more meat to it.
Cantido on
3DS Friendcode 5413-1311-3767
+1
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Teleporting seems to generally cause less motion sickness, though I've played the entirety of Skyrim VR with standard walking movement enabled (and suffered no ill effects) and I absolutely cannot stand how much teleporting breaks the feeling of immersion.
Teleporting seems to generally cause less motion sickness, though I've played the entirety of Skyrim VR with standard walking movement enabled (and suffered no ill effects) and I absolutely cannot stand how much teleporting breaks the feeling of immersion.
This has consistently been one of my biggest disappointments with VR adaptation of existing games. "We're going to pretend our movement mechanics don't matter." "Wait, what the fuck?" "Nothing! Look, now you have two hands! Weeee!" Superhot, naturally, did it right, but Superhot was a small game that was practically re-made for the purpose.
On the other hand, I've had mixed feelings with conventional traversal. In Minecraft, teleportation would effectively ruin the game, never mind immersion, but traversal takes a little bit of getting used to. It's a reason I favor sit-down experiences (which can have their own motion sickness potential, but in a...well, I don't want to say "good way").
But I've fallen behind the releases. I sent my Bluetooth/Wifi networking card back to ASUS in late August and I'm waiting for their RMA department to pull their heads out of their asses and actually decide if they're going to consider sending me a replacement. And I don't want to pay $20 for a USB Bluetooth adapter that I'm never going to use once my goddamn network comes back. So, no VR for me in the meantime. But on the whole, before that, there was a disappointing tendency for games to basically give up and rely on teleportation because "Hey, it worked in that other game that was designed from the ground up for VR! So why not ours?"
Funny enough, the reverse is seldom a problem. VR games adapted for normal platforms--Transference, The Assembly--seem unoffending enough when they just drop in normal locomotion controls (or even keep teleportation options).
This snuck completely under my radar. Vanishing Realms has DLC now, The Sundered Rift. It’s $14.99, and completes the story of the game. Whereas the base game takes a couple of hours to get through, folks are reporting about 7 hours of playtime for the expansion.
I also feel like using thumbsticks to move ruins the immersion in a different way. If I'm just skating along the ground using the controller, I feel like I'm in a human-shaped car, rather than inhabiting a world.
I also feel like using thumbsticks to move ruins the immersion in a different way. If I'm just skating along the ground using the controller, I feel like I'm in a human-shaped car, rather than inhabiting a world.
I should get Natural Locomotion, huh?
Yep! It's the best.
0
ApogeeLancks In Every Game EverRegistered Userregular
The locomotion in Lone Echo was amazing. And as someone who suffers from severe motion sickness in Real Life(TM) I had no problems with it.
I also really like games that have an in-world reason for teleportation. Virtual Virtual Reality and Budget Cuts come to mind.
Otherwise, just give people the option. I'll likely choose teleportation over smooth locomotion since it's a lot more comfortable for me. Although it's not as immersive, spending my evening over the toilet is ultimately a worse experience.
The first boss of In Death is some steaming bullshit. A towering zombie that doesn't do much except walk towards you slowly. The ocean of zombies and elite monks spawning 360 degrees around you are the greater threat.
3DS Friendcode 5413-1311-3767
0
The_SpaniardIt's never lupinesIrvine, CaliforniaRegistered Userregular
Why is every VR game I play except Pavlov obsessed with teleport-walking? Even KBAM games that originated with walking, like Obduction, take away my legs and make me teleport.
It still boggles my mind that more games don't let you both teleport and stick-move at once, or at least switch with the press of a button. They have different situational use cases! I don't want to hunt down some menu option to change!
Posts
The cable is the bigger annoyance.
I haven't encountered anything that I couldn't play, and in some cases I've had opportunities to force super sampling or graphical improvements over the baseline. This includes both native Oculus store stuff, as well as stuff played through SteamVR. I've had very little issue with 2 cameras in a forward-facing VR setup.
Oh yes! I tried the VR update, but sadly whatever configuration is causing issues with the VR implementation my system certainly has it in spades. Some sort of issue with loading in new textures/meshes as I move around.
http://steamcommunity.com/id/pablocampy
On the topic of a better Vive, apparently the HTC Cosmos is imminent. As in September, but still worryingly unconfirmed. https://www.roadtovr.com/htc-vive-cosmos-trailers-q3-launch/
It sounds like the Rift S, even with very Oculus Touch-y controllers. Plus the resolution even slightly outdoes the Index.
I'm very interested to see early impressions, to see if they can pull off the same inside-out magic as the Rift S updates, so I don't have to give Facebook my money.
Note: Apparently it’s Oculus-only and Revive doesn’t properly work with it. :-/
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
On the plus side, the AAAA I'M GOING TO RUN INTO A BUILDING effect got me my second highest score ever and an achievement for good driving (the better depth perception also helped, a lot)
It's easy on the system and pretty fun, so if you've got decent VR legs I'd give it a try. Endless runner, except you're solar powered so if you don't keep up and grab enough speed boosts, the sun goes down and you run out of juice. This leads to an effect that is even more effective in VR: the sun is on the horizon in your face, it's hard to see, and this is when you have to make your most difficult moves to catch back up.
It does start out in first person by default in VR. That's fun but maaaybe they should have defaulted to 3rd person.
Warframe/Steam: NFyt
UninstallOnMiss.dll
FormatCOnMiss.dll
FryMoboOnMiss.dll
BurnDownHouseOnMiss.dll
DrivenMadByPrimordialGodsOnMiss.dll
http://steamcommunity.com/id/pablocampy
*throws chair*
Oculus Rift S it is!
There any other racing games that pull off VR as well as this?
Let me get this Rift S set up, then I'll play Redout and I'll get back to you.
edit: nope!
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
3DS Friend Code: 3110-5393-4113
Steam profile
It is simple. The gameplay loop is simple, but the mechanics and polish are aces.
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
Overload
Steam: Archpriest
Streaming games and playing music
Is there any VR enabled program out there that will let me use both of them not enough together? Like a virtual environment to run through, something like that? I always see that kind of thing teased or promoted, but I admit that I don't know if there's anything available for the Index that could work like that.
Frankly, I'm surprised the exercise machine companies haven't jumped on this. You'd have to change the design of the headset a bit to account for sweat and general jostling, but it'd be great. You could be biking through some exotic locale... or even just exercising in place, in a gym, with the trainer encouraging you. Hell, you could even do either of those things in multiplayer, too.
It's a lot cheaper for them to just throw a tablet on the thing.
A lot more accessible too, considering the tablet's useful for replacing the machine's own function panel.
It's my favorite archery game, and it's also one of the better (single-player) roguelike games.
Other things on sale: Fisherman's Tale, Vacation Simulator, Pixel Ripped 1989, Climbey, Vanishing Realms: Rite of Steel
Pro: https://www.engadget.com/2019/09/12/htc-vive-cosmos-hands-on/
Con: https://arstechnica.com/gaming/2019/09/htc-vive-cosmos-vr-we-have-the-price-release-date-and-first-hands-on/
Sadly, they seem to be where the Rift S was early after release, with some occasional tracking errors, even though it has more cameras than the Rift S. On top of that, they announced a launch price of $699, a full $300 more than the Rift S!
I'm still interested in 1) inside-out, base station-less tracking, and 2) convenient VirtualLink connectivity. But they post-release reviews are going to have to really blow me away to overcome that sticker shock. I will totally play with my screen door Vive until they next generation of hardware comes down.
Thank you for this. It feels great to play. Its like an archery version of Until You Fall, but I can already tell there's more meat to it.
http://steamcommunity.com/id/pablocampy
This has consistently been one of my biggest disappointments with VR adaptation of existing games. "We're going to pretend our movement mechanics don't matter." "Wait, what the fuck?" "Nothing! Look, now you have two hands! Weeee!" Superhot, naturally, did it right, but Superhot was a small game that was practically re-made for the purpose.
On the other hand, I've had mixed feelings with conventional traversal. In Minecraft, teleportation would effectively ruin the game, never mind immersion, but traversal takes a little bit of getting used to. It's a reason I favor sit-down experiences (which can have their own motion sickness potential, but in a...well, I don't want to say "good way").
But I've fallen behind the releases. I sent my Bluetooth/Wifi networking card back to ASUS in late August and I'm waiting for their RMA department to pull their heads out of their asses and actually decide if they're going to consider sending me a replacement. And I don't want to pay $20 for a USB Bluetooth adapter that I'm never going to use once my goddamn network comes back. So, no VR for me in the meantime. But on the whole, before that, there was a disappointing tendency for games to basically give up and rely on teleportation because "Hey, it worked in that other game that was designed from the ground up for VR! So why not ours?"
Funny enough, the reverse is seldom a problem. VR games adapted for normal platforms--Transference, The Assembly--seem unoffending enough when they just drop in normal locomotion controls (or even keep teleportation options).
I should get Natural Locomotion, huh?
Yep! It's the best.
Overload is great. Sublevel Zero is a more arcade-y, rougelite cousin of Overload.
It wasn't built specifically for VR, so there is some jankiness with the scaling, but it works nonetheless.
I also really like games that have an in-world reason for teleportation. Virtual Virtual Reality and Budget Cuts come to mind.
Otherwise, just give people the option. I'll likely choose teleportation over smooth locomotion since it's a lot more comfortable for me. Although it's not as immersive, spending my evening over the toilet is ultimately a worse experience.
I've been hovering over the buy button for this for the last few days. Can anybody tell me how well it works with the Index controllers?