At least in SC every system is THE starter system... and that PvP slider will really help... oh sorry that got dropped too? I sense a pattern here...
I am curious and confused here - since you appear to be much more informed about these things can you tell me which bits of Star citizen's tech are several years ahead of what can be done on the latest consoles?STAR CITIZEN is unfortunately for console players several years ahead of the tech on the latest XBOX/PLAYSTATION.
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STAR CITIZEN is unfortunately for console players several years ahead of the tech on the latest XBOX/PLAYSTATION.
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IL2 recently added VR support...I'm no expert on VR since bar once I haven't tried it, but it seems to work well from reports I'm reading. Pity I can't get my Tobii 4c to work without 3rd party software though.
I think we need a beer-bust for our mods.
Honestly, if I were one, I would have perma-closed this thread a long while ago.
This is why people call CIG sketchy.
sorry... but that sounds like splitting hairs to me........ I am not even down on CIG or CR etc but back when i was following SC like a rabid dog, it was definitely made out like SC would be playable in VR.... hell iirc it actually WAS playable in VR at one point if memory serves.
What would you say is the difference? Is a VR Game designed from the ground up to work with VR but a supporting VR game is where this has been bolted on during/after development? More importantly does this distinction matter, and is it just splitting hairs in another pointless forum argument?
If the game allows me to put on a headset and sit in my ship and make me feel like I'm really sitting there I suggest the distinction is irrelevant. Whichever label people slap on it, if the end result is it does what it needs to to achieve that, is what I mean.
I dont think anyone but the most... mentally flexible would make the distinction between a 'VR game' and a 'game that supports VR'. Its just way too silly.
You see, it was advertised as a VR game, from the very beginning, but as everything evolves around SC what s one day the truth, will become "we never said that" the next day. It reminds me of Monty Python's buy an argument sketch.
Genuine Crobbers even talked about it, gave several interviews about it, and the famous switch just needed to be flipped. But HEY we don't just throw words around in here without links do we, so here ya go!.
https://robertsspaceindustries.com/media/uzjavyma2r6qor/source/PEW.gif
https://robertsspaceindustries.com/comm-link/transmission/13783-Letter-From-The-Chairman-41-Million
Now, spn doctors can twist this as they please, however for the observant reader it's pretty clear.
Well, to be fair they didn't say it would definitely be in the game. Oh wait, they did. URL included if you want to see it yourselves.
http://i.imgur.com/An08Fm1.jpg
2) Game design. There are a few big No No's in VR design. A main one is 'forced motion'. All motion must be controlled by the user, or people get really sick really fast. SC is full of forced animations, because CR considers that much fidelity and immersion.
Positively Spicerian!
You're not going to be able to edit history and retract half a decade of Chris Roberts' lies. You're not going to manage to pretend he wasn't sitting next to Palmer Luckey gushing about VR. You're not going to manage to edit out all the Kickstarter promises, sorry.
This ridiculous VR support/VR game thing doesn't exist anywhere except in your head. Stop wasting people's time with that nonsense or pretending it matters to anyone except someone desperately trying to clean up Chris' messes.
Maybe if Chris didn't lie for years about it I wouldn't have wasted my money on this pathetic farce. A shame nobody bothered to tell him it wasn't going to be a VR game back in 2012. I do hope he takes up this weak line of defense, it would be amusing to see him pull that along with some hand gestures.
Star Citizen was never ever announced or promoted as a VR Game, Supporting VR is very different thing than making a VR Game.
If players don't understand that it's not because CIG was "sketchy" is because, once again, they made unfounded assumptions based on wrong expectations.
The very first time VR was mentioned in a Stretch Goal was back in the middle of 2013 with the 12$millions mark and what was mentioned was, and I quote:
"The Hangar Module will feature Oculus Rift Support."
Way before the game design turned into the all encompassing seamless play with ships, fps, eva, planetary landings in a mmo universe setting.
Go watch the Chris Roberts interviews about VR, he always mentioned Supporting VR and not making Star Citizen as a VR Game.
He always mentioned supporting it that he loved the idea of "sitting in the cockpit with a hotas and be fully immersed".
https://www.youtube.com/watch?v=d3sRp8qNDhY&feature=youtu.be&t=1m
Seen ~1min mark.
There's no mentioning whatsoever, ever of making Star Citizen a VR game, of designing it around VR or making any kind of compromises to animations or gameplay to accommodate VR.
What was always mentioned is supporting it in a fixed environment like Arena Commander where all you do is fly a spaceship. That's it. People need to fully understand and be accountable for their own expectations about what is being presented to them. There's hype and there is reality based expectations, I't understandable that sometimes one let's itself carried away with excitement and imagine beyond what was actually said.
With that said, just because Star Citizen is not being made to be a VR Game it doesn't mean it can't support VR on the long run or that it's dev's are not thinking about it when designing it. Forced animations are only a concern if you think that VR should be used for "everything" Star Citizen. How many MMORPG's support VR? Not many, there's Orbus VR a VR mmorpg Game, look it up for the fun of it.
VR makes all the Sense for Star Citizen in the way Chris Roberts mentioned it several times. Arena Commander, you as a pilot, hotas and sitting on a ship dogfighting/racing etc. Might even get it to work in a Racing Module map.
As for performance issues, already talked about optimization is an ongoing process but mostly is left out to later stages when all systems are in place. Engine is very scalable so there's room for lowering the gfx to push the FPS to a bearable VR state. As for UI and Game design options it's all about having the time and man-power to make them, which being a Chris Roberts dream I'm sure he will make sure to have.
I guess Me, Valve and Sony are "silly" then:
http://store.steampowered.com/vr/
https://www.playstation.com/explore/playstation-vr/games/
BTW Elite is not a VR Game but a game that supports VR. Extremely well I might add.
No it really wasn't. And it's not being spinning words, it's being being thorough and realistic.
You even bolded the part where it confirms it - "we are fully committed to supporting the Rift."
Which is very different from saying "We are fully committed to make it a VR game"
Again that just confirms what I showed above. Attention to the mentioning of words like "support" and "sit in the cockpit".
Detect VR - When forced animations cue Add Fade to black - Camera view from the top (Jesus Cam) - Fade to Black - Sitting on Cockpit.
Just a simple solution without going into much work.
No matter which way you try and spin it, CR directly said that VR would work in SC, and quite a lot of people would have backed based on that "promise".
Fascinating. CIG intended to add VR to a game, while making no concessions whatsoever to anything which would make such an exercise worthwhile? And we are expected to applaud them for this?