For me, VR support is the difference between buying on launch at full price or waiting for a sale.
Agreed trying to force that on players would only end up hurting the game. Even still, players not using VR would have a huge advantage over players using vr. reaction time outside of VR is WAY faster then that in vr. You will see dozens of threads of people saying how players not using VR have a massive advantage and to do things like separate them ect ect.
For FPS combat VR works only when everyone is in VR. Can you imagine a non-vr player aiming at a VR player who keeps slipping from place to place because they aren't using smooth locomotion?
At the end of the day only around 2% of Steam users have VR, as wonderful as it is, it is still niche and developers will target their game at the majority.
I don't think anyone expects VR FPS to be competitive with pancake view. That's a factor of the medium, and I don't foresee any serious or sustained complaints about that. The more I think about it, the less issues I see with just leaving VR as it is for the new functionality, and leaving it up to players how they want to control their character in FPS mode. Smooth motion is not so much an issue when you're sitting down, as it won't affect your balance. Also, for simply exploring it's probably not going to be a problem either way. It's only where fast paced reaction is required that VR players might want to consider switching to pancake mode if they want to get serious about it.
how wonderfully anecdotalJust enforce smooth locomotion. I use smooth locomotion in loads of games and its really not an issue.
My pc specs disagree, it would be quite a hit on performance running game at the same time in VR and 1440p monitorFor walking around stuff, I don't wanna be in VR. I doubt they will produce anything like Lone Echo. I'll happily carry on flying my ship in VR, switch to pancake for anything else
On the topic of decoupled aim, I don't think it would require much more than what we already have with the SRV turret mode and similar views like the Multi-crew turret, where aiming and the VR cam are already decoupled. If we're talking minimum implementation (no motion controls etc.) the game already does that.
Re: nausea, if you can stomach driving an SRV I don't think there's anything Odyssey could throw at you that you couldn't handle. If there's any zero-G EVA action I imagine most likely it'd be implemented similar to Detached (EVA game with both VR and non-VR modes), where the player is basically treated as a small "spaceship", with controls similar to FAOFF in ED. Again nothing that already isn't done in Elite in some form.
Yeah, some people might not be able to handle all of it without nausea (just like the current game), but I'd say continue to let people experience and control the game any way they want (control method agnosticism)
I agree with this. It is the first thought I had about how controls could be set up for a seated VR FPS (not having played any seated VR FPS previously). Have a direction of motion (seated direction) and motion input moves you relative to that direction. However, I would then like head movement relative to this direction actually change the aim direction so that you aim in the direction your HMD is pointed. I have several times thought to myself that that is the implementation I would have liked to see for the SRV turret - and it would not be too far off from what we already have in the SRV, where the motion direction is coupled to the SRV itself and not the turret orientation.On the topic of decoupled aim, I don't think it would require much more than what we already have with the SRV turret mode and similar views like the Multi-crew turret, where aiming and the VR cam are already decoupled. If we're talking minimum implementation (no motion controls etc.) the game already does that.
I also agree with this. I believe the SRV can be much more disorienting than an FPS - particularly when tilted in steep mountainous terrain. I have little to no problem as it is using the external camera. The only thing in ED that so far has made my stomach a bit upset is when plotting neutron star jumps close to the galactic centre - all of those stars flying by when entering the system name of the next neutron star. However, this is not a part where I really need to be attentive so I just close my eyes while the map is panning to the star.Re: nausea, if you can stomach driving an SRV I don't think there's anything Odyssey could throw at you that you couldn't handle. If there's any zero-G EVA action I imagine most likely it'd be implemented similar to Detached (EVA game with both VR and non-VR modes), where the player is basically treated as a small "spaceship", with controls similar to FAOFF in ED. Again nothing that already isn't done in Elite in some form.
Just enforce smooth locomotion. I use smooth locomotion in loads of games and its really not an issue.
VR is Virtual Reality yes?
Can some one tell me what kit you need for it and how the game is different with VR included?
Is it like 3d movies?
Ok so the occulus thing is like a pair of goggles?
Elite is the best game on vr still.. but given how nms vr turned out.. id probably accept that its going to die.
The percentage of people that get motion sick and drop the game would be real damage.