Virtual Reality Reviews

I am really toying with the thought of playing through GTAV in VR... :)


Do it :)

It's great. Even if you're not a fan of seated controller play (which I'm normally not, but got totally lost in the world here). Doing BMX stunts around the endless cityscape. Meeting English stereotypes in Hollywood back alleys for bizarre side missions. Escaping the cops via bike and helicopter... and parachutes off Zeppelins...

What's not to like 😄

Source: https://youtu.be/qqcsVLP3pFs


As a bonus the modder has apparently fixed the cut scenes now too. So you don't just swim around in a hellscape ;)

I imagine some of the missions are still 'steering your head' nasty for the bespoke gunning sections etc. But ultimately you can play through the whole single-player campaign in theory.
 
Do it :)

It's great. Even if you're not a fan of seated controller play (which I'm normally not, but got totally lost in the world here). Doing BMX stunts around the endless cityscape. Meeting English stereotypes in Hollywood back alleys for bizarre side missions. Escaping the cops via bike and helicopter... and parachutes off Zeppelins...

What's not to like 😄

Source: https://youtu.be/qqcsVLP3pFs


As a bonus the modder has apparently fixed the cut scenes now too. So you don't just swim around in a hellscape ;)

I imagine some of the missions are still 'steering your head' nasty for the bespoke gunning sections etc. But ultimately you can play through the whole single-player campaign in theory.

I am OK with seated controller play, but I'm a bit a worried how VR legs feel like. I didn't like it much in Skyrim, though what made me quit are the jump scares like wolves attacking me in the back. :)
Alternatively, I'll just take taxi missions and drive around. :)
 
I am OK with seated controller play, but I'm a bit a worried how VR legs feel like. I didn't like it much in Skyrim, though what made me quit are the jump scares like wolves attacking me in the back. :)
Alternatively, I'll just take taxi missions and drive around. :)


The biggest issues are the canned animations to get in and out of cars / getting hit by vehicles / getting dragged out of a car etc. I closed my eyes for those bits initially ;)
 
I've tried and failed to get GTAV working. It looks as though I'll have to wait for an update to ScriptHookV. I've got the latest Rockstar version of GTAV which is 1.0.231.0 and this isn't currently supported. I tried both the version of ScriptHookV included with the mod and the one I downloaded from the author's website. Here's the error message:

ScriptHookError.png



Of course, there's always the possibility I've done something stupid :)
 
I've tried and failed to get GTAV working. It looks as though I'll have to wait for an update to ScriptHookV. I've got the latest Rockstar version of GTAV which is 1.0.231.0 and this isn't currently supported. I tried both the version of ScriptHookV included with the mod and the one I downloaded from the author's website. Here's the error message:

View attachment 200715


Of course, there's always the possibility I've done something stupid :)


Looks like there's been an update to the core game that's broken everything:


EDIT: Looks like it's all fixed now though. Try the latest version he mentions at the bottom if you haven't already?
 
I just tried it, the mechanics look OK, but I need to check my settings as there was too much reprojection while my GPU was not maxed out. But I guess I need to undersample anyway as a 1080ti is pushing a Reverb G2.
 
I just tried it, the mechanics look OK, but I need to check my settings as there was too much reprojection while my GPU was not maxed out. But I guess I need to undersample anyway as a 1080ti is pushing a Reverb G2.

Oh bit weird. I didn't get any repro on my 1080/CV1 set up. The technique he uses to make it run at all does have some negative effects though. (He went for an 'alternative eye' render, to halve the costs etc). It makes things generally scrubby and sub-par. (If you are getting repro on top might be the Reverb's demands though maybe yeah?)
 
Unless I missed it doesn't seem like anyone has mentioned the Subnautica VR mode. I noticed it's on sale on Steam right now until the 5th. I just loaded it back up today and even though the vr controls have issues I still found it very immersive. I even got anxiety a few times. The hand controls worked like a game pad but the item hot keys didn't seem to work. I ended up switching to an Xbox controller but it was still great. I also downloaded a VR mod that fixes a few issues with it. Like your PDA and tools in your hand are too close to your face. Also adds a centering button in the pause menu.
https://www.nexusmods.com/subnautica/mods/173?tab=description
 
Unless I missed it doesn't seem like anyone has mentioned the Subnautica VR mode. I noticed it's on sale on Steam right now until the 5th. I just loaded it back up today and even though the vr controls have issues I still found it very immersive. I even got anxiety a few times. The hand controls worked like a game pad but the item hot keys didn't seem to work. I ended up switching to an Xbox controller but it was still great. I also downloaded a VR mod that fixes a few issues with it. Like your PDA and tools in your hand are too close to your face. Also adds a centering button in the pause menu.
https://www.nexusmods.com/subnautica/mods/173?tab=description


Yeah it is lush. Wrote about it elsewhere...


Second Look: Subnautica

OK the survival loops swept me away this time. It was 2am when I surfaced :/

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Lost in Loops:

The core game (right now) is the way you extend the depths you can dive too, unearthing more exotic loot as you go, and discovering greater threats amongst the reeds and radiation.

Balancing your greed and inquisitiveness against the need to ascend is a fun tension. The dynamics can change, as you descend below 100m (and burn through your compressed O2), meaning the 30-second-warning is no longer quite long enough...

Pushing it too far as you ferret through a crashed ship section, or plunge deeper into an inviting cave, is super easily done. Streaking upwards towards the slanting sunbeams, thrumming with 'not gonna make it' thoughts, breaching the surface while nearly unconscious, is all pretty striking at times :D


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Familiar Territory:

Cool as it is to reach the safety of your floating base, or gird yourself for greater survival and adventure... The best bit so far has been the way you get to know the wildlife around you, and get a feel for the local biomes, noting striking locations for future exploration.

The audio is solid, cuing you in to whether that giant basking seal thing has just released its distress defence, or alerting you that a dino-shark creation is speeding out of its reedy den towards you. Which is handy, because you can't face everywhere at once ;). So it's cool that you can also hear the minor grunting that means the seal-thing is just chilling beside you, as you navigate to your next target...


Story Mode All The Way:

Definitely a lot more fun in 'story' mode rather than 'survival'. (As easy as it is to snag colourful fish, actually squeezing sustenance out of them is just needless busy work :|)

There are enough loot/craft loops and lurking threats to keep you occupied as it is, as you nudge the narrative along, and the food stuff just repeats the worst of those mechanics really. And besides, you've got bigger fish to spy ;)

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VR :

  • You need your VR legs to imitate those sea legs, to a degree. Any scampering around your tiny base is done with the stick.
  • 'Head look' underwater has no nausea threat, but brings its own issues. Want to swim straight down? Kinda have to stare at your own crotch for a bit then... Want to swim up as fast as possible? You'll be craning at your ceiling.... (Possibly there are alternatives for this, but I haven't found them yet ;))
  • Generally though: Claustrophobic caves filled with explosive puffer fish? Giant ocean sunlight shafts? Shifting lights as you descend towards a possible jewel in the darkening depths? Yeah, all that stuff works pretty good :D
  • (Would still lurrrrvv hand controls in this, for defensive knife-fencing with sharks, and torch shining, and directing your free-floating forays. But it ain't happening, so this'll do ;))


Never quite stuck with it though because I kept hankering so hard for motion controllers :D

Apparently the VR mod for the Subnautica 2 beta has them working already. Looking forward to that :)
 
Tell me if you'd rather keep this to your own reviews and I'll get it removed but I thought this was quite a good roundup of some of the all-time best Oculus Rift VR games and experiences.

 
Tell me if you'd rather keep this to your own reviews and I'll get it removed but I thought this was quite a good roundup of some of the all-time best Oculus Rift VR games and experiences.



More the merrier :)

Still got several of those on my wishlists. (Gotta get to Pistol Whip, The Room, Vader Immortal and Asguard at some point. I've been put off from the last by the tales of sub-standard combat, but they do make it sound tempting there again ;). Until You Fall also does sound like a neat take on 'rhythm combat'.)

It's good that Population One seems to have dug itself a groove, but War Dust is still dishing up all my deranged PvP VR needs at the minute. Don't reckon I'll abandon that one until it dies a natural janky death ;)
 
If anyone grabbed the Alien: Isolation giveaway but couldn't get it to work in VR, Nibre has now released a patch to get it working with Epic - also sounds like work continues on his other project:

"Hey there! It's been a minute. Hope you're doing alright and hanging in there during these weird times.

Since the last release, 2020 craziness aside, I've been kinda side-tracked with working on ReclaimerVR, a mod similar to MotherVR that aims to bring VR support to all of the games within Halo: The Master Chief Collection (now that it's on PC). This has been quite the endeavor, and to say that it's orders of magnitude more complicated than MotherVR would be an understatement. Luckily though, a lot of the groundwork and knowledge I've gained from working on it also readily applies to MotherVR, which will be helpful for future versions.

While I continue working on ReclaimerVR, my current plan is to get an open sourced version of MotherVR up on here by at least the end of January, and getting things moving again. There's quite a bit I still need to de-spaghettify, and some simple improvements I can now make that will make releases a lot smoother. At a minimum it should be somewhat similar to this release feature-wise, so that it doesn't get held back by some of my work that hasn't been fully implemented yet.

So, more to come!"

Also. thanks Golgot for the heads-up about Subnautica 2 - I stopped looking at that game once the devs said they weren't going to do VR for it.
 
I love that someone made this in 2018. But damn is it niche... Can't imagine it sold well...

Source: https://youtu.be/xN_Ghs8kEE0


Apparently the hand sculpting isn’t super naturalistic, but hey there’s a story-challenge mode, and you can 3D print your designs ;)



I have been mainly just mainlining the battlefield carnage of War Dust, and softening the P2W of War Thunder through semi-cunning tactics (ahhh, leave aircraft to repair for free overnight? Okayyy).

Also tried this though, and it is good semi-sweaty fun. ‘Bullet Dodge’ / Bullet Hell is actually a very cool VR genre

Source: https://youtu.be/hbzAKxADo-o


Having the little human interactions is cool too. Seeing opponents’ ranged responses from tiny child rage quit (gesticulating then tearing off the helmet ;)), to sedate bows and respect fist bumps across the arena was also kinda fun ;)
 
This is good news for VR, but not the best news for PCVR...

The Walking Dead: Saints & Sinners Made $29 Million In Its First Year

Notably, though, the team pointed out that the game sold 10 times more on Quest than it did on Rift and Rift S. The Quest version launched just four months ago.

Stand-alones are clearly going to get the big investment. Can only hope that:

A) They build out higher res variants for a lot of those titles
B) The stand-alones act as a stepping-stone for a lot of players. (IE getting them into VR, but leaving them wanting better graphics etc).
 
Sadly I fear 2021 will be the Questification of VR, and reducing games into lowest common denominator. Just look what happened with Onward :( The price point of the Quest 2 64GB is just right, and to be honest, the graphics is really really good on link. There is zero financial incentive to "build out higher res variants", because the VR community is so content starved they will buy the po-Quest-ato versions and be happy that something new comes their way. Also what stepping stone? Quest2 has one of the highest resolutions on the market after HP Reverb G2 (I'm not familiar with current pimax offerings but they're even more niche), and it can work with existing PCVR using link cable. Granted there will be some compression artifacts and whatnot (usb cable bandwith is comparable to 1080p HDMI), but mass market is used to that from blotchy YT or Twitch videos. Let's admit it - it's a great starter headset and frankly there's little incentive to move to something else from the Quest2 too!

Even if there will be a PCVR alternative released from some unknown competition, it will be either overpriced or require powerful hardware to run, both are serious impediments in the adoption of VR. Q2 set a pretty high bar being pushed by facebook's money and advertising, they probably are treating the HMD like console makers - it's sold as cheap as humanly possible and money is in the content, AND giving FB a foothold in social VR. So they can even afford to sell it at a loss, now with mandatory FB account thing going on.
So unless this PCVR headset is an absolute killer, Reverb G2 resolution, at least index's fov, wireless inside out tracking and costs under 350$... See where I'm going with this? :(

Dark times for PCVR, bright future for VR in general... If a future spearheaded by Facebook can be bright, that is.
 
Also what stepping stone? Quest2 has one of the highest resolutions on the market after HP Reverb G2


To tethered PCVR play. I haven’t seen a breakdown of link usage, but I’d imagine it’s minority use right now. The numbers Quest is seeing suggests an upswell of more casual gamers attracted by the price point + accessibility. But if enough of them shift over to link / start upgrading their PC / pursue more 'AAA' fare, there’s still a potential positive effect for PCVR software there.

(Or who knows, maybe some form of 'VR ready console' decides to leap into that gap as well, providing ready-made oomph).

There’s gonna be a lag, but hopefully we’ll see more 'Quest exclusives'
release PCVR versions over the next 2 years or so. (If the Rockstar and Ubisoft VR titles turn into Quest exclusives or something we’re gonna have to live in Alyx mods forever though ;))
 
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