That's where I've got my sci-fi itch scratched- VR with the Luke Ross mod is really good, and just taking in the view of all the buildings in 3D as I drive passed is a sight to behold!Oh well, a VR drive around Night City in Cyberpunk 2077 with some synth wave choons on the radio will no doubt cheer me up
I'm definitely going to have to try the Luke Ross mod for CP2077!That's where I've got my sci-fi itch scratched- VR with the Luke Ross mod is really good, and just taking in the view of all the buildings in 3D as I drive passed is a sight to behold!
EDO legs could have been like that at a minimum, if FD had given a flip.
Be aware - strong hardware* and strong VR legs required!I'm definitely going to have to try the Luke Ross mod for CP2077!
Thanks for the info! Looking forward to checking this out!Be aware - strong hardware* and strong VR legs required!
There are hardly any concessions to VR comfort (there are two mod settings to keep the camera level during forced movements) and some graphical issues (there’s a “halo” shimmer around NPCs and objects, though this can be reduced with high settings if you have a powerful computer) but even so it’s probably one of my top VR experiences - and it’s probably the closest I’ll ever get to playing my dream Judge Dredd/MegaCity1 game.
Playing in “mono” mode was quite surprising - stereo vision is lost but because there is still 6DoF it still felt a bit 3D to me. As a bonus, performance was a lot better and the halos disappeared.
In the past I used to drive my SRV around Elite’s massive surface ring bases and imagine what it would be like with other ground traffic and NPCs wandering about - having those in CP2077 immediately gives a sense of scale to all the massive structures around you. Skyscrapers are genuine neck-craning whoaaa moments
*though the new AER2 mod has eased this a bit with a sort of frame interpolation method
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I made another attempt at Odyssey: using ALVR to bypass the Oculus runtime and essentially make my PC think the Quest 2 was a native SteamVR headset. I was successful in getting OpenTrack to see the HMD but after tweaking ALVR options so my view was not a fuzzy blur, I was seeing occasional hitches which I don’t get when using AirLink. If I can get ALVR to use the headset cable instead of Wi-Fi then I’ll give Odyssey another go.
Edit: looks like Wi-Fi isn’t the issue and using a cable wouldn’t help - I’ll keep an eye on ALVR though as the roadmap has “improve latency on the Oculus Quest” as the first bullet point.
I would pay also but I assume Fdev isn't capable to implement it.The just need to implement proper VR on foot ... period. I'd pay for a specific VR DLC for it.
Everyone says that. I personally don't think it's true.I would pay also but I assume Fdev isn't capable to implement it.
The fellow that runs another space simulator said it'd be simply a click of a button to implement VR in their game. That guy was talking crap, like always. But with Elite, it'll literally be a click of a button. The VR is ready to go. It's just a matter of when FDev wants a little boost, and they'll show it as some new big thing. For example, do you think they didn't know how to do the SCO drive enhancement and just figured it out? They could have implemented it anytime, and just chose now. I have no idea why they hold back on things, but it certainly is metered out.I would pay also but I assume Fdev isn't capable to implement it.
Everyone says that. I personally don't think it's true.
What you need to look at is PSVR1 games and mods for non-VR PC games such as the ones by Luke Ross - these are frequently referred to as “head-gun” style games where aiming is controlled by the player’s head position.Are there any VR shooters that you play with mouse and keyboard? I’m going to Google it. I always assumed there was but now I’m wondering how the aim mechanics would work… like if you look around does the point of aim stay in the same place relative to your view until you use the mouse? Or does it stay facing forward until you turn your body?