Why. Can't think of any reason to restrict VR to the ship only.Calling it now. Space flight like now will remain a vr experience but legs and co will not have any vr.
Why. Can't think of any reason to restrict VR to the ship only.Calling it now. Space flight like now will remain a vr experience but legs and co will not have any vr.
Plenty of VR games already use game pads / keyboard & mouse control, are in first person and use manual rotation. To name but a few:
We all have our preferences but motion controls are not a requirement for 1st person VR and the lack of support for them doesn't suddenly require a title to be made in 3rd person - that is crazy talk. Snap turning and FOV restriction can be implemented quite easily, at a low cost and help people who cannot handle smooth rotation.
If I glance over at the SVR VR implemention in this game I see similar low cost 'comfort' options, which I am aware from many forum posts in the past, do not help eveyone which leaves (and dare i say it) the only other option for those unfortuante few: play the game in 2D while participating in an activity found to be outside the threshold of your personal comfort level.... The barbarians! FDEV think of the children! At the end of the day FDEV already have a line drawn when it comes to VR and that line has the words "if you can't stand the heat, get out of the kitchen" written above it. Why would space legs change that in any way?
That said, with all of the other third person cameras now in this game maybe space legs will come with the option to switch to 3rd person for both 2D and VR players... seems quite possible to me. However a forced thrid person mode would be a deal breaker for me due to personal preference but the DLC is an optional purchase and one I'd quite happily ignore the existence of if it only provided the option for third person. I guess others would be forced to make a similar choice if the DLC shipped as a first person game pad driven experience.
I presume you're busy then reading the idiots guide to passive aggressive sniping because you dont like other peoples theories?
No actually thats what I think but I can appreciate some might be sensitive to the fact that they might own an expensive paperweight come 2020.
I presume you're busy then reading the idiots guide to passive aggressive sniping because you dont like other peoples theories?
See. You're still on a wind up
Don't get too jealous now sweetie xx
EDIT: If it is indeed what you think, perhaps provide some underpinning to your theory that people can actually address. Rather than opting for the drive-by one-liner.
jealous?
LOL - he doesn't have one...
@Golgot - I disagree with your culling of CylonSurfer’s list down to those two titles - saying only those have a “heavy FPS component” seems to be “no true Scotsman” territory to me.
On the list, I’ve tried A:I, Subnautica and Adr1ft using only a controller with no issues, the latter two being ‘official’ VR ports of 2d games.
I think an interesting thing to look at will be the upcoming NMS VR - currently you can easily switch between first- and third-person, so will that be retained in the Beyond release? I’ve seen teleport locomotion mooted as well as other methods, along with motion controllers. Will we be able to use standard controllers as well as waving our arms around?
So you are disregarding those games because they don’t have guns? So quickly moving your first-person point of view is only valid if there’s a gun in your eyesight?Oh come on now. Do Subnautica or Adr1ft have gunplay as a primary gameplay loop?
'First Person Shooter' is a pretty clearly defined game type. And I think I've stood up why the distinction is important.
The leak suggests shooter gameplay will be a significant component (and FDev's Legs discussion have featured combat applications heavily).
It's not unreasonable to ask: 'How will VR gunplay work?'
@Golgot - I disagree with your culling of CylonSurfer’s list down to those two titles - saying only those have a “heavy FPS component” seems to be “no true Scotsman” territory to me.
On the list, I’ve tried A:I, Subnautica and Adr1ft using only a controller with no issues, the latter two being ‘official’ VR ports of 2d games.
I think an interesting thing to look at will be the upcoming NMS VR - currently you can easily switch between first- and third-person, so will that be retained in the Beyond release? I’ve seen teleport locomotion mooted as well as other methods, along with motion controllers. Will we be able to use standard controllers as well as waving our arms around?
Oh come on now. Do Subnautica or Adr1ft have gunplay as a primary gameplay loop?
'First Person Shooter' is a pretty clearly defined game type. And I think I've stood up why the distinction is important.
The leak suggests shooter gameplay will be a significant component (and FDev's Legs discussion have featured combat applications heavily).
It's not unreasonable to ask: 'How will VR gunplay work?' if there's an apparent weighting towards it.
EDIT: Absolutely agree on NMS as a testcase for ways ED could go about it. Especially with their uptick in multiplayer functionality along the way.
I didn’t mention SkyrimVR (my second most played VR game) because I’ve only ever used Touch controllers with it, but I can imagine using a controller would be similar to using the simplified archery option.Indeed, Skyrim:VR has a significant combat element, including bow and cross bow play. It also removed third person entirely even when played with a controller... I do however agree with some of what Galgot says, I just don't honestly believe any of it would push FDEV to any other place than they already are when it comes to the VR support in this title. I'd like to be proven wrong by them but with their history I'm not sure we will and it certainly doesn't make leg in VR unviable in any way.
So you are disregarding those games because they don’t have guns? So quickly moving your first-person point of view is only valid if there’s a gun in your eyesight?
In that case, I once tried DoomVR on the PlayStation, which was a seated experience with controller. There was a gun in each hand and they were locked to your viewpoint, so headlook aiming if you will. Turning around was view flick-turning on a thumbstick. Worked perfectly fine, in my view.
you seem to take what you like and disregard all the rest.
As I have already said I played the entire Quake 2 in VR with mouse and keyboard and it was great. I think Quake 2 can be labeled as a pure FPS, or not?
I think the best part was that you were not headlooked. You can move the view with you head and move your gun using mouse. It was a great solution. If the game is made the right way it can be easilly played in VR like in 2D.
You’ll have to help me here, my pondering can’t differentiate between control schemes for solo or multiplayer FPS?...Just saying 'Subnautica did it, no problems' re controller input starts to founder as an argument when you ponder how its controller scheme would work for multiplayer FPS applications.
True, a lot of gamers suffer from VR nausea when they try it, but I’d posit that a lot of VR gamers don’t. Bit of a Darwinian system, really. I think if the current crop of puke-solutions don’t work for a player, then they’re a bit stuffed with VR, unfortunately.I do get both your and Cylon's arguments that non-motion-controller solutions can be arrived at. I'm just arguing that they're sub-optimal in a way that would be important to FDev (nausea for significant bands of the gaming community / archaic gameplay within the VR ecosystem, which are being mainly eschewed by other developers).
DoomVR used a teleport function...
If I wanted VR i'd have it.
Given Frontiers history of cutting corners where they can and coming up with placeholder also where they can its not in my view out of the realms of possiblity to predict that they might not spend the additional time on a vr experience for legs and co.
I do apologise if my prediction has lead you and others down some sort of sunk cost fallacy nightmare not worth thinking about but it was just a prediction and I might indeed be 100% wrong and im big enough to put my hands up and admit I am but given we are some way off a reveal of what 2020 holds i'll save my aplogies until then if they're needed.
You’ll have to help me here, my pondering can’t differentiate between control schemes for solo or multiplayer FPS?
True, a lot of gamers suffer from VR nausea when they try it, but I’d posit that a lot of VR gamers don’t. Bit of a Darwinian system, really. I think if the current crop of puke-solutions don’t work for a player, then they’re a bit stuffed with VR, unfortunately.
- 20% of the population doesn't get motion sick
- 20% of the population gets motion sick and always gets motion sick
- Maybe 60% of the population gets better over time
Edit: the only controls difference I have in VR games using controllers is that the right thumb stick changes from ‘look up/down/left/right’ to ‘flickturn left/right’ as the look functions become mapped to the HMD.
Edit: the only controls difference I have in VR games using controllers is that the right thumb stick changes from ‘look up/downWhen I played DoomVFR on the PS it was smooth locomotion, the only teleporting was for tele-frag finishing moves.
Edit: the only controls difference I have in VR games using controllers is that the right thumb stick changes from ‘look up/downFurther edit: again, I’m interested in seeing what the varied locomotion options look like in the next NMS update - will the players using teleport be showing the sort of movement usually displayed by wet-haired Japanese girls who crawl out of televisions? Or will they look like they’ve got really crappy internet?
Yeah, will they go teleport (will they go PvP). Will it look ludicrous. Gonna be interesting