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Discussion in 'PC' started by Jonathan_Leack, Jun 8, 2017.
In this thread we talk about virtual reality, its games, and its software.
I'm busy playing A Mage's Tale right now and it's really good. It's about time we start seeing some proper 3D characters with animations and voice acting.
I dont own any VR, but I borrowed my colleague's PS VR a couple weeks ago and tried Robinson, Unitl Dawn: Rush of Blood and VR Worlds. Was really fun, but I get motion sickness really easily in life - and it effected me when playing more of the faster-paced games. Basically in anything were I had to move and turn at the same time my brain just went 'nope'.
Tried PSVR at a mates, i simply need more res. 1080p just isn't clear enough, 1440p probably won't be that much of an improvement either. Driveclub was meant to be some sort of vomit inducing torture, but i didn't really have any problems with it, although i did keep getting drawn out of it when trying to read the gauges and only ended up playing for 15 mins.
Was extremely unimpressed by using a dualshock while trying to get immersed into the world, not natural in any way, shape or form. Proper VR controllers are an absolute must.
We need 4K @ 120hz, full wireless and force feedback/haptic gloves before it'll truly be immersive, and that's going to take quite a while to not be ridiculously priced for the PC, let alone on the consoles where the scorpio will struggle to do 4K @ 60.
I somewhat agree. The "bluriness" of VR in its current form significantly hampers believability and immersion. Though, there are still some extremely compelling experiences. I've had some incredible experiences in Rec Room of all places. It's remarkable interacting with people in VR, where you can see where they are looking and how they are positioned IRL.
I've used the PSVR playing Rush of Blood, Batman VR, and I Expect You to Die. Oh, and Job Simulator. Since it's the only VR experience I have had, I am not really disappointed at all if the resolution is not the best. All were incredibly immersive and fun for the amount I have played them. The elevator sequence in Batman really made me feel like I was moving down and is probably the most immersive thing I've ever felt in a video game.
Any of you wear glasses? Glasses or no glasses when wearing a headset? And are any of you prone to headaches? If so, can you provide some feedback in that regard on your experience with extended VR use?
I don't wear glasses or usually get nauseous. However, I feel drained after about 45 minutes in virtual reality. Though, I think the problem is how tight I have my Oculus Rift set to. I've loosened it in the past, but image quality is affected when I do this.
I normally wear glasses, but I take them off using the VR headset. I am nearsighted, so since the screen is literally an inch from my face, I don't have any problems with my vision in the game. I have not noticed any headaches or anything in the few times I've used the PSVR, though getting the headset to fit just right can be a bit of a chore, and like Jonathan said if you have it too tight it can cause some discomfort. I don't think I've really used it longer than an hour, so I can't say what my experience would be during an extended use of the device.
I got a Vive at the start of this month and I am loving it. My primary games have been star trek bridge crew and DCS world. The VR greatly enhances your experience in the DCS flight sim, and I would recommend anyone who is serious about combat flight sims to get it. Makes everything from flying in formation to landing so much easier. You will still fuck up if you do not have the training, but the stereoscopic vision of the headset allows you to gauge distances, which gives you enough information to the right make micro adjustments to your aircraft. Kinda hard to explain, but once you experience it you will know what I am talking about.
I am also a software dev and fooled around with the Vive in UE4 for a bit. UE4 makes it ridiculously easy to start VR development so I had no problem creating what I wanted. Since I am a massive pervert, the first thing I created was a simple pornographic mini-game, and I gotta say... this stuff is the future. The accuracy of the hand tracking is amazing, which makes me think of interesting gameplay mechanics. I even saw a special controller being developed that allows you to track individual finger movements, which is something I would love. The VR technology is absolutely amazing but it is up to developers to take advantage of the technology to create unique VR experiences. The potential is definitely there, though.
My only gripes about the current generation of VR is that the screen is too low resolution, and we are forced to look through a fresnel lens, which leads to weird artifacts. By artifacts, I mean you see co-eccentric circles on the vive and on the oculus you experience what I hear people refer to as "god rays." The fresnel lens is necessary because normal, uninterrupted lenses are susceptible to chromatic aberration, or the separation of colors in any other position that isn't the focus point of the lens (your eyes looking straight forward). Perhaps the next generation will fix these problems, but those generations are at least 2 years away. I am sure there will be a few addons that fix these issues in the mean-time, though. There are companies working on higher resolution displays that rely on eye-tracking and FOVeated rendering. I don't think I will buy any add on as the current experience is good enough for gameplay purposes.
I wear glasses in real life, but not with my VR headset because I am near-sighted. I can see everything perfectly fine since I am focusing on a screen that is just a few inches away from my eyes. All VR headsets are designed to be used with glasses for people who are far-sighted, though, so there really shouldn't be any issues using it with glasses.
I experienced no headaches with the Vive, even with like 3+ hour usage. I did experience a bit of motion sickness when using regular controls to move (e.g. a controller, or the trackpad on the Vive controller to move the player around instead of walking around in the real world), but that motion sickness went away once I got used to the new movement.
Low resolution is definitely the core issue right now. It significantly hampers immersion, and makes you feel like you're stepping back a generation.
That said, I'm glad that the technology works so well, and is able to product 90 FPS in the environment to avoid nausea.
Thanks for the feedback, everyone! Have you turned your living rooms into gaming arenas or dedicated a spare room? I think a room with no furniture to diffuse the sound would be maddening. How inconvenient it must be to have limited space; to have to move crap around for every VR session. This would be my only option for now.