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Forums - Gaming Discussion - How important is VR (Games) to you in the future? + The Inpatient - Launch Trailer

SvennoJ said:
It revived my interest in gaming and made me feel like a kid again. It's very important to me as I'm not looking forward to any non VR games anymore.

I'll be picking up the inpatient in store tomorrow. Not sure when I'll get to it though, my VR backlog is growing and GTS is so addictive. I can imagine how bad that would be if the full game was in VR! I played DriveClub again for months in VR.
KBG29 said:
Current VR is a great place for developers to get their heads wrapped around development. I don't expect AAA titles to be in VR exclusive for the next few years, but I would like to see all AAA titles have some form of VR. For any remaster of previous gen titles, VR is close to a must.

Once we move to next gen VR, I expect nearly all AAA titles to go VR exclusive. I will be extreamly disappointed if Grand Theft Auto, Call Of Duty, Gran Turismo, Killzone, Horizon, Naughty Dog Title, don't take full advantage of VR, Motion Controls, Full Body Tracking, and Voice. These are industry leading IPs or developers that showcase the pinnacle of gameplay, story telling, and immersion. I hope they will continue to set the example for the rest of the industry and drive demand for VR.

The more VR I play the harder it is to go back to a Controller and TV. Even with a 75" 4K HDR display the expereince does not even hold a candle to VR. You can not subsitute size or resolution for the optics that put you right inside the expereince. Nor can your replace control of limbs and hands with the extreamly limited functions of a traditional controller. Controller and TV now feels like I have been in a horrible accident and no longer have any control of my body, and I am forced to look through a window in a helmet.
CladInShadows said:
I'll come out and say I haven't tried it yet. I want to try it. Just haven't been ready to plank down the 400CDN minimum to get started. Maybe some time in this calendar year I'll pick up Oculus or PSVR, but we'll see. But here are my thoughts/reservations on VR, from someone who doesn't have any hands on experience:

1. Games - This really needs to be improved. Right now we have about 80% experiences and simulators, but not as much as I'd like for full gaming experiences. I'm sure those little simulation and simple experiences are neat, but I'm here for the games. The big ones. And before anyone starts yelling Skyrim and Fallout at me...I've already played those games. Skyrim 7 years ago, even. I'd love to have a fully fleshed out open world RPG to play in VR, so I am excited for whatever bethesda is working on next, because you know it'll be VR-compatible.

2. Perspective - Is everything forced into a first person perspective? Because that's really not the type of game I play the most. Could VR work for a third person game? Top down? A side scroller? These are genres and perspectives I am curious to see how they handle in VR. Because first person games don't necessarily make up the majority of my gaming time, and it'd certainly be a barrier to this whole "we'll be playing everything in VR in the future" business.

3. Movement - Not sure if anyone will ever figure this out, but movement in a 3D world is a major hurdle. If we're looking for full immersion, movement is a must. Virtuix Omni looked like it would be a cool solution, but they've now gone to selling only to the commercial market.

All that being said, I really want to try VR. I'm just concerned the lack of games I want to play will be a barrier to me actually getting one.

Thanks for your detailed contributions, very interesting. An exciting discussion.  

Different interests are always good, I think :)

habam said:
CladInShadows said:
I'll come out and say I haven't tried it yet. I want to try it. Just haven't been ready to plank down the 400CDN minimum to get started. Maybe some time in this calendar year I'll pick up Oculus or PSVR, but we'll see. But here are my thoughts/reservations on VR, from someone who doesn't have any hands on experience:

1. Games - This really needs to be improved. Right now we have about 80% experiences and simulators, but not as much as I'd like for full gaming experiences. I'm sure those little simulation and simple experiences are neat, but I'm here for the games. The big ones. And before anyone starts yelling Skyrim and Fallout at me...I've already played those games. Skyrim 7 years ago, even. I'd love to have a fully fleshed out open world RPG to play in VR, so I am excited for whatever bethesda is working on next, because you know it'll be VR-compatible.

2. Perspective - Is everything forced into a first person perspective? Because that's really not the type of game I play the most. Could VR work for a third person game? Top down? A side scroller? These are genres and perspectives I am curious to see how they handle in VR. Because first person games don't necessarily make up the majority of my gaming time, and it'd certainly be a barrier to this whole "we'll be playing everything in VR in the future" business.

3. Movement - Not sure if anyone will ever figure this out, but movement in a 3D world is a major hurdle. If we're looking for full immersion, movement is a must. Virtuix Omni looked like it would be a cool solution, but they've now gone to selling only to the commercial market.

All that being said, I really want to try VR. I'm just concerned the lack of games I want to play will be a barrier to me actually getting one.

1. That are the best VR games released last year (most of them are full games, not demos):

 

2. 

 

3. I think stick based / button based movement works pretty well.Real movement is very exhausting, I dont think it will be the future.

oh cool, i watch the videos tomorrow. I have only played Resident Evil 7 on PSVR and I liked it. The horror in "The Inpatient" should also be good, i have interest.



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CladInShadows said:
I'll come out and say I haven't tried it yet. I want to try it. Just haven't been ready to plank down the 400CDN minimum to get started. Maybe some time in this calendar year I'll pick up Oculus or PSVR, but we'll see. But here are my thoughts/reservations on VR, from someone who doesn't have any hands on experience:

1. Games - This really needs to be improved. Right now we have about 80% experiences and simulators, but not as much as I'd like for full gaming experiences. I'm sure those little simulation and simple experiences are neat, but I'm here for the games. The big ones. And before anyone starts yelling Skyrim and Fallout at me...I've already played those games. Skyrim 7 years ago, even. I'd love to have a fully fleshed out open world RPG to play in VR, so I am excited for whatever bethesda is working on next, because you know it'll be VR-compatible.

2. Perspective - Is everything forced into a first person perspective? Because that's really not the type of game I play the most. Could VR work for a third person game? Top down? A side scroller? These are genres and perspectives I am curious to see how they handle in VR. Because first person games don't necessarily make up the majority of my gaming time, and it'd certainly be a barrier to this whole "we'll be playing everything in VR in the future" business.

3. Movement - Not sure if anyone will ever figure this out, but movement in a 3D world is a major hurdle. If we're looking for full immersion, movement is a must. Virtuix Omni looked like it would be a cool solution, but they've now gone to selling only to the commercial market.

All that being said, I really want to try VR. I'm just concerned the lack of games I want to play will be a barrier to me actually getting one.

I played Skyrim for almost 80 hours as well on first release. I picked it up despite never really being able to enjoy replaying long games before. Now I've already spend over 130 hours in Skyrim VR, it's a totally new experience.

VR games come in many perspectives. 3rd person works just as well for VR as first person, both with static third person views and moving camera. The Invisible hours, Bound, Mervils: a VR adventure, Thumper, they probably outnumber the first person games. Top down, Tethered for example. Side scroller, The last bear and upcoming Starchild for example.

VR games can also do cool tricks with perspective tricks. In Robinson the Journey you see a miniature model for certain puzzles. You don't feel that perspective shift at all on TV. In VR it's very cool.

For movement no need to re-invent the wheel. Sitting down with a controller still works best for long sessions. It's just a shame the move controllers don't have analog sticks, however it doesn't take too long to get used to the full movement schemes of Skyrim, AZ Sunshine or The solus project. Farpoint with aim works great as well while sitting. The only game that really requires standing is Superhot VR in which you teleport from spot to spot, where you can move around a bit to pick up stuff, duck behind things and weave through a hail of bullets.

As for lack of games, I can't keep up with releases I'm interested in and have skipped a whole bunch already. There were over a hundred games already after a year, you just don't hear the gaming media mention any all that often.



Make a SAO VR game, then we'll talk



I think it has great potential, and will be in its prime starting next-generation. But there are a few things that need change.

The obvious are tech upgrades, such as 4K OLED screens, built-in surround audio, smaller build for longer sessions, and if possible wireless or at least significantly less wires to plug up (which should happen considering the PS5 and XB4 should be powerful enough to run VR native off the console without an extra processing box).

From there it all boils down to software. The most likely instant fix, is to turn as many current-gen (PS4) first-person and first-person open world games into VR experiences next-gen.



ABizzel1 said:
I think it has great potential, and will be in its prime starting next-generation. But there are a few things that need change.

The obvious are tech upgrades, such as 4K OLED screens, built-in surround audio, smaller build for longer sessions, and if possible wireless or at least significantly less wires to plug up (which should happen considering the PS5 and XB4 should be powerful enough to run VR native off the console without an extra processing box).

From there it all boils down to software. The most likely instant fix, is to turn as many current-gen (PS4) first-person and first-person open world games into VR experiences next-gen.

-Build in surround audio?!

Every headset has built in surround audio. PSVR for sure has. It even has 3D sound, one step up from surround.

-Size or weight

has never been an issue for me. PSVR is much more comfortable to wear than the other two, hence why everybody now copies its design. But yeah, smaller and lighter is always better for sure.

-less wires

The PSVR revision has been greatly improved in that regard. Built in headphones and only one slim cable.

-wireless

there are third party options (TPCast) for Rift and Vive and one For PSVR is in development. All have some major drawbacks. Additional weight and of course price and limited running time.

-Software

I so wish they’d just do more last gen remasters for VR. Or just imagine a VR mode for Shadow Of the Colossus.

Last edited by Errorist76 - on 25 January 2018

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ABizzel1 said:
I think it has great potential, and will be in its prime starting next-generation. But there are a few things that need change.

The obvious are tech upgrades, such as 4K OLED screens, built-in surround audio, smaller build for longer sessions, and if possible wireless or at least significantly less wires to plug up (which should happen considering the PS5 and XB4 should be powerful enough to run VR native off the console without an extra processing box).

From there it all boils down to software. The most likely instant fix, is to turn as many current-gen (PS4) first-person and first-person open world games into VR experiences next-gen.

why should they downgrade build in 3D audio to build in stereo sound ?



ABizzel1 said:
I think it has great potential, and will be in its prime starting next-generation. But there are a few things that need change.

The obvious are tech upgrades, such as 4K OLED screens, built-in surround audio, smaller build for longer sessions, and if possible wireless or at least significantly less wires to plug up (which should happen considering the PS5 and XB4 should be powerful enough to run VR native off the console without an extra processing box).

From there it all boils down to software. The most likely instant fix, is to turn as many current-gen (PS4) first-person and first-person open world games into VR experiences next-gen.

The irony is that it is powerful enough to run straight from the console. I don't actually use what the processing box does at all. It processes 3D sound for headphones, yet I always use my 5.1 surround setup. I don't like headphones and I need to be able to hear the baby monitor anyway.

The other thing the box does is create the social screen output. Since I don't even turn the tv on anymore (or projector) when I go play in VR the secondary screen is just a pointless gimmick. I don't quite get why the box needs to do that as when you record VR gameplay the ps4 already has to do that. (The processing box surely doesn't send the 2D screen back to the ps4 for recording) I guess it's just an ugly work around since there's only 1 hdmi output.

And I guess the box splits the cable coming from psvr into usb and hdmi to the ps4 to send the sensor feedback and microphone back to the ps4. It's nothing but a bulky cable splitter the way I use it. Sony should have put a dedicated VR port in ps4 pro, a missed opportunity.

As for wires, it will still need power. Less weight and wireless are contradicting each other unless you want to carry around a battery pack somewhere else on your body. I'm glad I don't have to charge the thing, already have to charge DS4 and 2x move every night!

Anyway I picked up the Inpatient this morning, actually cost less physical than on PSN. Physical still has some life left :) I read it's Better to play Until Dawn first which I still have shrink wrapped on my shelf. I don't really want to play another 2D game though, is it really Better to play that first?




SvennoJ said:
CladInShadows said:
I'll come out and say I haven't tried it yet. I want to try it. Just haven't been ready to plank down the 400CDN minimum to get started. Maybe some time in this calendar year I'll pick up Oculus or PSVR, but we'll see. But here are my thoughts/reservations on VR, from someone who doesn't have any hands on experience:

1. Games - This really needs to be improved. Right now we have about 80% experiences and simulators, but not as much as I'd like for full gaming experiences. I'm sure those little simulation and simple experiences are neat, but I'm here for the games. The big ones. And before anyone starts yelling Skyrim and Fallout at me...I've already played those games. Skyrim 7 years ago, even. I'd love to have a fully fleshed out open world RPG to play in VR, so I am excited for whatever bethesda is working on next, because you know it'll be VR-compatible.

2. Perspective - Is everything forced into a first person perspective? Because that's really not the type of game I play the most. Could VR work for a third person game? Top down? A side scroller? These are genres and perspectives I am curious to see how they handle in VR. Because first person games don't necessarily make up the majority of my gaming time, and it'd certainly be a barrier to this whole "we'll be playing everything in VR in the future" business.

3. Movement - Not sure if anyone will ever figure this out, but movement in a 3D world is a major hurdle. If we're looking for full immersion, movement is a must. Virtuix Omni looked like it would be a cool solution, but they've now gone to selling only to the commercial market.

All that being said, I really want to try VR. I'm just concerned the lack of games I want to play will be a barrier to me actually getting one.

I played Skyrim for almost 80 hours as well on first release. I picked it up despite never really being able to enjoy replaying long games before. Now I've already spend over 130 hours in Skyrim VR, it's a totally new experience.

VR games come in many perspectives. 3rd person works just as well for VR as first person, both with static third person views and moving camera. The Invisible hours, Bound, Mervils: a VR adventure, Thumper, they probably outnumber the first person games. Top down, Tethered for example. Side scroller, The last bear and upcoming Starchild for example.

VR games can also do cool tricks with perspective tricks. In Robinson the Journey you see a miniature model for certain puzzles. You don't feel that perspective shift at all on TV. In VR it's very cool.

For movement no need to re-invent the wheel. Sitting down with a controller still works best for long sessions. It's just a shame the move controllers don't have analog sticks, however it doesn't take too long to get used to the full movement schemes of Skyrim, AZ Sunshine or The solus project. Farpoint with aim works great as well while sitting. The only game that really requires standing is Superhot VR in which you teleport from spot to spot, where you can move around a bit to pick up stuff, duck behind things and weave through a hail of bullets.

As for lack of games, I can't keep up with releases I'm interested in and have skipped a whole bunch already. There were over a hundred games already after a year, you just don't hear the gaming media mention any all that often.

Thanks for that.  I was truly curious about the differing perspectives, so it's nice to see different styles aren't forgotten.

I believe the Oculus controllers have analog sticks on them.  I'm about 90% sure that if I take the VR plunge, it'll be the Oculus I go with, at least at first.



the-pi-guy said:

It's very important.  I spent $600 on Oculus Rift, and even though I haven't played it much, I have no regrets.  

I'm really looking forward to more games, and better headsets.  

And especially more games.  It's really awesome to be able to crouch, look under tables, etc.  


That moment that I forget that I'm sitting or standing in my room,

that moment when I completely forget what world I'm in,

that moment when I physically look some monster in it's eyes,

that moment is far and away the greatest moment in entertainment I've ever experienced.  

That moment when I shit myself when I race past a big drop in a Rally car or down a steep hill towards a wall of rocks. Looking over my shoulder when I pass other cars or just turn my head to look in the mirror, watch the scenery.

That moment when I fly a plane or star fighter and react and feel just like I would in reality, intuitively looking around and getting that feeling of weightlessness in certain situations. Unreal.

That moment when I'm experiencing true 3D sound which goes way beyond anything possible with surround or Stereo.

The moment a huge dragon starts spitting fire at me and I get goosebumbs all over my body. Then I see him pick some other guy up, fly away and drop him, myself watching him in disbelief.

That moment when I try to touch things because my brain is successfully fooled to think I'm at some other place.



CladInShadows said:
SvennoJ said:

I played Skyrim for almost 80 hours as well on first release. I picked it up despite never really being able to enjoy replaying long games before. Now I've already spend over 130 hours in Skyrim VR, it's a totally new experience.

VR games come in many perspectives. 3rd person works just as well for VR as first person, both with static third person views and moving camera. The Invisible hours, Bound, Mervils: a VR adventure, Thumper, they probably outnumber the first person games. Top down, Tethered for example. Side scroller, The last bear and upcoming Starchild for example.

VR games can also do cool tricks with perspective tricks. In Robinson the Journey you see a miniature model for certain puzzles. You don't feel that perspective shift at all on TV. In VR it's very cool.

For movement no need to re-invent the wheel. Sitting down with a controller still works best for long sessions. It's just a shame the move controllers don't have analog sticks, however it doesn't take too long to get used to the full movement schemes of Skyrim, AZ Sunshine or The solus project. Farpoint with aim works great as well while sitting. The only game that really requires standing is Superhot VR in which you teleport from spot to spot, where you can move around a bit to pick up stuff, duck behind things and weave through a hail of bullets.

As for lack of games, I can't keep up with releases I'm interested in and have skipped a whole bunch already. There were over a hundred games already after a year, you just don't hear the gaming media mention any all that often.

Thanks for that.  I was truly curious about the differing perspectives, so it's nice to see different styles aren't forgotten.

I believe the Oculus controllers have analog sticks on them.  I'm about 90% sure that if I take the VR plunge, it'll be the Oculus I go with, at least at first.

Oculus controllers are great, the best in the market atm, but both VIve and Rift screens are really sub-par. Better wait for the next gen versions like Vive Pro. Oculus hasn't announced a successor yet.