| spemanig said: Update - so 2 things. 1. I just played another game called InCell VR. By far the best game I've played so far. It's this racing game where you're this microscopic white blood cell or something. It's kind of like... Eh, not F-Zero. Like that Shinen cell-fighting game mixed with F-Zero. You're not racing against anything, it's more like a time trial, where you just have to avoid obstacles that slow you down. I don't want to say "it's really good," because it's probably mediocre in reality, but it's by far the most convincing VR experience. It's very simple in gameplay too, do it's not disorienting. You always go forward, and you just tilt your heat to strafe left and right. 2. I played this with both my iPhone 5s, and my father's iPhone 6s Plus, so now I have a way to compare the two. (Played on mine first, then my dad's, then mine again for comparison) The experience on my dad's phone was definitely better, but that's honestly solely because his phone is bigger, so it took up my entire line of sight (within the goggles). While that does make it harder to go back to my 5s, the resolution difference (6s Plus has a 1920 x 1080 LCD screen) wasn't even remotely this make it or break it deal for me. I also completely understand the "screen door" thing now, which it literally just the grid like artifact of the screen. It doesn't even remotely effect my immersion as, like I said, you stop paying attention to it once you pay attention to the game. It's not even immersion breaking when you do notice it, at least it isn't for me. The way people describe it, they make it sound like it's this huge, distracting think that always blocks your view, when it isn't that at all. It's just that you can see the artifacts of the screen, which is barely noticeable because of how tiny and clear the grid is. If people honestly thing that people new to VR will consider something so unnoticeable would stop anyone from the mass market from buying VR, they're being extremely naive. If PS VR had a screen with that artifact, I wouldn't care or barely notice. So blown out of proportion. I also want to fix what I said about big pixels after playing this game. It's really just that those games themselves had really bad aliasing. InCell didn't have that problem, and the best looking game of the bunch, to the point where I really don't see a reason to even still own those other ones. It's really so much better. Nintendo as a software dev has a really bad habit of not using anti aliasing in their games, but like I said before, it wasn't bad, just noticeable. Basically, if Nintendo's aliasing never bothered you in, say, Mario Kart 8 on Wii U, it definitely won't bother you in VR. It's the exact same thing. Playing InCell make me want to play more racing games in VR. I also showed my dad it in VR (only on mine), and he was legitimately blown away. I know that's anecdotal, but he's a 73 y/o man from Haiti, and he doesn't care about screen doors. He was completely immersed. I'm sure it would blow away all of my friends who have never used VR, and again, this is worse in every single way than what Nintendo could and would do with the Switch. Also, I don't feel sick. (Still a little dizzy from Last Order, but I'm still fine to play more) |
Nice that you're finally getting to try VR yourself and able to make your own conclusions.
One of the main things you will notice is that the whole "feeling sick" comes from specific experiences where you have control of the movement of the character's body. In VR experiences where you're pretty much sitting in a cockpit this is pretty manageable for the most part, especially if you've been gaming for many years now.
The real problem begins when you have a control pad that allows you to move your your 'body' in the VR space, in which your brain will definitely feel a disconnect between the character's momentum and real body's inertia. This is not as noticeable when you're doing short in/out experiences, but if you're playing for an hour or so.
Another thing to keep in mind is how mentally taxing it is after mid/long playtimes on VR. Once you take off the headset it does not feel like you were playing a videogame, but that you just did a ton of excercise.
Many people suspect it's due to your brain working extra hard to compensate for the low fidelity of the experience and tricking you into feeling you're really inside that VR world. This is the reason why a higher quality screen/higher fps count is crucial to make VR gaming into something that can comfortably be enjoyed. That is the reason why all the VR headset manufacturers spent all this time improving the tech and the standards are way higher than your average couch gaming experience.
You need to take off the headset after a long gaming experience and not have the discomfort (different levels of discomfort depending on the person obviously) that low quality VR headsets bring.
Having said this, for a person who went from never trying VR, to finally being able to experience any form of it, I'm not surprised you're happy with what you felt. It's a complete game changer when you go from playing a game to being inside the game. That's what a lot of people trash talking VR by default do not understand. They think it's like watching a 3d movie, but honestly speaking, to me, it's the most dramatic paradigm shift in gaming since it's very beginning.







