BillyBong said:
Thanks for the suggestion.. will definitely give Pavlov a try. I've played firewall zero hour quite a bit on psvr, so I'm excited to see how different room scale and body tracking works vs using a ps aim. Would be awesome if someone could get the ps aim working with pcvr... Some "guns" are rediculously overpriced and others available look like doo. Also.. finally seeing this screen door effect thing more prominent in the HTC Vive than psvr. It goes away once immersed in a game, but is it due to higher quality pixeling? Psvr blurs a bit so screen door not so apparent.. do like how on the Vive, it is easier to read texts and graphics are definitely a step up.. |
Not a fan of the "guns" stuff. As far as I know, Firewall Zero Hour was pretty simple in term of controls where reloading and stuff is all done by button controls.
In Pavlov for example, or most FPS games in VR with proper controls, you have to do every task on your own. Meaning after emptying your gun, you release the magazine with a trigger or take it out with your hand (depends on gun), take a new mag out of your ammo pouch, insert it and load the first bullet in. Try do that in heated combat without dropping your gun ;)
https://www.youtube.com/watch?v=iLZTKzm1Y-w
There is a newer version than what is shown in this video. They added a very heavy gore system and new weapons. Did a lot of enhancements.
Regarding the screen door effect, I also got the Vive, and that was kinda bothering me where I went for the Vive Pro and it's barely noticeable now. Everything looks way sharper and it's also easier to read text in game. Also, the better your GPU the higher the rendered resolution for you vive. So it tries to get the best image output possible.
Intel Core i7 8700K | 32 GB DDR 4 PC 3200 | ROG STRIX Z370-F Gaming | RTX 3090 FE| Crappy Monitor| HTC Vive Pro :3







