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Peh said:
SvennoJ said:

That looks more like what I expect. Very cool yet also pretty clumsy and messy. I'm still on the fence on how this will go in a serious game environment. It's good for a laugh anyway. His wrists bending so uncomfortably all the time (in game) makes me feel kinda nauseous lol.

Video games have also been about feeling like a super hero that can do everything well. This is more like playing Inspector Gadget or Clouseau. Amazing tech but do the masses actually want this?

I also wonder what Valve will do to support room scale, standing and sitting all at the same time. The conversion of Fantastic contraption to be played sitting on psvr hampered it a lot. Then with the various movement schemes and different controllers they would basically have to make 18 different combinations work in the game. The Solus Project simply let you skip certain puzzles that weren't compatible with the current movement scheme plus I still needed to switch back to teleportation now and then to be able to reach certain places.

I really hope it doesn't become a jack of all trades, master of none type situation. I just don't want to get all hyped and then be disappointed. Doom VFR was really disappointing and didn't work well with any of the 3 control schemes. I tried them all and ended up switching between them all to get through the game. So far RE7 is still my fondest memory of playing a 'realistic' full game in VR and that used the controller. I did 5 play throughs of that and survive the night mini game was so good in VR :) I'm hoping HL Alyx can finally dethrone RE7.

I'm personally not a fan of having everything physics based like they did in this game. Same is being done in Blade & Sorcery. The body in VR ends up in weird position because of that and it looks arkward when holding a gun. Thus I prefer the flying hands option.

I personally don't follow that "super hero that can do everything well" statement. Everything that I got from PSVR is that it's a neat introduction to VR, but you reach your limits very fast on what VR can actually do. Therefor PSVR and PC VR is a night and day difference. PSVR just lack the gameplay mechanics that are possible on PC due to the limitation of controller inputs. One thing on PC VR FPS is the possibility to reload your gun on your own by doing each single step. And this alone is very satisfying to have the feeling of being in control. 

https://www.youtube.com/watch?v=tl-857Fl7po

As I am aware of, the PC VR controllers have all the same amount of buttons and inputs. The only exception are the Index controllers, which got finger track and pressure detection as well as a few more buttons, how that is being actually implemented into the game, I don't know. Room scale and standing are pretty much identical, since you usually stand in both, but standing is limited by the circle beneath your feet, yet you can still ignore it and walk around with the risk of running into you own furniture or wall. Room scale is just a bigger space you can freely walk around. Only a tiny fraction of PC VR games actually do use this feature for playing their games. I personally use standing with locomotion my preferred way of playing all VR games. Meaning, walking with the controller by using the trackpad for up, down and strafe, and turning myself in real. Teleportation is good for people getting motion sick, but I don't have that issue and it takes me out of the immersion. I just want to walk around and enjoy the environment like that. 

I guess that PSVR is the only way you've experienced VR as of now? Sadly there is no RE7 for PC VR :( But checking some videos on Youtube, there is no real motion controls for RE7, right?

Nevertheless, the reloading animation on HL:A is a bit too smooth from my experience with reloading guns on your own in other games. 

If you ever go into PC VR. Get Pavlov VR: https://www.youtube.com/watch?v=M5zy5Cex0DU (Viewer discretion is advised) I imagine that the gunplay in HL:A will be very similar to this game.

RE7 works with head aiming and DS4 for everything else, thankfully no motion controls. Which is probably why it's still at the top of my list. So much freedom to run around without the limitations of move. I tried playing NMS with move last night, horrible. Tracking is fine, the lack of an analog stick for turning and movement is not. Using the controller as a joystick for strafing feels awkward and the stop start rotation of the x o buttons doesn't allow and fine turning so you're always slightly strafing down the halls with your head turned a bit.

Blood & truth does away with movement and you glide from point to point, basically slow teleportation. And sure, tracking works but all the issues of motion control are there. Collision detection works of course, which means when you move your gun too close along a wall the 1:1 tracking goes away and your virtual hand does something else than your real hand. And all so finicky, I've shot my foot so many times trying to holster my weapon (same button) or the ceiling trying to stow the smg on my back. There are a lot of interactions possible but nothing feels quite right cause there is nothing to feel. I was playing with all the things in the car and anything that's attached is a matter of figuring out where and how you have to hold you wrist to get it to do what you want. It's not natural at all because you're holding a controller and pressing a button to grab.

I would love to try PCVR but I'm not going to invest in an expensive set up just to be disappointed by the same fundamental problems in motion control. The most I use PSVR for nowadays is Beat Saber and sometimes time trials in GT Sport. I still have Borderlands 2 waiting for me, I should really start that some time. I think you can play that without motion controls and should be fine sitting or standing like RE7. Btw I did play Skyrim VR for 130 hours with move. Dual casting, sword plus shield and rapid fire arrows was too good not to use move. Movement and rotation were annoying, especially since it switched from 'joystick' strafing with move, to go where you look when running.

Anyway next gen should have analog sticks on motion controllers. Motion control is great for a lot of things, just awkward when manipulating virtual objects.