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Forums - Gaming - PlayStation VR Aim (how come no one is talking about this)

Video here (Youyube)

I watched some vids of it being used in the PSVr exclusive flashpoint. And its got me really excited for FPS games in VR. And this is coming from someone that isnt even an FPS person. 

We can now finally be able to run in one direction and blind fire in another. Realistically look at our weapon while behind cover or even running to see how much ammo we habe left. 

This has got me excited. 



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Yeah, I saw this the other day. It looks really cool. I'll probably pick one up when they come out.



Bet with Adamblaziken:

I bet that on launch the Nintendo Switch will have no built in in-game voice chat. He bets that it will. The winner gets six months of avatar control over the other user.

i saw the announcement.  but i already own this:

 

aim isn't really all that different.  i know VR is VR and nothing like non VR but:

1. my arms get tired after not all that long

2. movement is still with the analog.  it's kind of awkward at times.

3. but mostly its just fucking heavy after a while.  it's too much of a fucking work out to be my go to gaming experience.  it was certainly fun for a bit but then i was all like, fuck this i'm going to go slouch on the couch with my dual analog again.  after a long day of work i want something more relaxing then that.



kitler53 said:

i saw the announcement.  but i already own this:

aim isn't really all that different.  i know VR is VR and nothing like non VR but:

1. my arms get tired after not all that long

2. movement is still with the analog.  it's kind of awkward at times.

3. but mostly its just fucking heavy after a while.  it's too much of a fucking work out to be my go to gaming experience.  it was certainly fun for a bit but then i was all like, fuck this i'm going to go slouch on the couch with my dual analog again.  after a long day of work i want something more relaxing then that.

But all those things are where this Aim controller comes in. It isnt some peripheral that you attach two peripherlas to ramping up the weight. Its designed to be light and all inclusive . With its own sensors built in. From what i read is not much heavier than holding a PS controller in ur hand. 

And yes movement is still handled by the sticks which is just fine to me, but better now cause for the most part you can have ur hands be in a non akward position since you hwad moves independently of your hand.



kitler53 said:

i saw the announcement.  but i already own this:

 

aim isn't really all that different.  i know VR is VR and nothing like non VR but:

1. my arms get tired after not all that long

2. movement is still with the analog.  it's kind of awkward at times.

3. but mostly its just fucking heavy after a while.  it's too much of a fucking work out to be my go to gaming experience.  it was certainly fun for a bit but then i was all like, fuck this i'm going to go slouch on the couch with my dual analog again.  after a long day of work i want something more relaxing then that.

I have one too and I get what you mean about it being pretty heavy, though the thought I had was "damn...if I find this heavy after a couple of minutes, maybe I should be using it more" haha.

Honestly though my biggest issue with it is that you aren't really aiming it like a gun so much as using it to move around a cursor. Because when you want to turn left you don't turn left, you move the gun to the left and the camera drifts that way. Which seems like a problem VR is finally going to fix.



Bet with Adamblaziken:

I bet that on launch the Nintendo Switch will have no built in in-game voice chat. He bets that it will. The winner gets six months of avatar control over the other user.

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Whoa! Awesome!

I gotta say: that is pretty darn cool. I still don't think we're at the point where we can make truly great games in VR, but something like this definitely helps push us toward that goal.

I really want to try Farpoint with that controller now



Because the vive controllers are so great and they even can act like fingers, make this kind of controllers look bad :s.






Normchacho said:

I have one too and I get what you mean about it being pretty heavy, though the thought I had was "damn...if I find this heavy after a couple of minutes, maybe I should be using it more" haha.

Honestly though my biggest issue with it is that you aren't really aiming it like a gun so much as using it to move around a cursor. Because when you want to turn left you don't turn left, you move the gun to the left and the camera drifts that way. Which seems like a problem VR is finally going to fix.

Exactly, i think the real game changer here is being able to move your head completely independently of your hands. And from one of the vids i wathced they said when you bring the gun uo to ur head in VR it transitions into that down the sights view point for more accurate aiming. 



Intrinsic said:
kitler53 said:

i saw the announcement.  but i already own this:

aim isn't really all that different.  i know VR is VR and nothing like non VR but:

1. my arms get tired after not all that long

2. movement is still with the analog.  it's kind of awkward at times.

3. but mostly its just fucking heavy after a while.  it's too much of a fucking work out to be my go to gaming experience.  it was certainly fun for a bit but then i was all like, fuck this i'm going to go slouch on the couch with my dual analog again.  after a long day of work i want something more relaxing then that.

But all those things are where this Aim controller comes in. It isnt some peripheral that you attach two peripherlas to ramping up the weight. Its designed to be light and all inclusive . With its own sensors built in. From what i read is not much heavier than holding a PS controller in ur hand. 

And yes movement is still handled by the sticks which is just fine to me, but better now cause for the most part you can have ur hands be in a non akward position since you hwad moves independently of your hand.

it might be lighter but it honestly doesn't matter.  just holder your hand the up position for 10 minutes without any controller in your hands.  it is tiring. 

the thing is the gameplay has to be adjusted in a way that at least killzone3 was not.  the gameplay has to be structured in a way where you have a firefight that last no more than 2 mintues followed by at least a 2 minute break to give you a change to put your weapon down.  i'm not sure many "hardcore" gamers would be up for a game structured like that but i promise you that a 20 minute firefight is a god damn chore by the end of it.  also,.. movement control is made more awkward by putting the weapon down and still needing to move.

i'm sorry but i feel that all the things i hated about motion controlls on wii/move/kinect aren't being solved by VR.  first and foremost of that is the fatigue but the non-1:1 movements between personal action and in-game action will be there too.

i think this is why soo very many VR games are "cockpit" games. 



kitler53 said:
Intrinsic said:

But all those things are where this Aim controller comes in. It isnt some peripheral that you attach two peripherlas to ramping up the weight. Its designed to be light and all inclusive . With its own sensors built in. From what i read is not much heavier than holding a PS controller in ur hand. 

And yes movement is still handled by the sticks which is just fine to me, but better now cause for the most part you can have ur hands be in a non akward position since you hwad moves independently of your hand.

it might be lighter but it honestly doesn't matter.  just holder your hand the up position for 10 minutes without any controller in your hands.  it is tiring. 

the thing is the gameplay has to be adjusted in a way that at least killzone3 was not.  the gameplay has to be structured in a way where you have a firefight that last no more than 2 mintues followed by at least a 2 minute break to give you a change to put your weapon down.  i'm not sure many "hardcore" gamers would be up for a game structured like that but i promise you that a 20 minute firefight is a god damn chore by the end of it.  also,.. movement control is made more awkward by putting the weapon down and still needing to move.

i'm sorry but i feel that all the things i hated about motion controlls on wii/move/kinect aren't being solved by VR.  first and foremost of that is the fatigue but the non-1:1 movements between personal action and in-game action will be there too.

i think this is why soo very many VR games are "cockpit" games. 

I have to agree. I just don't think we're "there" yet with VR. We're going to get a lot of on-rails and cockpit games. I'm not saying it won't be cool - I'm sure it will - but I doubt we'll be getting any must-have software anytime soon.