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Forums - Gaming - Virtual reality vs Backwards compatibility

 

VR or BC

Virtual reality 59 40.97%
 
Backwards compatibility 69 47.92%
 
Both suck, more 4K HDR AAA exclusives 12 8.33%
 
I'm Switzerland 4 2.78%
 
Total:144
Zkuq said:
SvennoJ said:

Nausea gets less the more you use it. At first Super stardust's VR arena made me very unformtable, I couldn't play windlands for more than an hour and Trackmania made my stomach sink at the top of the jumps. That's all far behind now with no more issues. Windlands became one of my favorite games.
You need a little time for your brain to get used to the movement, learn what to expect, where to look and how to correlate movement input with screen output. It becomes second nature after a while like learning to ride a bicycle or how to play an fps or racer for the first time. First time playing Decent I was contiinously stuck against the wall, same thing happened in windlands which cause the discomfort.

Best is to start off with something comfortable like the excellent puzzler Statik or I expect you to die, or Bridge crew and work your way up from there.

What genres does VR not work for? It works great in 1st person and 3rd person games, rts, even pinball. The one genre missing so far is RPG which is coming with Skyrim. The only game that didn't work well was Super stardust, the planet floating in front of you limits your ability to keep track of everything. Obviously there's no benefit to 2D sidescrollers, yet I bet LBP would look magical as well and be a lot more clear on which plane you are on.

I know it gets easier, I'm just not convinced yet it still becomes playable even for most players. It could, but as far as I know, there's no general consensus (yet) that it works like that. Also, does the nausea come back if you take a longer break?

Also, controls are somewhat of an issue, mainly because you can't see the control device while playing. I suppose that's a problem that's, for the most part, easy enough to work around though.

When I said VR doesn't work all that well in a lot of genres, I meant the nausea part. Almost anything where you move the player directly has a nausea problem for a lot of people. It works naturally only for games where you have something to transport the player, such as a car or a spaceship (and even they can probably have slight problems with nausea, but should be easier to get used to). Of course if nausea isn't a problem in the long run, there's no large-scale genre problem. I don't think there's a lot of genres that are, nausea excluded, fundamentally imcompatible with VR.

Some people also still get nausea from playing fps games on a screen, a lot more when the tech was new. Some people also can't sit in the back of a car or fly without medical aids. The problem will never be completely solved, yet that's no reason to discard the tech, not do I think most people will have long term issues.

I took a 2 month break with BotW and HZD before going back full force into VR. Apart from a slight sense of discomfort once or twice the first day, no further problems. It will get better with less lag. PSVR is very good with reprojection, however Polybius runs in 120fps and doesn't use reprojection. The slight delay between turning your head and seeing the result is noticeable. Not a problem since you always look forward, yet something you notice in the title screen that can be improved. (I guess the game is double buffered that it's slower than the usual 60 to 120fps reprojection)

It seems i'm in the least likely category to suffer from motion sickness, male, caucasian, over 21, in good health, good at geometry (mental rotation)
https://freeflyvr.com/virtual-reality-sickness-nausea/
One tip there that works great, lock your eyes on where you want to turn to, same as in reality, you look at where you want to turn your head. Don't just look ahead while rotating with the analog stick. Ofourse that needs some practice so you get used to how far to turn to catch what you're looking at and how fast it will turn. For me turning at the fastest rate is the most comfortable, look, turn. After a while it becomes second nature and turning your head together with use of the analog stick while locking your eyesight on something all works together like real life, pupils, head movement, body rotation.


As for not seeing the controls. Yes that can be a problem. A lot of games show the controllers in game since they can track them. So you see the controller as you are holding it. That helps. I was still fumbling a bit with the still unfamiliar aim controller. Yet after 2 sessions I knew where all the buttons were. You normally don't look down at your controller either while playing a game.



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Kerotan said:
Mr Puggsly said:

I was explaining the flaw in your argument. I can get new experiences in a lot of places. Doesn't mean they're great.

So old vs new isn't the whole issue.

There's no flaw in my argument because they're isn't one.  There's an opinion.  

 

The OP asked and I answered with my personal opinion.  You're the one butting in and making an argument of it. 

Opinions can be wrong. You essentially said its old vs new.

But its old great stuff vs new underwhelming stuff. The most exciting news about VR is when they crowbar it into existing games that dont really need it.



Recently Completed
River City: Rival Showdown
for 3DS (3/5) - River City: Tokyo Rumble for 3DS (4/5) - Zelda: BotW for Wii U (5/5) - Zelda: BotW for Switch (5/5) - Zelda: Link's Awakening for Switch (4/5) - Rage 2 for X1X (4/5) - Rage for 360 (3/5) - Streets of Rage 4 for X1/PC (4/5) - Gears 5 for X1X (5/5) - Mortal Kombat 11 for X1X (5/5) - Doom 64 for N64 (emulator) (3/5) - Crackdown 3 for X1S/X1X (4/5) - Infinity Blade III - for iPad 4 (3/5) - Infinity Blade II - for iPad 4 (4/5) - Infinity Blade - for iPad 4 (4/5) - Wolfenstein: The Old Blood for X1 (3/5) - Assassin's Creed: Origins for X1 (3/5) - Uncharted: Lost Legacy for PS4 (4/5) - EA UFC 3 for X1 (4/5) - Doom for X1 (4/5) - Titanfall 2 for X1 (4/5) - Super Mario 3D World for Wii U (4/5) - South Park: The Stick of Truth for X1 BC (4/5) - Call of Duty: WWII for X1 (4/5) -Wolfenstein II for X1 - (4/5) - Dead or Alive: Dimensions for 3DS (4/5) - Marvel vs Capcom: Infinite for X1 (3/5) - Halo Wars 2 for X1/PC (4/5) - Halo Wars: DE for X1 (4/5) - Tekken 7 for X1 (4/5) - Injustice 2 for X1 (4/5) - Yakuza 5 for PS3 (3/5) - Battlefield 1 (Campaign) for X1 (3/5) - Assassin's Creed: Syndicate for X1 (4/5) - Call of Duty: Infinite Warfare for X1 (4/5) - Call of Duty: MW Remastered for X1 (4/5) - Donkey Kong Country Returns for 3DS (4/5) - Forza Horizon 3 for X1 (5/5)

Kerotan said:
Mr Puggsly said:

I was explaining the flaw in your argument. I can get new experiences in a lot of places. Doesn't mean they're great.

So old vs new isn't the whole issue.

There's no flaw in my argument because they're isn't one.  There's an opinion.  

 

The OP asked and I answered with my personal opinion.  You're the one butting in and making an argument of it. 

Opinions can be wrong. You essentially said its old vs new.

But its old great stuff vs new underwhelming stuff. The most exciting news about VR is when they crowbar it into existing games that dont really need it.



Recently Completed
River City: Rival Showdown
for 3DS (3/5) - River City: Tokyo Rumble for 3DS (4/5) - Zelda: BotW for Wii U (5/5) - Zelda: BotW for Switch (5/5) - Zelda: Link's Awakening for Switch (4/5) - Rage 2 for X1X (4/5) - Rage for 360 (3/5) - Streets of Rage 4 for X1/PC (4/5) - Gears 5 for X1X (5/5) - Mortal Kombat 11 for X1X (5/5) - Doom 64 for N64 (emulator) (3/5) - Crackdown 3 for X1S/X1X (4/5) - Infinity Blade III - for iPad 4 (3/5) - Infinity Blade II - for iPad 4 (4/5) - Infinity Blade - for iPad 4 (4/5) - Wolfenstein: The Old Blood for X1 (3/5) - Assassin's Creed: Origins for X1 (3/5) - Uncharted: Lost Legacy for PS4 (4/5) - EA UFC 3 for X1 (4/5) - Doom for X1 (4/5) - Titanfall 2 for X1 (4/5) - Super Mario 3D World for Wii U (4/5) - South Park: The Stick of Truth for X1 BC (4/5) - Call of Duty: WWII for X1 (4/5) -Wolfenstein II for X1 - (4/5) - Dead or Alive: Dimensions for 3DS (4/5) - Marvel vs Capcom: Infinite for X1 (3/5) - Halo Wars 2 for X1/PC (4/5) - Halo Wars: DE for X1 (4/5) - Tekken 7 for X1 (4/5) - Injustice 2 for X1 (4/5) - Yakuza 5 for PS3 (3/5) - Battlefield 1 (Campaign) for X1 (3/5) - Assassin's Creed: Syndicate for X1 (4/5) - Call of Duty: Infinite Warfare for X1 (4/5) - Call of Duty: MW Remastered for X1 (4/5) - Donkey Kong Country Returns for 3DS (4/5) - Forza Horizon 3 for X1 (5/5)

Mr Puggsly said:
Kerotan said:

There's no flaw in my argument because they're isn't one.  There's an opinion.  

 

The OP asked and I answered with my personal opinion.  You're the one butting in and making an argument of it. 

Opinions can be wrong. You essentially said its old vs new.

But its old great stuff vs new underwhelming stuff. The most exciting news about VR is when they crowbar it into existing games that dont really need it.

Underwhelming in your opinion. I expect you to die, Statik and Windlands are relatively short yet amazing games. Statik has Portal written all over it. Windlands wouldn't work as a platformer without VR. Eagle flight wouldn't work without VR either, you can't steer that fast and precise without headtracking.

And crowbar into existing games that don't really need it? You might as well say games don't really need sound, nor good graphics. A 2D map with letters moving around is good enough. Horror games greatly benefit from the extra level of immersion. There was one DLC mission that did not support VR in RE7, I tried it once, nope can't go back. Racing and VR go hand in hand. Rez Infinite comes to life in VR, seems like it was always meant for it. Bound is magical and intimite in VR. I played a it of bit on my projector on the pro, different game.

The extra level of control and spatial awereness you get from headtracking and not being limited to a narrow fov does wonders for games. It's like having an ultra wide 3 screen gaming setup except much better. In Bridge crew you can simply look around to see what your fellow players are doing, no button presses or status screens needed. In RTS no minimap needed. VR is very liberating with all the cool little things you can't do in normal games, like lean in and peer through a crack to see what's going on behind a door, or stick you head out a window and check for enemies.



Mr Puggsly said:
Kerotan said:

There's no flaw in my argument because they're isn't one.  There's an opinion.  

 

The OP asked and I answered with my personal opinion.  You're the one butting in and making an argument of it. 

Opinions can be wrong. You essentially said its old vs new.

But its old great stuff vs new underwhelming stuff. The most exciting news about VR is when they crowbar it into existing games that dont really need it.

I hope the irony isn't lost on you. VR is a lot more innovative then old games. It's a whole new dimension. 

 

This is an example of creating a pointless argument.  You have one opinion,  I have the opposite.  I don't care what you think hence why I didn't quote you and tell you my opinion.  Instead I just responded to the OP who was asking my opinion.  

 

As I don't care I'll let SvennoJ do the talking.  He knows how good vr is. 



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SvennoJ said:
Zkuq said:

I know it gets easier, I'm just not convinced yet it still becomes playable even for most players. It could, but as far as I know, there's no general consensus (yet) that it works like that. Also, does the nausea come back if you take a longer break?

Also, controls are somewhat of an issue, mainly because you can't see the control device while playing. I suppose that's a problem that's, for the most part, easy enough to work around though.

When I said VR doesn't work all that well in a lot of genres, I meant the nausea part. Almost anything where you move the player directly has a nausea problem for a lot of people. It works naturally only for games where you have something to transport the player, such as a car or a spaceship (and even they can probably have slight problems with nausea, but should be easier to get used to). Of course if nausea isn't a problem in the long run, there's no large-scale genre problem. I don't think there's a lot of genres that are, nausea excluded, fundamentally imcompatible with VR.

Some people also still get nausea from playing fps games on a screen, a lot more when the tech was new. Some people also can't sit in the back of a car or fly without medical aids. The problem will never be completely solved, yet that's no reason to discard the tech, not do I think most people will have long term issues.

I took a 2 month break with BotW and HZD before going back full force into VR. Apart from a slight sense of discomfort once or twice the first day, no further problems. It will get better with less lag. PSVR is very good with reprojection, however Polybius runs in 120fps and doesn't use reprojection. The slight delay between turning your head and seeing the result is noticeable. Not a problem since you always look forward, yet something you notice in the title screen that can be improved. (I guess the game is double buffered that it's slower than the usual 60 to 120fps reprojection)

It seems i'm in the least likely category to suffer from motion sickness, male, caucasian, over 21, in good health, good at geometry (mental rotation)
https://freeflyvr.com/virtual-reality-sickness-nausea/
One tip there that works great, lock your eyes on where you want to turn to, same as in reality, you look at where you want to turn your head. Don't just look ahead while rotating with the analog stick. Ofourse that needs some practice so you get used to how far to turn to catch what you're looking at and how fast it will turn. For me turning at the fastest rate is the most comfortable, look, turn. After a while it becomes second nature and turning your head together with use of the analog stick while locking your eyesight on something all works together like real life, pupils, head movement, body rotation.


As for not seeing the controls. Yes that can be a problem. A lot of games show the controllers in game since they can track them. So you see the controller as you are holding it. That helps. I was still fumbling a bit with the still unfamiliar aim controller. Yet after 2 sessions I knew where all the buttons were. You normally don't look down at your controller either while playing a game.

As far as I know, nausea from VR is extremely common. It's not as common for practically any other form of games or for the travel methods you mentioned.

It's good to hear nausea doesn't come back fully after a break. Should help VR adoption by quite a bit.

I'm sure there's ways to get used to VR and get over nausea like you're suggesting, but I'm not too worried about nausea personally. I haven't had the chance for longer VR sessions, but I've had no trouble with nausea at all during my shorter sessions. It's more that I think nausea is enough of a problem to really hinder the adoption of VR and thus, the quality of VR games. Most people probably aren't willing to get through the initial nausea phase, so a lot of devs are just going to cater to the lower common denominator. It also doesn't help that the hardware required for VR is still quite expensive and could be so for a pretty long time.

Yeah, I know controls aren't a big issue. It should be an issue mainy for games controlled with keyboard and mouse, but I don't think that's going to become a popular scheme with VR. Not being able to see the controller does still make it slightly more uncomfortable though, it might just not be a huge difference. And to be clear, I don't think this is a problem for VR in the long run, or even in the short run.



Zkuq said:

As far as I know, nausea from VR is extremely common. It's not as common for practically any other form of games or for the travel methods you mentioned.

It's good to hear nausea doesn't come back fully after a break. Should help VR adoption by quite a bit.

I'm sure there's ways to get used to VR and get over nausea like you're suggesting, but I'm not too worried about nausea personally. I haven't had the chance for longer VR sessions, but I've had no trouble with nausea at all during my shorter sessions. It's more that I think nausea is enough of a problem to really hinder the adoption of VR and thus, the quality of VR games. Most people probably aren't willing to get through the initial nausea phase, so a lot of devs are just going to cater to the lower common denominator. It also doesn't help that the hardware required for VR is still quite expensive and could be so for a pretty long time.

Yeah, I know controls aren't a big issue. It should be an issue mainy for games controlled with keyboard and mouse, but I don't think that's going to become a popular scheme with VR. Not being able to see the controller does still make it slightly more uncomfortable though, it might just not be a huge difference. And to be clear, I don't think this is a problem for VR in the long run, or even in the short run.

No clue how common it is. Only thing I read was that 90% of people who purchased a (any) VR system are satisfied with their purchase. I doubt you would be satisfied if it made you sick. But sure, people who are prone to motion sickness wouldn't buy them in the first place. Probably try it once and dismiss without giving it some time to get used to it. I don't blame them, the price is too high to take that kind of gamble.

Problems with controls start when you need different controllers. Bridge crew works wonderfully with 2 move controllers, however there is no options button on move which you need to open the menu, always fun grabbing around to find the DS4 with the headset on. Or try to find the remote control to adjust the volume (when playing without headphones)

For keyboard use, I guess when a game really needs a keyboard we'll get one with it's own tracking so the game can project the keyboard on screen and perhaps even your hands. For now RTS games are finding ways around needing a keyboard. I doubt we'll ever see use of a mouse in VR. Motion controllers take care of that next to headtracking and later eye tracking (coming to vive as an add-on, while vove has it integrated) There are plenty pointer options in VR. The move controller could use a scroll wheel though :)



SvennoJ said:
Zkuq said:

As far as I know, nausea from VR is extremely common. It's not as common for practically any other form of games or for the travel methods you mentioned.

It's good to hear nausea doesn't come back fully after a break. Should help VR adoption by quite a bit.

I'm sure there's ways to get used to VR and get over nausea like you're suggesting, but I'm not too worried about nausea personally. I haven't had the chance for longer VR sessions, but I've had no trouble with nausea at all during my shorter sessions. It's more that I think nausea is enough of a problem to really hinder the adoption of VR and thus, the quality of VR games. Most people probably aren't willing to get through the initial nausea phase, so a lot of devs are just going to cater to the lower common denominator. It also doesn't help that the hardware required for VR is still quite expensive and could be so for a pretty long time.

Yeah, I know controls aren't a big issue. It should be an issue mainy for games controlled with keyboard and mouse, but I don't think that's going to become a popular scheme with VR. Not being able to see the controller does still make it slightly more uncomfortable though, it might just not be a huge difference. And to be clear, I don't think this is a problem for VR in the long run, or even in the short run.

No clue how common it is. Only thing I read was that 90% of people who purchased a (any) VR system are satisfied with their purchase. I doubt you would be satisfied if it made you sick. But sure, people who are prone to motion sickness wouldn't buy them in the first place. Probably try it once and dismiss without giving it some time to get used to it. I don't blame them, the price is too high to take that kind of gamble.

Problems with controls start when you need different controllers. Bridge crew works wonderfully with 2 move controllers, however there is no options button on move which you need to open the menu, always fun grabbing around to find the DS4 with the headset on. Or try to find the remote control to adjust the volume (when playing without headphones)

For keyboard use, I guess when a game really needs a keyboard we'll get one with it's own tracking so the game can project the keyboard on screen and perhaps even your hands. For now RTS games are finding ways around needing a keyboard. I doubt we'll ever see use of a mouse in VR. Motion controllers take care of that next to headtracking and later eye tracking (coming to vive as an add-on, while vove has it integrated) There are plenty pointer options in VR. The move controller could use a scroll wheel though :)

I'm under the impression that nausea is a very common problem with VR, but considering how unimportant the numbers really are for me, I'm not going to bother looking them up. I think there's people that are very happy with the experience they can get with VR before they get sick. Then they'll have a break and have more VR fun after they're feeling better. At least people are talking a lot about the importance of breaks. But some for sure don't have too much, if any, trouble with VR.

I think the main problem with keyboard usage is finger positioning. If you lose your positioning, finding it again can be a small pain. On the other hand, if a keyboard is used, I don't think using a mouse with it should be much of a problem (unless the mouse keeps sliding off of the mousepad...). Of course a mouse has no use in VR if you're not using a keyboard as well (unless you can play the game with just your mouse, which is really restrictive for games). But yeah, other control methods are much easier to use with VR.



Kerotan said:
Mr Puggsly said:

Opinions can be wrong. You essentially said its old vs new.

But its old great stuff vs new underwhelming stuff. The most exciting news about VR is when they crowbar it into existing games that dont really need it.

VR is a lot more innovative then old games. It's a whole new dimension. 

Agreed.

But until the content gets great, people rather go play old great games.

Some of the best VR experiences don't need VR to be enjoyable.



Recently Completed
River City: Rival Showdown
for 3DS (3/5) - River City: Tokyo Rumble for 3DS (4/5) - Zelda: BotW for Wii U (5/5) - Zelda: BotW for Switch (5/5) - Zelda: Link's Awakening for Switch (4/5) - Rage 2 for X1X (4/5) - Rage for 360 (3/5) - Streets of Rage 4 for X1/PC (4/5) - Gears 5 for X1X (5/5) - Mortal Kombat 11 for X1X (5/5) - Doom 64 for N64 (emulator) (3/5) - Crackdown 3 for X1S/X1X (4/5) - Infinity Blade III - for iPad 4 (3/5) - Infinity Blade II - for iPad 4 (4/5) - Infinity Blade - for iPad 4 (4/5) - Wolfenstein: The Old Blood for X1 (3/5) - Assassin's Creed: Origins for X1 (3/5) - Uncharted: Lost Legacy for PS4 (4/5) - EA UFC 3 for X1 (4/5) - Doom for X1 (4/5) - Titanfall 2 for X1 (4/5) - Super Mario 3D World for Wii U (4/5) - South Park: The Stick of Truth for X1 BC (4/5) - Call of Duty: WWII for X1 (4/5) -Wolfenstein II for X1 - (4/5) - Dead or Alive: Dimensions for 3DS (4/5) - Marvel vs Capcom: Infinite for X1 (3/5) - Halo Wars 2 for X1/PC (4/5) - Halo Wars: DE for X1 (4/5) - Tekken 7 for X1 (4/5) - Injustice 2 for X1 (4/5) - Yakuza 5 for PS3 (3/5) - Battlefield 1 (Campaign) for X1 (3/5) - Assassin's Creed: Syndicate for X1 (4/5) - Call of Duty: Infinite Warfare for X1 (4/5) - Call of Duty: MW Remastered for X1 (4/5) - Donkey Kong Country Returns for 3DS (4/5) - Forza Horizon 3 for X1 (5/5)

Theres no real reason we can't have both. The truth of the matter is BC whether Sony wants it or not, will be a mandatory thing eventually.



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