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Forums - Gaming Discussion - Half-Life: Alyx launches March 2020

Dulfite said:
People have been waiting for HL3 for eons and now it's a VR game, appealing to a small demographic? This is funny lol

Its more about the gameplay VR can bring.



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Ok. I'm getting myself an Oculus Rift next year with a new build PC for next summer. This game really looks like the one that could finally breach the market a little more for mainstream VR gaming !



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I'll wait for reviews instead of putting blind faith into a developer who hasn't produced anything significant in years... I've played enough VR to say that what was shown in that trailer will never be as good in actual game. However walking around in the half life universe does already make it worth putting up with motion controls.



Decision for me is do I pay 52 for the game or 260 for the index controllers that comes with game. you dont need index controllers but they said there will be none essential things like crushing cans with you hand that will require index controllers. index headset not enough of a upgrade over the vive to spend money on index headset but controllers compatible with vive so it a considerstion.



SvennoJ said:
I'll remain cautiously optimistic as that trailer has bull shot written all over it. I also wonder how it will work when they are going to support all movement schemes, room scale, standing, sitting, teleportation, shift, continuous with analog stick (no info for rotation) while also supporting both finger tracking and trigger based.
https://half-life.com/en/alyx/vr
Doom has shown how badly that can end up. By not committing to any one control scheme, compromises will have to be made. So cautiously optimistic.

VR devs are getting better at supporting multiple options though.  

SvennoJ said:
I'll wait for reviews instead of putting blind faith into a developer who hasn't produced anything significant in years... I've played enough VR to say that what was shown in that trailer will never be as good in actual game. However walking around in the half life universe does already make it worth putting up with motion controls.

>I'll wait for reviews instead of putting blind faith into a developer who hasn't produced anything significant in years

1.) They produced The Lab, while it's a demo it's more substantial VR game than most full priced titles.

2.)  Campo Santo is also helping with the development.  

3.)  I also want to throw out there that Valve practically invented the VR industry.  I'd trust them to make the right decisions.

>I've played enough VR to say that what was shown in that trailer will never be as good in actual game.

What in the trailer won't be as good?  I'm also not sure what would be a bull shot.  They've been working on this with a lot more resources and time than Boneworks, and that game is ridiculously impressive.  



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the-pi-guy said:

SvennoJ said:
I'll remain cautiously optimistic as that trailer has bull shot written all over it. I also wonder how it will work when they are going to support all movement schemes, room scale, standing, sitting, teleportation, shift, continuous with analog stick (no info for rotation) while also supporting both finger tracking and trigger based.
https://half-life.com/en/alyx/vr
Doom has shown how badly that can end up. By not committing to any one control scheme, compromises will have to be made. So cautiously optimistic.

VR devs are getting better at supporting multiple options though.  

SvennoJ said:
I'll wait for reviews instead of putting blind faith into a developer who hasn't produced anything significant in years... I've played enough VR to say that what was shown in that trailer will never be as good in actual game. However walking around in the half life universe does already make it worth putting up with motion controls.

>I'll wait for reviews instead of putting blind faith into a developer who hasn't produced anything significant in years

1.) They produced The Lab, while it's a demo it's more substantial VR game than most full priced titles.

2.)  Campo Santo is also helping with the development.  

3.)  I also want to throw out there that Valve practically invented the VR industry.  I'd trust them to make the right decisions.

>I've played enough VR to say that what was shown in that trailer will never be as good in actual game.

What in the trailer won't be as good?  I'm also not sure what would be a bull shot.  They've been working on this with a lot more resources and time than Boneworks, and that game is ridiculously impressive.  

The perfect matching of the hand movements and objects in the trailer. I have to see it to believe it :) I imagine it to be more on the level of Job simulator in reality. My had movements aren't that steady anymore in real life!

I have not played the lab though, pc exclusive I guess? It's just that motion controls always feel awkward to me so I remain skeptical until proven wrong.



SvennoJ said:
the-pi-guy said:

VR devs are getting better at supporting multiple options though.  

>I'll wait for reviews instead of putting blind faith into a developer who hasn't produced anything significant in years

1.) They produced The Lab, while it's a demo it's more substantial VR game than most full priced titles.

2.)  Campo Santo is also helping with the development.  

3.)  I also want to throw out there that Valve practically invented the VR industry.  I'd trust them to make the right decisions.

>I've played enough VR to say that what was shown in that trailer will never be as good in actual game.

What in the trailer won't be as good?  I'm also not sure what would be a bull shot.  They've been working on this with a lot more resources and time than Boneworks, and that game is ridiculously impressive.  

The perfect matching of the hand movements and objects in the trailer. I have to see it to believe it :) I imagine it to be more on the level of Job simulator in reality. My had movements aren't that steady anymore in real life!

I have not played the lab though, pc exclusive I guess? It's just that motion controls always feel awkward to me so I remain skeptical until proven wrong.

Have you played PCVR? 

Motion tracking on the PC headsets are leagues ahead. The Rift is much better than PSVR.  I have absolutely no problems with it and vastly more reliable.  Vive is supposed to be better, and the Index has better tracking yet.  

Last edited by the-pi-guy - on 22 November 2019

the-pi-guy said:
SvennoJ said:

The perfect matching of the hand movements and objects in the trailer. I have to see it to believe it :) I imagine it to be more on the level of Job simulator in reality. My had movements aren't that steady anymore in real life!

I have not played the lab though, pc exclusive I guess? It's just that motion controls always feel awkward to me so I remain skeptical until proven wrong.

Have you played PCVR? 

Motion tracking on the PC headsets are leagues ahead. The Rift is much better than PSVR.  I have absolutely no problems with it and vastly more reliable.  Vive is supposed to be better, and the Index has better tracking yet.  

No I have not. But even when PSVR tracking works well there's still that feeling of disconnect and awkwardness. The move controllers are probably to blame for that. What I miss is when you manipulate objects in real life with both hands at the same time. Turning something over in VR becomes an exercise in trying to bend your wrist in ways that don't work. Simply having your other hand assist is very difficult in VR. Perhaps the index controllers solve that by providing finger tracking (if they do that). The human hand is such a complex tool that a simple grab / let go state is not getting anywhere near intuitive handling of objects.

Anyway I'm very curious to see how it turns out. For now I've gone back to preferring a controller over motion controls, except for beat saber. I finally got the setup good enough to get the platinum trophy! Placing the camera a foot higher suddenly increased my scores enough to get SS ranking. So finicky!



SvennoJ said:

No I have not. But even when PSVR tracking works well there's still that feeling of disconnect and awkwardness. The move controllers are probably to blame for that. What I miss is when you manipulate objects in real life with both hands at the same time. Turning something over in VR becomes an exercise in trying to bend your wrist in ways that don't work. Simply having your other hand assist is very difficult in VR. Perhaps the index controllers solve that by providing finger tracking (if they do that). The human hand is such a complex tool that a simple grab / let go state is not getting anywhere near intuitive handling of objects.

Anyway I'm very curious to see how it turns out. For now I've gone back to preferring a controller over motion controls, except for beat saber. I finally got the setup good enough to get the platinum trophy! Placing the camera a foot higher suddenly increased my scores enough to get SS ranking. So finicky!

>The move controllers are probably to blame for that.

Probably.  I don't really have that experience with the Touch controllers.

>providing finger tracking (if they do that)

They do finger tracking and pressure measuring.


These are all from when they showed Boneworks to someone using the Index controllers.

https://thumbs.gfycat.com/UglySomeAntarcticgiantpetrel-mobile.mp4

https://thumbs.gfycat.com/MemorableYoungAlbatross-mobile.mp4

https://thumbs.gfycat.com/SaneRepentantAnchovy-mobile.mp4

https://thumbs.gfycat.com/QuaintWiltedGermanspitz-mobile.mp4

The Touch controllers are good, and the Index controllers are a league ahead of them.



the-pi-guy said:
SvennoJ said:

No I have not. But even when PSVR tracking works well there's still that feeling of disconnect and awkwardness. The move controllers are probably to blame for that. What I miss is when you manipulate objects in real life with both hands at the same time. Turning something over in VR becomes an exercise in trying to bend your wrist in ways that don't work. Simply having your other hand assist is very difficult in VR. Perhaps the index controllers solve that by providing finger tracking (if they do that). The human hand is such a complex tool that a simple grab / let go state is not getting anywhere near intuitive handling of objects.

Anyway I'm very curious to see how it turns out. For now I've gone back to preferring a controller over motion controls, except for beat saber. I finally got the setup good enough to get the platinum trophy! Placing the camera a foot higher suddenly increased my scores enough to get SS ranking. So finicky!

>The move controllers are probably to blame for that.

Probably.  I don't really have that experience with the Touch controllers.

>providing finger tracking (if they do that)

They do finger tracking and pressure measuring.


These are all from when they showed Boneworks to someone using the Index controllers.

https://thumbs.gfycat.com/UglySomeAntarcticgiantpetrel-mobile.mp4

https://thumbs.gfycat.com/MemorableYoungAlbatross-mobile.mp4

https://thumbs.gfycat.com/SaneRepentantAnchovy-mobile.mp4

https://thumbs.gfycat.com/QuaintWiltedGermanspitz-mobile.mp4

The Touch controllers are good, and the Index controllers are a league ahead of them.

Seeing that recent clip of behind the scenes for Alyx, those Index controllers look like the best on the market right now. The amount of dexterity you get and see from them on-screen just looks all kinds of fantastic (slow-mo scene of reloading the rifle is also kickass too).