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Half-Life: Alyx

half-life.com

31–40 of 444 posts

Re: Half-Life: Alyx

#31
post #9

Wonder if I can do Oculus Quest + PC Link + Index controllers. Don't really want to buy an Index, but the controllers look really nice. Also considering Quest since my biggest gripe before was the wired headset and how heavy it was overall.

In order to make this work, hardware-wise, you'd need the lighthouses, too.

So I'm assuming that means that Valve programs this in a way that dictates the hardware, instead of having an abstraction layer that accepts player position, viewpoint and hand inputs regardless of the hardware?

Is that something you have a source to confirm?

I would like to think that if Quest is going to release a way to hook up to the PC to play SteamVR, they'll be sending all that positional data from the headset tracking to the PC through the link.

Re: Half-Life: Alyx

#32
post #27

Question to VR gamers: Why are the arms not animated?

They'd block 20% of your view and you would block the part where you would want 'put' your hand ( like a button to press) and since there is no tactile response, it would be impossile to do so.

Also, the IK-system would not be able to mimic the exact movement of your own arms, making them feel foreign and weird.

Re: Half-Life: Alyx

#34
post #25
post #19

Earlier quoted context omitted.

Actually VR games and simulations reduce the likelihood of developing PTSD.

Compared to what?

I read a while ago in an article from the APA that soldiers who completed VR simulations of trauma were better able to handle stressful situations.

Re: Half-Life: Alyx

#35
post #3

It looks interesting at least, It's hard to tell how gimmicky it will be though. I've felt like a lot of VR experiences I have had felt gimmicky. Some of my best VR experiences have been more in line with games like beat saber rather than story driven games. I'm also the type of person that pretty much exclusively plays story driven games so I want to like those experiences in VR but they just feel kind of off to me…

Have you tried elite:dangerous?

Re: Half-Life: Alyx

#36
post #9

Wonder if I can do Oculus Quest + PC Link + Index controllers. Don't really want to buy an Index, but the controllers look really nice. Also considering Quest since my biggest gripe before was the wired headset and how heavy it was overall.

I'm not sure about the index controllers with a Quest but the game is supported on the Quest via the link cable it seems: https://half-life.com/en/alyx/vr

Basically anything the Rift can do, the Quest can do too.

Re: Half-Life: Alyx

#37

A criminally overlooked feature of this game is the release of the dev tools used to make maps and mods. Giving the tools away for such a powerful base game is what gave HL1 and HL2 it's incredible staying power.

Agreed. That helped also to make gems such as Black Mesa, a 100% fan made recreation of the first HL using HL2 engine and graphics. I wonder what would become of this game if they added a proper story, characters interactions, NPCs, subplots etc. (think Mass Effect style).

Here's a full walkthrough for those living under a rock when it came out:*)

https://www.youtube.com/watch?v=brFEN4x9Xao

Re: Half-Life: Alyx

#38
This has got to be the most narrowly targeted game ever.

I played through all of HL/HL2/Ep1/Ep2 IIRC, but I can barely even remember the story clearly it was so long ago. And it's such a blur maybe I never finished Ep2.

I was 21 when HL1 came out but I didn't get to play it till I was like 24 maybe when I had gotten out of school and got a nice computer & some money. HL2 came out when I was 27.. still playing games but I don't remember beating it till much later. Probably 2010, by which point I was married and had bought a house.

Now I'm 42 and I have a 7 year old.. so I'm old enough to actually remember this, don't really have the time to play anymore.. and I'd be looking at buying a new PC & VR equipment to play it.. yah no thanks.

That and I remember HL2 and Ep1/Ep2 taking forever. The whole thing was good, unlike time sinks like Oblivion and Skyrim that were full of filler, but it still took forever to play through.

Just seems like a small target of players who are old enough to fondly remember the original + still have time to play long form games + still have gaming equipment + have VR/are willing to buy VR.

Even as an engineer who knows more than a usual amount of gamers including younger players I'm not sure I know anyone who has VR equipment. If you're 15-20 do you care about this or do you just think it's your Dad's stuff?

Re: Half-Life: Alyx

#39
post #32
post #27

Question to VR gamers: Why are the arms not animated?

They'd block 20% of your view and you would block the part where you would want 'put' your hand ( like a button to press) and since there is no tactile response, it would be impossile to do so. Also, the IK-system would not be able to mimic the exact movement of your own arms, making them feel foreign and weird.

Why are your hands displayed as hands if you’re holding “game-pads”? Or are there actual gloves?

Re: Half-Life: Alyx

#40

A criminally overlooked feature of this game is the release of the dev tools used to make maps and mods. Giving the tools away for such a powerful base game is what gave HL1 and HL2 it's incredible staying power.

I remember everyone saying Blizzard would release map making tools for Overwatch like they did for Starcraft and Valve did for TF2/CSGO. Seems like a great way to add longevity to the game and the community content can even help fund the game.
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