Question to VR gamers: Why are the arms not animated?
I don't know what all these posters are talking about, VR simulates your elbow + arm position 100% with normal IK. If you don't believe me just load up Echo VR and look at your arms. Valve probably just doesn't want them blocking your view.
Half-Life: Alyx
301–310 of 444 posts
Re: Half-Life: Alyx
#302Earlier quoted context omitted.
Story heavy? You need about one sentence to set up the world. Here, the website even does it for us: „Set between the events of Half-Life and Half-Life 2, Alyx Vance and her father Eli mount an early resistance to the Combine’s brutal occupation of Earth.“ I would tack on “aliens” to describe the Combine and then I’m done. Half Life is not exactly complex or subtle in its storytelling. Heck, the main character in the…
> Half Life is not exactly complex or subtle in its storytelling Agreed, but I wasn't arguing it was. It's neither complex nor subtle. It is "story heavy" or rather story-driven, or rather "cinematic". This is a game where the story propels the gameplay. Not saying it's particularly good fiction, just that the fiction matters in the game. Notice how much of what I'm saying applies to Star Wars too, where -- also -- s…
World building (to create tension and a creepy atmosphere) are much more important and also compact things, much more easily transportable and play a much larger role.
Since there will be hardly any plot-connections you are just not missing much …
Re: Half-Life: Alyx
#303"Play on any SteamVR system. If you have VR hardware that works with a computer, then it works with SteamVR." Bravo Valve. This is why anyone interested in this should get a Vive and stay well clear of Oculus/Facebook's headsets. They are busy trying to capture the VR market by setting up exclusivity arrangements with studios to lock games to their platform to cut others out which just divides up the already small ma…
Re: Half-Life: Alyx
#304Earlier quoted context omitted.
I agree with the parent. The VR aspect really narrows the market to someone who has a powerful PC and wants to spend at least another $400 for a VR headset. As far as I can tell, all the VR headsets are proprietary, and games must be written to support them... for some reason. Which is a huge turn off. I don't want to buy a VR headset, then find out the next badass VR game only works with some other headset...
Steam supports all major PC VR HMDs, including Oculus Quest shortly with a remote link cable. There are some games that are only available on the Oculus store (mostly those funded or developed by Oculus) but the majority of PC VR content is on Steam.
Re: Half-Life: Alyx
#305I just want to say that this is without a doubt the most exciting thing I have seen in VR so far, and I will definitely buy an Index for this. They got me. Full length game, brand new engine, Half Life story?? Holy s*it
Re: Half-Life: Alyx
#306Are the newer things getting better?
Re: Half-Life: Alyx
#307Earlier quoted context omitted.
I think we're all waiting with bated breath to see if Valve can push VR into the mainstream with this or anything else they do. I'm not going to buy a kit just to play glorified mobile games, but if this is really the future of entertainment then I can see myself buying a headset.
I get motion sickness easily. So that counts me out of the VR experience. And I reckon that's going to be true for a lot of other people as well. The price and inherent limitations (such as motion sickness) of VR are going to ensure that it doesn't hit mainstream, at least for the time being
On modern hardware, motion sickness is only really an issue in VR games which move your head around in-game in ways which don't match how you're moving in real life. Teleport and physical movement don't cause issues for most people.
Re: Half-Life: Alyx
#308Earlier quoted context omitted.
24 year old here. I played video games in my teens, including the HL series. I stopped playing video games roughly five years ago. I will be building a computer to play this game. Peers my age are also very excited for this. Not just because it's a new Half Life game, but because it's the VR game we have been waiting for since the VR craze started.
But how many people are going to spend $2000+ to play this? You're building a new gaming PC and possibly buying a new VR headset just for this game?
With the VR tools they're releasing, I (and everyone I've talked to about this) expect Garry's Mod 2: VR to come out of this.
Re: Half-Life: Alyx
#309Earlier quoted context omitted.
I think we're all waiting with bated breath to see if Valve can push VR into the mainstream with this or anything else they do. I'm not going to buy a kit just to play glorified mobile games, but if this is really the future of entertainment then I can see myself buying a headset.
I get motion sickness easily. So that counts me out of the VR experience. And I reckon that's going to be true for a lot of other people as well. The price and inherent limitations (such as motion sickness) of VR are going to ensure that it doesn't hit mainstream, at least for the time being
(The price of the Index definitely doesn't make it mainstream though. Just trying to get a sense of this issue)
Re: Half-Life: Alyx
#310Have they solved motion sickness yet? I borrowed a playstation VR once but got nauseous after half an hour, no matter which game i tried. Are the newer things getting better?