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Half-Life: Alyx

half-life.com

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Re: Half-Life: Alyx

#361
post #287

Earlier quoted context omitted.

OH NOES VALVE IS GOING TO MAKE US ALL TRANS WHAT A TRAGEDY

As a trans person, I welcome this cis introduction to gender dysphoria.

I get what you’re saying, but wouldn’t you of all people agree that it’s a bad thing and something you want to minimize or eliminate in humanity?

On a side note, I always thought VR could be a great way to test drive a new gender/body. The surgery is serious business especially if you are young. It would be cool if there a walking simulator type thing that let you customize your gender and looks and walk around. Might help some people decide if it’s for them without having to do something that’s expensive and irreversible.

Re: Half-Life: Alyx

#362

"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…

Or get an Oculus made device and play all Their content in addition of all SteamVR content. Valves platform is Steam (a monopoly game marketplace where they get 30% of every sale.) Oculus exclusives are financed by Oculus. Without it those games would not exist.

Re: Half-Life: Alyx

#363
post #249

Earlier quoted context omitted.

Reminded me of this https://www.youtube.com/watch?v=Fa0b2Kd2xhU Comical and also accurate.

Haha, yes, pretty much. Although I found for trading/freight play (ie: not pvp combat) the dynamic hud (hud/menus light up based on where you look) worked very well with a gamepad. Retracting gear becomes: look down to the right, select option from menu. Etc.

It's been a dream of mine to play Elite Dangerous with a VR head set, a HOTAS, and voice commands set up

Re: Half-Life: Alyx

#364
post #42

Earlier quoted context omitted.

You can't develop PTSD from VR because VR isn't real. Even if you get scared it's not the same kind of fear as being in a situation where you can actually get hurt, or die, or you actually kill another human being.

>You can't develop PTSD from VR because VR isn't real. Even if you get scared it's not the same kind of fear as being in a situation where you can actually get hurt, or die, or you actually kill another human being. Weird, this study shows the exact opposite with regards to regular video games. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6370668/ Conclusion from above study: >Accumulating evidence led to a clear con…

That's a very deceptive study. The actual results were: non-players froze when faced with a gun while players reacted more actively (increased body sway):

From the discussion:

> Non-players exhibited an immobility-like reaction.

> Heavy players behaved as if “jumping the gun”, increasing mobilization, instead of immobilizing and waiting for the best chance to get rid from danger.

> Indeed, “... the simple sight of a weapon increases the likelihood of aggression if the person has mentally paired a weapon such as a gun with killing or hurting people...” [Anderson and Warburton (2012), p. 72].

> This is the case for heavy players of violent video games who are frequently exposed to weapon use for the purpose of killing and hurting others.

The authors are trying to say video games provoked more violent reactions. Well, to me it sounds like video games have educational value: players immediately recognized the danger represented by the weapon and reacted more aggressively. Did the non-players freeze because they did not know how to react to the danger?

Their arguments don't seem to be specific to video games. It seems to be about exposure to weapons in general. It's not clear what this result means. Games trained players to respond differently but is that good or bad? Does this mean players are less likely to survive violent encounters? Does this mean players will defend themselves more effectively? How do people who went through real firearms training respond in the same conditions? I don't know.

The PTSD stuff is also deceptive:

> Scores on the PCL-C hyperarousal cluster were also significantly higher for heavy players (Z = -2.08, p = 0.04).

That's the only significant difference. Emotional numbing, avoidance and recollections were not present. Hyperarousal includes symptoms like imsomnia, irritability, anxiety... The potential for confusion here is significant.

There's no way this particular study establishes any causal relationships.

Re: Half-Life: Alyx

#365
post #361
post #287

Earlier quoted context omitted.

As a trans person, I welcome this cis introduction to gender dysphoria.

I get what you’re saying, but wouldn’t you of all people agree that it’s a bad thing and something you want to minimize or eliminate in humanity? On a side note, I always thought VR could be a great way to test drive a new gender/body. The surgery is serious business especially if you are young. It would be cool if there a walking simulator type thing that let you customize your gender and looks and walk around. Migh…

It was mainly a joke, but yeah I thought about the implications of what I was saying. I think, at least for me, the lack of permanence creates a more lighthearted situation that is easier to joke about. It's disorienting seeing yourself as an entirely different gender but it's more distressing not being able to control it or society's perception of it.

Honestly, I never thought about using VR for this purpose before. I'm slightly excited to give it a try and see how my brain enjoys/dislikes the effect.

Re: Half-Life: Alyx

#366
post #149

Earlier quoted context omitted.

Nope. It is not a gimmick and will definitely be a "thing" in the foreseeable future. So we have different ideas of the foreseeable future, interesting.

Nobody is going to play games that make them sick. Ever. It will not happen. This is not a solved problem, and VR will never be anything but a niche technology until you can walk in a video game without needing to throw up.

"This is not a solved problem, and VR will never be anything but a niche technology"

Wow, that is a very pessimistic approach to a problem. What are you even trying to suggest here, that we have a problem right now in this new tech, and no one will ever, ever ever, solve it because... you think so? People are solving way harder problems out there than this. Like going to Mars for example. I'm pretty sure we will solve motion sickness in VR.

Re: Half-Life: Alyx

#367
post #220

Earlier quoted context omitted.

I'm merely curious, as when 3D movies came out a major complaint against them was that people got sick from watching them. From my very thorough research (googling "3D movie sick", and looking at the dates; all from the period 2010-2015) this doesn't seem to be a big problem any more. Now this could of course also be because people have just accepted that it is not for them, the people who get sick don't talk about i…

The people who get sick from them don't go to them anymore. That's why it was "temporary". Kids finding out they get sick from 3D don't post about it on the same social media adults use.

But in terms of viability, it is also a matter of degrees: do more than half of your users feel sick after using your product, or only very small percentage?

Re: Half-Life: Alyx

#368
post #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 b…

> Just seems like a small target of players who are old enough to fondly remember the original Why oh why would you need to play prequels to enjoy a game? Half-Life is a series where you have guns and you kill shit in an inherently interesting setting: earth invasion. Getting dropped in medias res without knowing 100% of what is going on is just an ancient trope of story-telling. Look how much people enjoy the latest…

Agreed. These games are designed so you can start with any of them and still have a good time and be able to follow the story, just like any major movie action movie series. Sure, you might not follow quite everything if you haven't played/seen what came before, but you'll follow enough so it really won't be a problem.

Re: Half-Life: Alyx

#369
post #71

Earlier 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?

you can easily get under $1000 if you stick to base specs and get a Rift S.

Re: Half-Life: Alyx

#370
post #73

Earlier quoted context omitted.

400 for an oculus, plus around 1000 for a competent pc? You could probably do less for the PC but at that point you are making compromises that I wouldn't personally make.

If you're going for something like the Rift S which is 2560×1440@80Hz you'd probably want to go up some from that to not compromise on the graphics. The lower resolutions on the other headsets would be less demanding.

the base specs are a 1060/580. That's a $600-$700 PC
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