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Half-Life: Alyx

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Re: Half-Life: Alyx

#441
post #20

Earlier quoted context omitted.

Given the accuracy (or lack of it) of individual finger movements on the Valve Index controller, it's not going to be anything more than a gimmick. The tech looks impressive in a demo, but our hands are used to manipulating things with a much finer touch than the Index controller allows so it doesn't translate very well to games.

it's not going to be anything more than a gimmick. Not sure if I share this sentiment, I read elsewhere Valve is treating this as their next "flagship" release, a true first class VR game (hopefully not just some 30 minute "experience" that ends right as it's getting good). It this were literally any other game studio I'd have an eyebrow raised right now, but when Valve puts their full muscle and creative energy behi…

Have you used the Valve Index controllers? Because I own a full Valve Index kit, and while the headset is great the controllers do not remotely live up to the hype. The entire finger tracking technology is not accurate enough to give the kind of control people expect with their fingers. They would literally have been better off with an analog button for each finger.

Re: Half-Life: Alyx

#442

Earlier quoted context omitted.

Getting dropped in medias res without knowing 100% of what is going on is just an ancient trope of story-telling. It's certainly a trope. But is it ancient? I'm trying to think of ancient examples of this but I can't. Are you sure it's not a modern trope?

I think Homer's Odyssey is ancient enough.

Doesn't really count when it's a sequel.

Re: Half-Life: Alyx

#444

Earlier quoted context omitted.

Have you tried it? You absolutely can do all those things you just described in VR. I understand why you might think it wouldn't feel realistic, because yes, the technology for realistic full-body tactile feedback isn't there yet. But I can assure you from personal experience; audio/visual feedback is more than enough to immerse you in the game even when the haptics don't precisely match what you'd feel doing the sam…

> You absolutely can do all those things you just described in VR I haven't seen a single VR game that allows you to do things a typical competitive FPS shooter character does or games like Dark Souls/Sekiro.

Typical competitive FPS shooter => Medal of Honor: Above and Beyond, Pavlov, Onward

Dark Souls => Asgard's Wrath, Blade and Sorcery

Sekiro => Sairento VR, The Unbreakable Gumball

In fact, I'd argue the reverse is true: I haven't seen a single flat screen game which allows you the same natural freedom of movement as VR games like Echo VR or Windlands do. Full 6DoF controllers enable a lot of possibilities for movement that just aren't feasible with a keyboard+mouse or controller.

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