Earlier quoted context omitted.
On the other hand, Apple is a top dog in mobile gaming. Maybe it should not be generalized as "Apple doesn't like games".
That's more a factor of having a large install base than actively courting or targeting "gamers"
Valve drops VR support for macOS
121–130 of 287 posts
Re: Valve drops VR support for macOS
#122Earlier quoted context omitted.
On the other hand, Apple is a top dog in mobile gaming. Maybe it should not be generalized as "Apple doesn't like games".
That's more a factor of having a large install base than actively courting or targeting "gamers"
Their graphics performance on iPhones has been top of the line for many years now, they always boost about the graphics performance of their devices they have game demos and game introductions incorporated into their product announcements and finally they introduced game controllers support in the latest OS.
I don't know what else they need to do to target gamers. RGB LEDs maybe?
Re: Valve drops VR support for macOS
#123I remain skeptical of the long term viability of VR; I’m old enough to remember when 3D TVs and monitors were going to change the face of both TV and video games, and yet here we are. I priced out VR recently and I was unimpressed with the price per value available, with most systems adding $500-$1,000 to my gaming system’s cost, and some requiring that I modify my room to work properly. And that’s not even accountin…
Yeah but have you played beat saber? I'm dead serious though the experience you get in a good immersive VR rig is completely unrivaled. Well worth the hassle and overhead. This will get better as costs come down and developers continue to innovate.
My basic take is that the technology is really impressive; I agree with proponents that the Quest finally nails it technically. However, I don't think it's enough better than other options to make it worth the significant drawbacks. Something being immersive is ultimately a function of the player experience, not the hardware. And as is demonstrated to me whenever I try to get the kids to turn off almost any game, non-VR hardware is definitely immersive.
If anything, facehugger VR seems less immersive, because the stuff is way less comfortable than other gaming hardware. The kid who loved rhythm games would play Beat Saber less than non-VR games because of neck discomfort and face irritation. Battery life was also lower than the Switch, and of course infinitely lower than the Playstation. Which also cut into immersion.
I did really appreciate the new 6-axis controllers; they were very cool, and gave a great sense of spatial freedom. But unfortunately, that freedom is a lie; my sense of immersion quickly ended every time I hit a virtual boundary. To successfully play Superhot, I found I had to continuously maintain two spatial frames of reference: VR and reality. So it ultimately felt less immersive to me than a console game, where I could just plop down on the couch and forget my body entirely.
Re: Valve drops VR support for macOS
#124Earlier quoted context omitted.
Yeah but have you played beat saber? I'm dead serious though the experience you get in a good immersive VR rig is completely unrivaled. Well worth the hassle and overhead. This will get better as costs come down and developers continue to innovate.
I haven't played Beat Saber, but I remember Avatar. As beautiful as it was, it remained unique. All new films for the past decade have been released as 3D, but I cannot think of a single one other than Avatar that I would prefer watching in 3D over 2D. Is there reason to believe Beat Saber would not become VR's Avatar?
Re: Valve drops VR support for macOS
#125Mac is a horrible platform to support for video game developers. Speaking from experience the issues are: 1. No cross platform builds allowed. We can compile to Windows, Linux, Android, Switch, PS4, Xbox One all from one windows build machine. 2. Shifting sand of non-backwards compatibility. Notice how of the above list everyone except Linux and Android have solid back compat stories. Video games are in development f…
> 1. No cross platform builds allowed. This is SO annoying. I can cross compile to Windows from GNU/Linux quite easily. In fact with Wine I can even get MSVC running. But Apple, even though they employ many of the Clang/LLVM developers, believes that you must use their OS to target any Apple product. Your only reprieve outside of buying their extremely expensive hardware is using CI services like Travis or Github act…
Re: Valve drops VR support for macOS
#126Earlier quoted context omitted.
Obviously I have not tried beat saber. If it’s that amazing, I wouldn’t be posting cynical takes on VR. I think one of the problems of VR is one of cost and credibility. Even if I knew you personally and trusted you, there is no way in hell I’m going to float thousands of dollars getting a new gaming PC, VR headset, and customizing my room for the full setup just because someone said it’s amazing. The risk/reward rat…
My house is open, any friend who wants to give beat saber (or half life, or space pirate trainer, etc.) a spin is welcome. No need to spend $1000 without getting a proper demo. I know not everyone has a friend with a high spec rig, but that is improving over time as well.
For a try-before-you-by thing, I'd recommend doing 2 weeks. For the first few days, it was, "OMG, the future!" Then for a few days it was, "Not overwhelming, but still cool!" By the end of the 2 weeks, though, we were happy enough to return it.
Re: Valve drops VR support for macOS
#127Earlier quoted context omitted.
Yeah but have you played beat saber? I'm dead serious though the experience you get in a good immersive VR rig is completely unrivaled. Well worth the hassle and overhead. This will get better as costs come down and developers continue to innovate.
Obviously I have not tried beat saber. If it’s that amazing, I wouldn’t be posting cynical takes on VR. I think one of the problems of VR is one of cost and credibility. Even if I knew you personally and trusted you, there is no way in hell I’m going to float thousands of dollars getting a new gaming PC, VR headset, and customizing my room for the full setup just because someone said it’s amazing. The risk/reward rat…
ymmv but I've been able to buy used VR systems like the Vive Pro for $375 on ebay. Just to use them for either driving or flying simulators, VR is already worth it.
That said, there's still plenty to complain about for VR but that doesn't mean it doesn't have mass market potential.
Re: Valve drops VR support for macOS
#128Earlier quoted context omitted.
See other comment and it hasn't been a bad experience for me. Have you personally tried it? I used to have a windows desktop just for gaming and before I decided to limit what I own.
Having to purchase overpriced box on top of already costly GPU and wiring all up including one power adapter each for laptop and eGPU is already a bad experience. Already a terrible experience.
Really, this experience actually sounds pretty pleasant.
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¹: https://www.asus.com/Graphics-Cards-Accessories/ROG-XG-STATI...
Re: Valve drops VR support for macOS
#129I don't understand why a Mac is such a bad platform for gaming, what is the technical challenge here? Can someone enlighten me?
Re: Valve drops VR support for macOS
#130Earlier quoted context omitted.
>No one is making money off gaming hardware. Huh? I mean, surely nobody is making Apple-money from gaming hardware. But plenty of companies of various sizes are decently profitable and making money in this space.
It wasn't that long ago that gaming consoles were being sold at an astonishing loss, to be made up on services subscription revenue. They're mostly not loss leaders anymore, but the hardware sales are definitely not responsible for significant profits. Video game console hardware has lower margins than gaming PC components, which are already a very low-margin market segment (except where companies can get away with a…
It has a controller that looks like a console gamepad and is one of the target platform of Apple Arcade.