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That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
Is the quest using a ton more batteries than the old Touch controllers on CV1? I used the CV1 sporadically for a couple of years without having to change the batteries, but the Quest ones were dead after a couple of months. Maybe the controllers turn on somehow while being stashed in the travel case?

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TIP
Mar 21, 2006

Your move, creep.



The news coming out of of that Half Life: Alyx AMA does not have me enthused for the game.

There is no jump button, your character either auto-grapples over things or teleports across gaps. Come on.

Also, the barnacles will not lift you if run into their tongue (even though they still lift other stuff) because the movement was too intense. Seriously? Barnacles pull you up slow, just make the movement slow and steady with no swaying or accelerations and it should be fine. Either that or just avoid the problem altogether, either don't include them, or include them in a way where the character has no chance to get grabbed by them.

I'm starting to feel like this game is going to be nerfed, and full of these design decisions that are going to take me out of the game.

I totally understand the decision to make the game as comfortable as possible by default, but c'mon, let us go into a menu and turn jumping on.

Cartoon Man
Jan 31, 2004


Give it a month and fans will mod all that back in. Frankly those choices sound awesome for me who can’t handle the motion sickness and wants to enjoy the game too.

Lemming
Apr 21, 2008

Tip posted:

The news coming out of of that Half Life: Alyx AMA does not have me enthused for the game.

There is no jump button, your character either auto-grapples over things or teleports across gaps. Come on.

Also, the barnacles will not lift you if run into their tongue (even though they still lift other stuff) because the movement was too intense. Seriously? Barnacles pull you up slow, just make the movement slow and steady with no swaying or accelerations and it should be fine. Either that or just avoid the problem altogether, either don't include them, or include them in a way where the character has no chance to get grabbed by them.

I'm starting to feel like this game is going to be nerfed, and full of these design decisions that are going to take me out of the game.

I totally understand the decision to make the game as comfortable as possible by default, but c'mon, let us go into a menu and turn jumping on.

The parts from the AMA that stood out to me:

https://www.reddit.com/r/HalfLife/comments/esen9b/were_developers_from_the_halflife_alyx_team_ask/

quote:

Because the game includes the ability to mantle in continuous motion, you don’t need often need to jump. For instance, if you need to get past an obstacle like a crate, you mantle up rather than jump up. The only time you need to jump is to traverse a short gap, which happens very rarely. We tried a few iterations of jumping, but ultimately found that even in continuous motion, players preferred dealing with those jumps with a teleport-style movement.

This was the part that you pointed out

Then there's also this part:

quote:

Our weapons all require only one hand, but they can be optionally grabbed and steadied by your offhand. We really wanted to focus on simultaneous two handed play throughout the game, so we needed the player to always be able to easily have a free hand. We keep that hand pretty busy with gravity gloves, movement, world interactions, flashlight, and so on.

We have a few systems for inventory and weapon selection, all designed with the goal of keeping the players eyes on the environment as much as possible. We have an 'over the shoulder' contextual inventory system for ammo on your off hand, Your weapon hand has a quick weapon select feature, and we have a couple of wrist bags for some of the other items.

We'll have to see, but yeah, I'm basically fairly pessimistic about it

Beve Stuscemi
Jun 6, 2001




I read the mantling part as saying it works like it does in Boneworks. You pull yourself up. Auto-mantling would have the same problem that the barnacles pulling you up would, namely moving you without you knowing it’s coming.

Games gonna be rad, Valve knows what they’re doing. Feel free to quote this in March

Question Time
Sep 12, 2010



Tip posted:

The news coming out of of that Half Life: Alyx AMA does not have me enthused for the game.

There is no jump button, your character either auto-grapples over things or teleports across gaps. Come on.

Also, the barnacles will not lift you if run into their tongue (even though they still lift other stuff) because the movement was too intense. Seriously? Barnacles pull you up slow, just make the movement slow and steady with no swaying or accelerations and it should be fine. Either that or just avoid the problem altogether, either don't include them, or include them in a way where the character has no chance to get grabbed by them.

I'm starting to feel like this game is going to be nerfed, and full of these design decisions that are going to take me out of the game.

I totally understand the decision to make the game as comfortable as possible by default, but c'mon, let us go into a menu and turn jumping on.

Same. I fear that in order to appeal to as many people as possible, they've taken out everything that makes VR special. Sort of the opposite of Boneworks, in that respect.

I can see how they had no choice but to do it that way, of course, but I was hoping that they could make many of these things optional, similarly to how most recent games have both teleport and sliding locomotion options. Hopefully they allow more freeform physics interactions for those who can handle them.

Hopefully the game is still amazing. It just sounds like it's been extensively focus-grouped.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

Jim Silly-Balls posted:

Games gonna be rad, Valve knows what they’re doing. Feel free to quote this in March

Bremen
Jul 20, 2006

Our God..... is an awesome God
It's a very strange sort of pessimism to take "we extensively tested, and found this method worked far better" and turn it into "this game is going to remove what makes VR good."

Lemming
Apr 21, 2008

Bremen posted:

It's a very strange sort of pessimism to take "we extensively tested, and found this method worked far better" and turn it into "this game is going to remove what makes VR good."

Well when they say things like "We tried a few iterations of jumping, but ultimately found that even in continuous motion, players preferred dealing with those jumps with a teleport-style movement." I just can't believe them, because this doesn't line up with my experience or anyone I know who uses smooth locomotion. Nobody who prefers smooth locomotion wants teleportation, that's specifically why we prefer smooth locomotion! Because you don't teleport!

Jack Trades
Nov 30, 2010
Probation
Can't post for 19 hours!
They have some weird rear end testers they hired there because personally I would NEVER use teleportation if there's literally any other available option.

In fact most of my favorite VR action games, like Sairento, Until You Fall and Stormland find unique ways to give you movement options while avoiding teleportation.

TIP
Mar 21, 2006

Your move, creep.



Jim Silly-Balls posted:

Games gonna be rad, Valve knows what they’re doing. Feel free to quote this in March

Regardless of how hard they nerf it I think it's probably going to be one of the best VR games out there. But I'd probably enjoy it even more un-nerfed.

Enos Cabell
Nov 3, 2004


Release the Gaben cut Valve you cowards!

Jack Trades
Nov 30, 2010
Probation
Can't post for 19 hours!
Probably gonna be very high quality and high budget, very polished but also very mediocre and "safe".

Question Time
Sep 12, 2010



Bremen posted:

It's a very strange sort of pessimism to take "we extensively tested, and found this method worked far better" and turn it into "this game is going to remove what makes VR good."

Eh, I hope they manage to achieve what they're going for - which is to remove the jankiness of something like boneworks while still having its freedom and "cool factor." No one's going to tolerate jank in a game this hyped, so they have no choice.

I'm just afraid they might fail, and end up *too* streamlined. I'd call something like Asgard's Wrath too streamlined, for me anyway.

Lemming
Apr 21, 2008

Butt Discussin posted:

Eh, I hope they manage to achieve what they're going for - which is to remove the jankiness of something like boneworks while still having its freedom and "cool factor." No one's going to tolerate jank in a game this hyped, so they have no choice.

I'm just afraid they might fail, and end up *too* streamlined. I'd call something like Asgard's Wrath too streamlined, for me anyway.

I would absolutely agree with this. Asgard's Wrath felt like a huge missed opportunity because they kept things too flatscreen/traditional and didn't push boundaries enough. Compare it to something like Stormland, which didn't have a ton of content, but the core gameplay was *amazing*

Bloodplay it again
Aug 25, 2003

Oh, Dee, you card. :-*
Teleportation in VRChat isn't bad because it quickly swaps to a third-person view. I wish all tp had that feature because it is less jarring. Skyrim makes me too nauseous with stick movement and turning but its teleportation sucks too so I haven't played beyond getting past the tutorial. I have tp disabled in every other game. Love me some arm swingin

homeless snail
Mar 14, 2007

Bloodplay it again posted:

Teleportation in VRChat isn't bad because it quickly swaps to a third-person view. I wish all tp had that feature because it is less jarring. Skyrim makes me too nauseous with stick movement and turning but its teleportation sucks too so I haven't played beyond getting past the tutorial. I have tp disabled in every other game. Love me some arm swingin
You definitely need to get Natural Locomotion then, and play Skyrim with arm swinging

LLSix
Jan 20, 2010

The real power behind countless overlords

homeless snail posted:

You definitely need to get Natural Locomotion then, and play Skyrim with arm swinging

Natural Locomotion is amazing. I wish all games did smooth movement that way.

KakerMix
Apr 8, 2004

8.2 M.P.G.
:byetankie:
I'll wait to play Alyx when the Boneworks mod gets made.

You could say I am a hard-core VMer :c00l:

Corbeau
Sep 13, 2010

Jack of All Trades
Until you Fall owns. I'm loving the Knight-Blooded Crest and Arming Sword; the former can't block (fist weapon) but powers up your main hand, while the Arming Sword is a long weapon that remains extremely responsive. The special powers aren't crazy, but it's a rock-solid set of stats for single-handedly ( :v: ) engaging with the core combat mechanics.

Delta-Wye
Sep 29, 2005
https://www.youtube.com/watch?v=eTUmmW4ispA

Eyetracking-equipped HMDs cannot come fast enough :fap:

Tiler Kiwi
Feb 26, 2011
i played thrill of the fight for an hour the day i got it

im pretty excited that it made my upper body feel like a total mess the next day. gorn didnt really do that at all so i kind of wrote off the idea of a vr game being somewhat of a work out.

TIP
Mar 21, 2006

Your move, creep.



Tiler Kiwi posted:

i played thrill of the fight for an hour the day i got it

im pretty excited that it made my upper body feel like a total mess the next day. gorn didnt really do that at all so i kind of wrote off the idea of a vr game being somewhat of a work out.

Thrill of the Fight is so drat good.

When I first played it I actually wore a hole in my foot from pivoting while punching. I had to wait two weeks for the skin to grow back, and then remember to not play it barefoot on carpet again.

RFC2324
Jun 7, 2012

http 418

Jack Trades posted:

If Steam added a "purchase privately" option, then I bet the sales of porn and anime games would go up.

Or maybe a convinient way to have an alt account.

you can just hide poo poo in your library so it doesn't appear. don't remember how, but I had to figure it out when curiosity got the better of me on one of those free games

Jack Trades
Nov 30, 2010
Probation
Can't post for 19 hours!

RFC2324 posted:

you can just hide poo poo in your library so it doesn't appear. don't remember how, but I had to figure it out when curiosity got the better of me on one of those free games

It hides it for ME not for everyone else. Everyone else, will still see that you own that game on the game's store page and get constant updates about your play time and achievements on the community page.

Tiler Kiwi
Feb 26, 2011

Tip posted:

Thrill of the Fight is so drat good.

When I first played it I actually wore a hole in my foot from pivoting while punching. I had to wait two weeks for the skin to grow back, and then remember to not play it barefoot on carpet again.

ha ha that sucks. I didn't have that problem; I have some martial arts experience and one thing you learn from that is to pre-turn your feet when you slide your foot forward into a punch so you don't do that as much. But if you were rotating on the balls of your feet you're at least doing that right lol. tho i did keep wanting to shove a knee out or step on their feet and thats both not in the game or kosher in boxing so

My favorite moment was on my third and a half match (stepped on my cable and pulled my headsets plug in round three...), I was worn out and a bit frustrated. I tried to duck a punch and started hitting the opponent in the torso and none of the hits were counting and I just got smacked for overcommitting to it. Miffed, I just stepped away and did a half turn away, when I noticed the dude then dropped his guard to his torso and started shuffling forward to attack since I was turning my back to him. I whipped back around with a big step in his direction + a wide, fast right haymaker, got my first red hit indicator right on his temple and downed him in round one.

i did a jojo pose for the crowd, of course.

im pretty impressed at how accurate the tracking and force detection stuff is; I realized in that round that I had to start punching for real instead of treating it like a wii game or whatever where you could get away with just vaguely directled waggling. Mass multiplier dropped from 1.6 down to 1.1 so I'm kind of eager to see if I can get it lower. Ditto with ducking and sidestepping, since doing that really lets you clown around on your opponent.

forest spirit
Apr 6, 2009

Frigate Hetman Sahaidachny
First to Fight Scuttle, First to Fall Sink


showcasing the strengths of VR isn't something that is dependant on a jump button. I'm not really worried about alyx.

Turin Turambar
Jun 5, 2011



You would think the hardcore VR player would dislike jump buttons, and they would prefer to jump by themselves in RL.

SCheeseman
Apr 23, 2003


I bought a couple li-ion AA rechargables off Amazon for my Touch controllers, the kind with a built-in MicroUSB port. They're fantastic, last for ages and while they're not as convenient to charge as the ones in that video, I only need to take the battery cover off and plug them in so it isn't too bad.

Rectus
Apr 27, 2008

KakerMix posted:

I'll wait to play Alyx when the Boneworks mod gets made.

You could say I am a hard-core VMer :c00l:

I hope they give modders a bit more access to the physics engine then. With the scripting engine in it Source 2 is surprisingly moddable even without code access, but it's full of brick walls.

I managed to add a barftastic locomotion system to SteamVR Home by basically re-implementing everything from scratch, but it's really pushing it.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Bloodplay it again posted:

Teleportation in VRChat isn't bad because it quickly swaps to a third-person view. I wish all tp had that feature because it is less jarring. Skyrim makes me too nauseous with stick movement and turning but its teleportation sucks too so I haven't played beyond getting past the tutorial. I have tp disabled in every other game. Love me some arm swingin

I didn't know teleportation was an option in VRChat. I do think it's one of the most chill VR experiences if you want to get your VR legs though, because you can just switch off your brain and talk to people without constantly thinking about the fact you're in VR. Or just go poke around some random worlds for fun.

Chadzok
Apr 25, 2002

I read some bit in the AMA where they don't render arms but they are 'there' so you can't "close your hand in a drawer" etc. Sounded boneworksy, sounded cool. I reckon it'll wind up being a pretty flexible mod environment, Valve knows mods are important and an awesome source of new ventures.
Also a possible teaser that the tentacle is coming back which would be great in VR

Hadlock
Nov 9, 2004

SCheeseman posted:

I bought a couple li-ion AA rechargables off Amazon for my Touch controllers, the kind with a built-in MicroUSB port. They're fantastic, last for ages and while they're not as convenient to charge as the ones in that video, I only need to take the battery cover off and plug them in so it isn't too bad.

Huh. Link? Would be great to get a USB-C version so everything just charges off one cable

SCheeseman
Apr 23, 2003

Hadlock posted:

Huh. Link? Would be great to get a USB-C version so everything just charges off one cable

I got these ones: https://www.amazon.com/CT-ENERGY-Rechargeable-Double-Lithium-Batteries/dp/B07MQS3P8K But there seems to be a bunch of different brands doing the same thing. Haven't seen any USB-C ones though.

Combat Pretzel
Jun 23, 2004

No, seriously... what kurds?!

Delta-Wye posted:

https://www.youtube.com/watch?v=eTUmmW4ispA

Eyetracking-equipped HMDs cannot come fast enough :fap:
I read somewhere that the neural net to reconstruct everything needs way too long to be viable to render at VR resolutions.

Also, you need to train networks specific to the game, for reconstruction to be usable, just like DLSS, and that didn't work out well so far, either.

GutBomb
Jun 15, 2005

Dude?

SCheeseman posted:

I bought a couple li-ion AA rechargables off Amazon for my Touch controllers, the kind with a built-in MicroUSB port. They're fantastic, last for ages and while they're not as convenient to charge as the ones in that video, I only need to take the battery cover off and plug them in so it isn't too bad.

I don’t see how any of these are more convenient than just popping out a AA and popping a new one in. I have regular old rechargeable AAs and a charger on my desk. That is a pretty cheap and instant way to go from no charge to full charge.

SCheeseman
Apr 23, 2003

GutBomb posted:

I don’t see how any of these are more convenient than just popping out a AA and popping a new one in. I have regular old rechargeable AAs and a charger on my desk. That is a pretty cheap and instant way to go from no charge to full charge.

You don't have to take the batteries out, it's literally less work (well, plugging them in after every session is good practice but I only ever do it occasionally, maybe after every 4 or 5) and requires less equipment.

Chin Strap
Nov 24, 2002

I failed my TFLC Toxx, but I no longer need a double chin strap :buddy:
Pillbug

GutBomb posted:

I don’t see how any of these are more convenient than just popping out a AA and popping a new one in. I have regular old rechargeable AAs and a charger on my desk. That is a pretty cheap and instant way to go from no charge to full charge.

Just FYI, not a convenience thing but traditional rechargeable AAs aren't constant voltage, and it starts to matter on games like Beat Saber on Quest on high levels. If you ever get random bursts of tracking loss when hitting blocks fast, that may be part of the reason.

More details here: https://www.reddit.com/r/OculusQuest/comments/ej2sj0/almost_entirely_fixing_hand_tracking_issues/

Can't personally vouch as I have the li-ion batteries coming in the mail but I'm hoping it helps.

Enos Cabell
Nov 3, 2004


Needing a separate charger for each individual battery sounds dumb as hell. If you've already got to pop the cover off to plug them in, then you're saving maybe half a second versus taking the battery out and popping it into a charger.

e: and I guess they cost 4x the price of high capacity rechargables too? idgi

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Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Enos Cabell posted:

Needing a separate charger for each individual battery sounds dumb as hell. If you've already got to pop the cover off to plug them in, then you're saving maybe half a second versus taking the battery out and popping it into a charger.

e: and I guess they cost 4x the price of high capacity rechargables too? idgi

They're proper lithium batteries in a AA format, and will probably last at least 4 times the lifespan of conventional rechargables.

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