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Google makes it official, Daydream is dead: https://venturebeat.com/2019/10/15/google-discontinues-daydream-vr/ I don't think anyone's really going to be shedding a tear for this one in the era of Quest. Did it ever get anything significantly more than just being a cleaned up Cardboard experience?
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# ¿ Oct 15, 2019 20:25 |
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# ¿ Apr 27, 2024 23:41 |
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Less Fat Luke posted:Hm seems like Borderlands 2 VR is dropping today on Steam, could be good! I can't tell if it includes all the DLC from BL2 but either way reviews for the PSVR version seemed decent. Glad to see it's out of PSVR jail, but charging nearly full price for a port that looks to be about as polished as Payday 2 VR while not even supporting multiplayer is a tough sell. I get that the slowdown feature isn't exactly multiplayer compatible but I'd have been fine with that being disabled when playing with friends, especially if they were able to go fully like Payday and make it cross-play with flat screen. Here's hoping for a ~$20 sale in the near future...
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# ¿ Oct 22, 2019 18:41 |
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BMan posted:solo borderlands? what's even the point I don't know about you, but in Payday and Standout I found that my VR playstyle was a lot different from the way I play flat screen, mostly owing to the ability to reach a gun around a corner or out from cover without having to expose my head and ability to aim at multiple things when dual wielding. I think that and just the different experience of actually being surrounded by the world would be worth $20-25 to me even without multiplayer. That said of course, that's also why the lack of multiplayer is such a disappointment. Could you imagine some of those raid boss fights where the enemies are actually all around you?
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# ¿ Oct 22, 2019 23:06 |
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Jim Silly-Balls posted:Yeah that is easy except in the history of all games on any system no one has done it yet.
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# ¿ Nov 5, 2019 17:59 |
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edit: whee forum fuckups
wolrah fucked around with this message at 19:16 on Nov 5, 2019 |
# ¿ Nov 5, 2019 18:47 |
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El Grillo posted:Could be set before HL2, for sure. I wouldn't be surprised, either. Always seemed like they couldn't figure out what came next (despite that ex-Valve writer posting his version of the story resolution ages ago). The Walrus posted:I'd put money on it being pre-gordon's return https://arstechnica.com/gaming/2019/11/half-life-alyx-what-we-know-about-valves-upcoming-full-length-vr-game posted:Today's announcement has confirmed a hard truth: Valve's game development teams still cannot count to three. In HLA's case, it's because this is a prequel, not a sequel. It does seem very likely, I'm sure if they had a good plan for how to move forward from where they left off in HL2E2 they'd have done it by now just to get people to shut the gently caress up about their ability to count to three. A prequel lets them explore the character and universe more while still having a clear idea of where they're going to end up.
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# ¿ Nov 19, 2019 20:01 |
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Zero VGS posted:I remember there was a Mac laptop you could upgrade from a G3 to a G4 by mailing it to a company that desoldered the CPU and put the better one into the same socket. I wonder if that'd still work these days for a Snapdragon SOC? What'd make that trickiest these days is the SoC part. Back in the G3/G4 era the CPU was just a device on the front-side bus. As long as your new CPU used the same bus technology you could adapt between even physically incompatible parts with relative ease. See also the 1.4GHz Pentium 3 swaps on original Xboxes, the numerous adapters for using mobile CPUs in desktop boards, etc. Rearrange some pins, maybe add a bit more power capacity, and you're good to go. With a system-on-a-chip though the chip has a lot more external interfaces. You have to match up all of those for it to work, and different variants of the chip may or may not even have the same things. It's still theoretically possible, but a lot harder. There are of course often chips made with the specific intent of being pin compatible with a previous model so if this happens to be the case then at least the hardware end of it would be "just" a matter of having some BGA reworking tools, then whatever softtware changes might be needed as already noted. Truga posted:so here's a dumb question: how dead is phone/cardboard VR? i finally have a phone that was built in this decade. are there any comfy cardboard-compatible headstraps or is the only way to do that decently a quest? dogstile posted:The worst things about HL2 were the physics puzzles. You can't change my mind wolrah fucked around with this message at 18:23 on Nov 20, 2019 |
# ¿ Nov 20, 2019 18:13 |
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I was definitely considering buying the Index controllers, figuring that the bundled game would let me convince myself that the price for the controllers was more reasonable, but apparently they're still $279. That's a tough pill to swallow even with a $50 game included. Any Index controller owners, especially those using them with the original headset, want to try to convince me otherwise? Currently the only VR games I have more than around two hours in to are Beat Saber, Subnautica, and Bridge Crew, but presumably HL:A will join that list eventually unless they really hosed up.
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# ¿ Nov 21, 2019 20:52 |
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Paul MaudDib posted:With the Vive Wireless Adapter, would it be possible to put a Thunderbolt card in my PC, use a Corning fiber-optic cable to run through the floor into my basement, up into the next room, into a PCIe enclosure mounted on the wall, and put the WiGig card in the enclosure? Bandwidth-wise Thunderbolt 2 can provide four lanes of PCIe 2.0 which is more than enough, the question would be if the wireless adapter needs 3.0 are any of the enclosures on the market capable of converting two lanes of TB2 in to one lane of PCIe 3. If the adapter can work on PCIe 2.0 then it should work just fine in theory (though Thunderbolt tends to bring some new quirks to the picture even where it should be straightforward, especially on Windows). IIRC there is a slight latency increase, but we're talking within the context of PCIe levels of latency so I'm not sure how much it matters in the context of a video stream. GPUs tend to take a ~20% performance hit in TB enclosures but I haven't yet found a comparison that limits the PCIe lanes when in the desktop so I don't know if that's Thunderbolt or just the limited bandwidth compared to an x16 slot in play. Fuzz posted:Don't the wands still work with lighthouse 2.0s? wolrah fucked around with this message at 22:17 on Nov 21, 2019 |
# ¿ Nov 21, 2019 22:14 |
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Paul MaudDib posted:Good point. What I'm hearing here is that I would need a Thunderbolt 2 enclosure with a PLX switch chip (i.e. an enclosure that supports multiple slots) that claims PCIe 3.0 support for its devices. Unreal_One posted:Oh, I was thinking on the ds3/4, but you meant the horrible power/ eject buttons on the consoles themselves. Those suck.
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# ¿ Nov 22, 2019 00:06 |
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Hadlock posted:Is Dead stick the model airplane VR game by the guy who originally did Kerbal space program No, Deadstick is the bush pilot simulator.
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# ¿ Dec 5, 2019 07:19 |
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Hadlock posted:Waiting for micro usb to die finally. I'm honestly really surprised the vive wands use micro usb in the year of our lord 2019, that connector was already on the way out in 2016 I wish the USB-IF would grow a pair and hard deprecate the Micro connector such that no new designs would be allowed to use it and still be certified unless they had a very specific need to retain physical compatibility with a docking station or similar. Unfortunately they've instead gone the other direction and entirely bent over for the marketing fucksticks with their "USB 3.2 Gen1" (aka USB 3.0 with a different name) bullshit. EbolaIvory posted:No, I mean facebook market place. My local one has people dumping 2070s and poo poo all over the place.
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# ¿ Dec 8, 2019 22:31 |
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NRVNQSR posted:Huh; that does seem to make a big difference, yeah. Still a bit floaty with sleeves pulled back, but not as bad. Hell, the idea of wearing long sleeves indoors is something I try to avoid. The idea of long sleeves occluding hand tracking is a problem I never even contemplated.
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# ¿ Dec 24, 2019 04:18 |
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NRVNQSR posted:Nothing that currently supports hand tracking involves moving your body in any way; we're not talking Beat Saber here. quote:Also it's currently winter in the northern hemisphere.
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# ¿ Jan 2, 2020 20:51 |
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EbolaIvory posted:What the gently caress is with this poo poo? poo poo should be illegal. Also I don't know about you but if I put my full featured type C and 3.x A-to-C cables next to their USB 2.0 equivalents, the 2.0 cables are all noticeably thinner and floppier. The twisted pairs needed for high speed data are neither slim nor flexible by comparison, so I can't say I've had a problem telling them apart, but if it's really a big deal for you you could just spend a couple of bucks on a pack of new cables and throw out any 2.0-only ones you have. IMO the real bitch with USB-C isn't the cables, it's having no reasonable way to know what capabilities a given port on a device supports. Three different power standards plus a half dozen proprietary protocols (though this problem is not exclusive to type C ports), eight different data rates, alternate modes, dual-mode devices that can be both host and device, etc. If you see a USB-C port on an otherwise unknown device it tells you literally nothing about what that port will offer you. You can make some assumptions depending on the type of device it is, but there are no absolute guarantees.
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# ¿ Jan 8, 2020 22:49 |
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Jim Silly-Balls posted:It’s a hell of a thing when the alien guts you from behind in 2D, in VR that must be......quite something
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# ¿ Feb 28, 2020 22:14 |
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I know it's never going to happen while they're still unable to meet demand, but man I wish the price would go down a bit on the Index controllers. HL:A being bundled helps, I'd just be a lot more comfortable with $200 or less.
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# ¿ Mar 4, 2020 21:14 |
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NRVNQSR posted:Their recommended max for two base stations is a 6m diagonal, so you'll be over but it will probably still work okay. Adding a third base station is unlikely to help much unless your space is triangular; you'd need to go to four which officially supports up to 10x10m.
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# ¿ Mar 15, 2020 16:24 |
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Can someone who has old school Vive wands comment on how the game plays with them? Any issues worth noting?
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# ¿ Mar 23, 2020 23:00 |
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sigher posted:For headsets like this, is there a bunch of hoops to jump through just to get it working, also what do you do for controllers? I only have Touch controllers that came with my Quest so I doubt there's a way to get them working with other headsets. As for using Touch controllers with it, there are some complexities involved in merging multiple different tracking systems but I know a few people here have mixed and matched controllers with some level of success. That said I'm pretty sure the Rift S/Quest version of the Touch controllers has a different constellation layout for the internal tracking system than the original Rift's externally tracked version. They were not compatible at launch and I haven't found anything indicating the community has been able to hack anything up since then, so it seems like it might not be possible to use Quest controllers with a PC without having a Rift S as well.
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# ¿ Apr 17, 2020 00:59 |
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Bad Munki posted:Based on their roadmap, you can’t aim with the controller? Which I assume means you aim with your head? If so, I’ll wait. Thoatse posted:Yeah it's pretty boner killer for me too... it's look-to-turn and uses controllers as gamepad so I'm still waiting for a real Alien vr game and in the meantime already don't have enough time to play most of my library so Also keep in mind that this hack isn't adding VR support from the ground up, it's tapping in to the work that was already done by the game's developers to support DK2 that never got officially released, and just patching that up to work with modern VR APIs plus some quality of life tweaks to make the experience work better. Not saying it's impossible, but adding fully tracked controller support and some kind of modern locomotion is a lot more involved than shimming some APIs and tweaking some settings. Also the author of the A:I mod never bothered to open source it like he said he would and is currently distracted with a VR mod for Halo so I'm not sure I'd expect any further progress. The last released update was in 2018, he teased further updates in October but nothing since then.
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# ¿ Apr 27, 2020 18:29 |
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Neddy Seagoon posted:Ah yes, VR; the medium where even the slightest latency can cause motion sickness. It's perfect for a streaming service! Realistically I can see a few possible ways that some kind of partial cloud processing could work for VR and/or AR. The most obvious uses are in AR, where the cloud service could be processing and classifying the world, then delivering that data to the client to render an overlay. I could also see more limited use cases in both VR and AR for rendering detailed distant objects that then just get delivered to the client as a 360 sphere, then the local renderer handles anything close enough to interact with or experience a significant shift in view of when moving around. edit: removed extra word wolrah fucked around with this message at 23:18 on May 15, 2020 |
# ¿ May 15, 2020 19:20 |
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repiv posted:Nvidia's R&D people have floated the idea of offloading dynamic global illumination to the cloud, since a bit of latency in indirect lighting isn't especially noticeable. Primary visibility and direct lighting would still be done locally. Neat! I guess basically anything that would commonly be prebaked in to a world but that a developer wants to make mildly dynamic in a way not directly attached to player actions could be implemented like this. If a few seconds one way or another doesn't matter, then it's certainly a way to cheat a better looking game out of lower end hardware.
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# ¿ May 15, 2020 23:24 |
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Turin Turambar posted:It's ironic, as precisely the whole point of the Insider previews are less for consumers for fool around and more for companies, devs and hardware manufacturers to test their products against the new OS, and update whatever it's needed.
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# ¿ May 29, 2020 18:53 |
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WeedlordGoku69 posted:e: also, re Alyx being generally scary, that doesn't actually super matter because I can mostly handle scary poo poo fine. this is just a very specific phobia for me, probably caused by playing AVP 1999 at way, way too young of an age, that fucks with me bad enough in flat games that a VR game doing something similar would just be an instant NOPE NOPE NOPE. it's bad enough that even the Protozoid Slimers in Duke 3D kind of wig me out, though they're goofy looking enough that I don't stay freaked out for long.
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# ¿ Jun 5, 2020 14:17 |
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Lastdancer posted:Does Alyx really need 12GB of Ram? I'm still on 8GB. PC is like a decade old besides the graphics card, which is a 1060 3GB. I probably should wait on playing it until I have a better computer, right? That said, this is also pretty much correct: Gort posted:After a point, more is identical My personal guidelines for RAM for the last few years are as follows: 8GB - Standard desktop use, entry level gaming and/or older games 16GB - Most gaming and "power users" 32GB - High end gaming and heavy multitasking Anything beyond that is just showing off from a gaming standpoint unless you're trying to load entire games in to RAM disks.
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# ¿ Jun 8, 2020 17:25 |
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Combat Pretzel posted:Other in the relevant Steam support forum thread, some guy found out that it's possible to reliably control the Lighthouses via a custom Python script, even in v2004, so it's sure interesting that SteamVR itself is tripping over itself in the newest Windows update. Glad to see there's finally more ways to manipulate them when SteamVR fails to do the job though. Also holy poo poo it's been over four years since us early adopters were getting our first headsets.
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# ¿ Jun 14, 2020 15:12 |
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Turin Turambar posted:VR E3 stream in 40 mins
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# ¿ Jun 16, 2020 16:44 |
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Kazy posted:I think that just means it doesn't use VR hand controllers, not that it doesn't support HOTAS in VR. They just get lumped under the general "controller" listing.
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# ¿ Jun 19, 2020 16:45 |
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EbolaIvory posted:Your average person don't call it HOTAS either. Which is why its lumped into generic support and not listed. I used to think controller supported mattered but IL-2 and a few others are "keyboard only" but totally 100% support proper HOTAS stuff..
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# ¿ Jun 19, 2020 23:34 |
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sigher posted:Holy poo poo, how in the gently caress is this engine still a thing? I mean Unreal Engine has a pretty obvious history. Both Source 2 and id Tech 7 trace back to Quake. All three almost certainly have some kind of baggage that dates back to design decisions made in the '90s, but they aren't anywhere close to as janky as what Bethesda did with Gamebryo.
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# ¿ Jul 31, 2020 17:34 |
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Pierson posted:How are the controls on a scale of good to bad with "buttery smooth like Alyx" at the good end and "absolutely obviously not intended for VR and hacked to pieces to make it work" at the other? It's far from the best but also far from the worst. For a conversion of a game that was never intended to support VR I think it's great. Also being able to shoot around corners is cheesy as gently caress. Likewise for being able to reach a gun around or over a shield to shoot the enemies behind 'em.
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# ¿ Aug 3, 2020 22:03 |
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Zaphod42 posted:https://www.youtube.com/watch?v=HrzgN8tbIEA That said I'm concerned that if/when that happens it still could suffer from limited use of 360 degree/roomscale movement just because it's being designed with a 180 degree platform as a primary target.
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# ¿ Aug 13, 2020 23:41 |
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Leal posted:Who the eff dances to linkin park? Even when I was in high school going through my dark phase and listened to them I still didn't dance to linkin park. Zaphod42 posted:I dance to Ra-Ra-Rasputin
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# ¿ Aug 17, 2020 22:28 |
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My girlfriend and I were trying to play Rec Room yesterday and her Quest kept locking up and crashing back to the Oculus menu when trying to load in to more complicated maps. I was on my Vive and had no issues (other than the time I accidentally exited the game). Is this normal? Is Rec Room just pushing the hardware, or is there something going wrong? Other games like Beat Saber and Moss seem to work entirely normally. njsykora posted:It's called Lambda1VR. I don't know if it works on PC though since it's explicitly designed for the Quest. I have all his engine ports on my Quest since they're so good.
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# ¿ Aug 24, 2020 17:16 |
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Great Beer posted:Has the quest been powered off and rebooted entirely lately? I've found mine will get glitchy if it isn't rebooted fairly often. I was going down an entirely different thought path, thinking that since she has the small storage model maybe it was near full and Rec Room cached a lot of data or something.
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# ¿ Aug 24, 2020 21:35 |
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Zaphod42 posted:I downloaded it and they were like "log in with your steam or your vr chat account" and that's already a weird blocker, just log me in as my steam already! Telling it to log in with your platform is just associating that platform ID with one of the game's accounts so the creation process will still be mostly the same other than whatever info they can just pull from the platform account. As far as just wanting to get in a room on your own, that's perfectly reasonable but that's not really what VRChat is about at all so it's not exactly shocking that they haven't gone out of their way to support your use case.
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# ¿ Sep 2, 2020 19:45 |
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Thoom posted:Annoyingly, neither of the apps that do this support the 1.0 Vive lighthouses, which I assume have the same problem.
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# ¿ Sep 4, 2020 17:17 |
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Thoom posted:Based on this I decided to try taking the 2004 plunge. SteamVR can still wake up my basestations just fine, but it's only able to put one of them to sleep.
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# ¿ Sep 4, 2020 21:35 |
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# ¿ Apr 27, 2024 23:41 |
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Turin Turambar posted:This sounds cool On the one hand, it's incredibly annoying to see those actions and realize that at least in its initial release form you'll have to be doing it by shaking a loving gamepad around in the air. On the other hand, it provides some hope that if there is a proper PC release at some point it might actually be fully implemented with hand tracking instead of being purely gamepad driven. I'm still not sure why they'd choose to do that even on PSVR though, are Move controllers particularly bad? Do they not have enough inputs? Are there a lot of people who have PSVR headsets but not Move controllers?
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# ¿ Sep 14, 2020 22:37 |