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Posted by The Old One
 - Feb 17, 2020, 02:05:44 AM
Oh yes.
Posted by Corporal Hicks
 - Jan 22, 2020, 06:54:25 AM
Posted by The Old One
 - Dec 18, 2019, 03:20:08 PM
Certainly, sounds great.  :)
Posted by Corporal Hicks
 - Dec 06, 2019, 12:02:32 PM
Shevvie brought around his Occulus Rift yesterday and I tried out the 0.8.0 release of MuthurVR. f**ked about a bit on Survivor to get used to it, then played through Crew Expendable. I did record it, but we were numpties and turned the light off for atmosphere and the screen didn't illuminate my reactions as much as we'd liked so might have to do another night.

But it was really interesting. Very intense! An Alien game built from the ground-up for VR would be amazing!!
Posted by The Old One
 - Apr 26, 2019, 04:59:44 PM
Correct.
Posted by Stitch
 - Apr 11, 2019, 01:58:38 AM
Quote from: Xenomrph on Apr 10, 2019, 05:07:11 AM
Quote from: Sabres21768 on Mar 19, 2019, 01:27:15 AM
I don't have a problem with vr for the most part.
The only issue I have with Isolation is that your weapons/motion tracker movement are attached to your head movement and not your hands .
That part really throws my brain off.
Speaking as someone who has had little exposure to VR, that's a really interesting point that I never considered. FPS games slave your weapons to your POV because that's the only way they'd work, even though that's obviously not how your head works in real life.

Do other FPS VR games handle it differently?
Games designed for VR usually have decoupled aim. Since A:I wasn't initially a VR game, not fully anyway, it's based more on the standard FPS style.
Posted by Xenomrph
 - Apr 10, 2019, 05:07:11 AM
Quote from: Sabres21768 on Mar 19, 2019, 01:27:15 AM
I don't have a problem with vr for the most part.
The only issue I have with Isolation is that your weapons/motion tracker movement are attached to your head movement and not your hands .
That part really throws my brain off.
Speaking as someone who has had little exposure to VR, that's a really interesting point that I never considered. FPS games slave your weapons to your POV because that's the only way they'd work, even though that's obviously not how your head works in real life.

Do other FPS VR games handle it differently?
Posted by Sabres21768
 - Mar 19, 2019, 01:27:15 AM
I don't have a problem with vr for the most part.
The only issue I have with Isolation is that your weapons/motion tracker movement are attached to your head movement and not your hands .
That part really throws my brain off.
Posted by Perfect-Organism
 - Jan 27, 2019, 07:00:37 PM
I play on a 56" tv and that makes me want to lose my cookies very often after about 30 min of play so I can only imagine what VR must be like.  Still want to try it though....
Posted by Oasis Nadrama
 - Jan 27, 2019, 04:50:18 PM
I'm with Griffith on this one, VR is nausea-inducing and free-movement first person VR is even worse.

I did play Alien Isolation in VR mod, I really wanted to enjoy this, and it was quite the terrifying, oppressive experience... but thirty minutes of this left me with an urge to puke for four full hours. I'm not exaggerating. I wish I was.
Posted by alexpj19
 - Dec 01, 2018, 10:35:27 PM
Thanks for this post, had no idea about this MOD! tried it, ITS AMAZING!!!
Posted by Stitch
 - Nov 27, 2018, 12:22:27 PM
I have PSVR and enough kit to connect it to PC and use with SteamVR. MotherVR is pretty damn good. Apparently it's been updated to use motion controls, but AI is designed to be used with a pad, and that's how Creative Assembly's VR mode worked, so that's what I'd recommend.

Just as a comment on what Griffith said, Yes, VR conversions of normal FPS games can feel a bit weird, but A:I had a VR mode built in, so it's more comfortable than just loading up Quake in VR (though I have that on mobile phone VR, and it's awesome).
Posted by Vertigo
 - Nov 27, 2018, 10:37:30 AM
I used to get motion sickness from Half-Life 2 when it came out (as did a lot of people). It was largely resolved by increasing the FOV, resolution and frame rate. My understanding is that the higher-resolution Vive Pro is a bit easier on motion sickness; I wonder if this will continue to improve as the aforementioned aspects are worked on.
Posted by Griffith
 - Nov 27, 2018, 04:20:57 AM
Quote from: Corporal Hicks on Nov 23, 2018, 08:28:59 AM
I keep being more and more tempted to get a rig.

Before you do it, try your best into getting it to use it first. I have used my Oculus Rift for more than 2 years and I'm still unable to use first person game mods. The motion sickness is horrible, no more than 2 minutes and you will feel bad with a terrible headache. VR sounds like fun but it's not for everyone.

Pardon me if I'm off topic but this game even if it's pasive it's still troublesome for some people. Why? Your brain can't adapt to the fact that you are moving virtually when you are standing still or seated, that translates to motion sickness, when you do abrut or quick turns things go from bad to worse. The only way the industry have managed to let everyone enjoy VR is by making games where you don't move and when you want to, you "teleport" from one side to another, that way you don't get nausea.

On VR by looking around you will find the experience enjoyable because in that case it IS your head moving and your brain saying, yeah this is ok. but the moment you move... game over.

One last thing, you can move without feeling bad but veeeery slowly, VR works great with Flight sims, because you are confined to a cockpit and your surrounding moves very slow.

A year ago I tried the alien isolation VR mod. I swear it.. I tried very hard and I failed.. no more than 10 min gameplay without feeling bad (motion sickness).
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