Has VR gotten any better? I had the first Occulus Quest, and it was a fun experience, but I’m more of a console/mouse and keyboard gamer. I don’t have an up to date system that can handle the requirements of a PC based VR system, so there’s that.
Since I’m rambling, does anyone have an opinion on Meta PC’s? I’ve been debating upgrading my PC, and while I’d prefer to buy the components and build it myself, graphics cards aren’t exactly easy to come by at retail prices.
I'm big on vr and 3d stuff. And like you I'm more about the PC based system. I had a cv1, now have a rift s (for comfort), and will only look at quests as a linked system to the pc, I don't care about its standalone mini games really. I want the grunt of a pc.
It has gotten a lot better, but I also think that people need to appreciate its niches and use cases, rather than expecting every game and genre to work.
What makes for a good vr game in terms of movement and nausea is a sense of stability, a cockpit of sorts. So driving games, dog fighters, mech warrior sort of games* are the way to go. EVE-valkyrie went too far in the beginning by not having a horizon though. If you're gunna do a dogfighter in space it needs to be right above a planet or in the trenches of the deathstar, or else its too disorientating really.
What this means for the most popular of genre, the one that moves consoles, fps and shooters, is that you need it to be a bit slower, and be more of a rail and cover shooter. Time crisis would be great in VR. Vanquish or titanfall pilot mode would be utter crap. A big slow titan however is much more appropriate.
Fluid movement has long been an issue, and this has really held the whole thing back. The early shooters like dead and burried had a very clunky and frankly shite movement system. Finally though, we're making some progress here. Since valve gave it a good crack and solved a lot of the movement issues, while also respecting the genres that VR is better at. And it didn't take much, it was some stablisation and more of a fluid glide to location, rather than a disorientating teleport. Thanks to alyx, we're getting a renaissance, shooters are more possible. But it's still somewhat clunky and lends itself to static positioning more. Sport games are similar, the best ones are tennis style things (like beatsabre even), rather than ones where the character moves.
I want to see more rts/tablestop stuff. Tabletop simulator has (last I checked) pretty jank and clunky vr setup but I think a slower paced table simulator, but we need the genre of RTS to come back into vogue before VR which is even more niche is worthwhile I'm afraid.
I am very excited for the future of 3d modelling/sculpting in VR. When adobe bought out oculus-medium I was very hesitant. They dropped some quality of life improvements then did nothing for years. And I was not at all happy with adobe. But it turns out they'd given it to their substance 3d team (a more independent subdivision of adobe that is much better regarded than the main body of the company) and they're making adobe-modeller. Essentially medium 2.0 but with a much nicer looking render, and the ability to swap from desktop to vr. Which really is what's needed. We'll get all the fine control of blender or zbrush, but the actual 3d vision of medium or masterpiece. When ure sculpting a 3d object, seeing it in 3d is so damn important and its finally on the cusp of feasible. Its about to go into open beta, but the videos of it being used, as compared to medium, are great. Masterpiece has also pulled their thumb out and is offering some pretty quick and easy rigging stuff that looks great.
TL;DR : It's not that the vr headset manufacturers have done much to improve, it's that valve and a few others have pushed through a couple of barriers software and implementation wise and really opened up VR to new genres, and people are taking advantage of those specific genres that VR enables far better than before. If those specific genres tickle your fancy, its well worth it imo.
Has VR gotten any better? I had the first Occulus Quest, and it was a fun experience, but I’m more of a console/mouse and keyboard gamer. I don’t have an up to date system that can handle the requirements of a PC based VR system, so there’s that. Since I’m rambling, does anyone have an opinion on Meta PC’s? I’ve been debating upgrading my PC, and while I’d prefer to buy the components and build it myself, graphics cards aren’t exactly easy to come by at retail prices.
I'm big on vr and 3d stuff. And like you I'm more about the PC based system. I had a cv1, now have a rift s (for comfort), and will only look at quests as a linked system to the pc, I don't care about its standalone mini games really. I want the grunt of a pc.
It has gotten a lot better, but I also think that people need to appreciate its niches and use cases, rather than expecting every game and genre to work.
What makes for a good vr game in terms of movement and nausea is a sense of stability, a cockpit of sorts. So driving games, dog fighters, mech warrior sort of games* are the way to go. EVE-valkyrie went too far in the beginning by not having a horizon though. If you're gunna do a dogfighter in space it needs to be right above a planet or in the trenches of the deathstar, or else its too disorientating really.
What this means for the most popular of genre, the one that moves consoles, fps and shooters, is that you need it to be a bit slower, and be more of a rail and cover shooter. Time crisis would be great in VR. Vanquish or titanfall pilot mode would be utter crap. A big slow titan however is much more appropriate.
Fluid movement has long been an issue, and this has really held the whole thing back. The early shooters like dead and burried had a very clunky and frankly shite movement system. Finally though, we're making some progress here. Since valve gave it a good crack and solved a lot of the movement issues, while also respecting the genres that VR is better at. And it didn't take much, it was some stablisation and more of a fluid glide to location, rather than a disorientating teleport. Thanks to alyx, we're getting a renaissance, shooters are more possible. But it's still somewhat clunky and lends itself to static positioning more. Sport games are similar, the best ones are tennis style things (like beatsabre even), rather than ones where the character moves.
I want to see more rts/tablestop stuff. Tabletop simulator has (last I checked) pretty jank and clunky vr setup but I think a slower paced table simulator, but we need the genre of RTS to come back into vogue before VR which is even more niche is worthwhile I'm afraid.
I am very excited for the future of 3d modelling/sculpting in VR. When adobe bought out oculus-medium I was very hesitant. They dropped some quality of life improvements then did nothing for years. And I was not at all happy with adobe. But it turns out they'd given it to their substance 3d team (a more independent subdivision of adobe that is much better regarded than the main body of the company) and they're making adobe-modeller. Essentially medium 2.0 but with a much nicer looking render, and the ability to swap from desktop to vr. Which really is what's needed. We'll get all the fine control of blender or zbrush, but the actual 3d vision of medium or masterpiece. When ure sculpting a 3d object, seeing it in 3d is so damn important and its finally on the cusp of feasible. Its about to go into open beta, but the videos of it being used, as compared to medium, are great. Masterpiece has also pulled their thumb out and is offering some pretty quick and easy rigging stuff that looks great.
TL;DR : It's not that the vr headset manufacturers have done much to improve, it's that valve and a few others have pushed through a couple of barriers software and implementation wise and really opened up VR to new genres, and people are taking advantage of those specific genres that VR enables far better than before. If those specific genres tickle your fancy, its well worth it imo.