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I think that was the experiment behind Hitman3. Unfortunately, it failed miserably on the VR part.
Current 5 year old Alienware with RTX 2080 can’t handle it.
I’m going all-in for a €4k RTX 4090 and all the other ‘bits and pieces’ as the next purchase. Why not? You only live once, and I just spent 10k replacing felt under my ♥♥♥♥♥♥♥ roof. Felt.
The Steam theatre idea is pure genius, no question. How can you call it anything else?
Makes you think you’re looking at the game on a theatre screen…
Look, I’m all about the visual feedback – gameplay is cool and all, but I want the art of the thing to smack me in the face like a cinema screen. And that’s what they achieved with this.
I’m hoping the 4090 will be the new wife.
Yes, I’m that in love with images/visual detail…
Can’t believe more ppl aren’t talking about Steam theatre. I could only run hollow knight on it on the 2080 and it was… It was beautiful.
I’m hoping to gorge my damn eyes out on the Cyperpunk Steam theatre experience…
You'd be better off trying to play it with a steering wheel. HMD rotation did not update the player direction in game. The only way to turn was with a thumbstick.
If they ever took the time to fix that, it would be one of my top VR games today.
Now for why I'm really here.
My 52 week ban for BS is up.
Tighty... you give Hybrid VR advocates a bad name.
I hear you're making a new HMD and possibly an Alyx Sequel.
I wonder if you've learned anything about how much damage motion controller designs have done against the concept of "HYBRID" VR gaming.
IF you do make another HMD, Make a better controller.
Here's a better controller.
Take an XBOX controller, cut it in half.
Don't delete the D-Pad
Don't move X and Y over to the left controller
Don't move the buttons to the wrong side of the thumbsticks,
Keep LB and RB above the analog triggers.
I've been gaming on an Xbox and Dualshock controller design for well over 20+ years.
I'm not stopping that anytime soon.
I'm telling you why I stopped buying VR games.
LISTEN!
Every damn controller design refuses to hold parity with an Xbox controller.
Stop wondering why mainstream gamers don't care about VR.
It's the controller design.
I don't care that there's a small handful of people here that have to respond to EVERYTHING, claiming that they are the majority and they like limiting VR to Physical only inputs. It's not the truth, and they are not the majority. The majority is still gaming flat with Xbox and Dual Shock button layouts.
I was hoping Sony with their .... walled garden VR that they currently have, would have been smart enough to cut their own DS5 controller in half, but for some reason they cloned a Quest 2 controller.
You want to know why UBISoft makes an announcement about no more investing in VR? Because they made a First Person VR Only AC spin off, instead of giving us a 3rd person AC game played with a gamepad in an HMD.
I don't want VR limited to a gampad. I want a motion controller that can hold parity with existing gamepad standards. This is not asking too much. It does not get in the way of "VR Only" gaming.
Who here still thinks Familiar button layouts is not important?
Reverse the gas and brake on your vehicle.
Go into windows, and force it to emulate Dvorak over your Qwerty.
Do you still think Familiar button layouts is insignificant?
Now look at what they did to ABXY.
You and HTC deserve a lawsuit for that Vive Wand touchpad. That vive wand was the equivalent of tying VR shoestrings together as a tripping prank.
Valve didn't make Alyx in order to sell millions of copies. They couldn't care less about your drivel.
Valve has an endless source of passive income and they made Alyx basically out of passion and for pure fun. Not even for the sake of selling more Valve Index.
Valve has multiple teams constantly researching new ideas and experimenting with technology that may or may nor been greenlit. Alyx was born by a small team experiment of VR mechanics on a HL game. Basically a passion project that got greenlit and allow to exist due to Valve's unlimited budget and time. They don't care at all about making a profit out of this game, they only cared about making a incredible game worthy of being part of the Half-Life franchise.
hahaha i remember you from long ago talking about this.
Totally agree.
Make things as universally comparable as possible with VR to flatscreen or flatscreen to VR
Get set...
*BANG*
"FACEPLANT""TOUCHPAD"
I just felt the need to make you truly understand the shoestring analogy.
Had you started out VR with a true Hybrid controller design. We wouldn't be stuck using a shift button to turn one of the analog thumbsticks into the missing d-pad in UEVR. We probably wouldn't even be relying on UEVR to justify PCVR.
And I must clarify, that Oculus starting out with a gamepad, did ZERO damage on this front. You set the pace for motion controllers. And now we're stuck with a mature gamer base who has nothing but the equivlent of a Nintendo Wii with 3D for a gaming landscape that uses motion controllers.
I didn't buy VR for Nintendo Wii games.
Obivously, I've played a fair share of non-nintendo Wii games. But they are all un-official, and Not "VR ONLY". Things like Doom 3. Subnautica.... But as far as the "VR Only" gaming landscape. It's Wii as far as I can see.
As long as HMD support keeps getting supported by sims, i'll be a happy camper.
Although a good shooter with motion controls is also up there
what do you mean by "tldr"? there isn't a lot to read.
lame? if you are talking about how valve tried to sell this game to the gaming community as a whole, then yes, it is lame.
It was sold to millions of people in the gaming community, funnily enough mainly those with VR headsets which was exactly the part of the gaming community it was aimed at Nothing lame about it, it's a great game in VR and Valve made it an off shoot of the franchise so die hard Gordon fans didn't get too upset. They obviously also increased sales of their Index headset too and helped encourage ongoing adoption of VR systems in general.
This fantasy that some non VR enabled people like to invent, that Valve tried to get the whole gaming community to buy into VR on the back of a new HL game and as a result failed, is just that ... a fantasy. They never needed to, they simply really got into VR tech development and wanted to make a game worthy of it. They really are driven pretty much by what interests them at the time, as Steam is the ultimate cash cow and finances whatever floats their boat at the time.
If that's directed at me then yes, I understood you were referring to the OP, my post was directed at his reply.