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VR Porn will be incredible with that thing.

 

VR porn is incredible.

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Got my new date. My Oculus is now due between 25th July and 4th August :(

 

Sorry to hear that. Out of interest, what was it that made you pick the Oculus over the Vive? Was it lack of space for a decent setup?

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Sorry to hear that. Out of interest, what was it that made you pick the Oculus over the Vive? Was it lack of space for a decent setup?

 

Lack of space and I'm more interested in sitting down experiences than standing up ones anyway.

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My HTC Vive has finally been despatched! Should be with me tomorrow! Woop.

 

They really should have bundled a Mini DisplayPort cable with it. My HDMI to Mini DisplayPort doesn't seem to work for this so I can't use it today.

Edited by V. Amoleo

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Budget Cuts, sounds brilliant on the VIVE:

 

http://www.eurogamer.net/articles/2016-04-22-budget-cuts-is-the-future-of-vr-right-freakin-now

 

Teleportation is increasingly popular as a movement solution for VR games, but in Budget Cuts it's particularly beautifully delivered. Not only is the handfulness of it absolutely lovely - trigger to fire, grip button to commit - but the rest of the experience is built around making this means of teleportation feel real and gameable. That tennis ball of light is a physics object in its own right, which means you can bounce it off walls or pull off trick shots, landing on top of filing cabinets, say, or even teleporting yourself onto light fittings. The game's also smart about where you'll end up, telling you to duck before you teleport beneath a table or into a crawlspace. Movement's fun in itself, in other words, and it also reinforces the game's physical world.

 

And this only gets better. Simple puzzles start you off: grates that you can pull out of the wall to aim a teleport ball through, working your way past rooms with no other exits. Then there are grates that are electrified, and which require you to follow a thick cable along a wall until you get to a junction box to turn it off. Some of these junction boxes are locked, so you start to rummage around in desk drawers. And this is the VR difference again. I've rummaged through so many drawers in so many games, but there was a crazy thrill to yanking open these guys one by one, hunting for that most quotidian of video game elements, a key. Budget Cuts uses VR to make simple puzzles feel dazzling, and that will certainly wear off, but I'm not sure the sense of roleplaying that it encourages will wear off with it. I was in this game with both feet from the start.

 

When the first robot got killed, I realised he wasn't the only guy around, and a period of holy quaking set in. I knew I'd been spotted through a window, and I could hear the spotter clanking around the corner to come and get me. The physicality of it was amazing, as I frantically threw the first robot corpse around to extract my throwing knife. Then, when I hid and the second guy couldn't find me, I trailed him for a while like the whole thing was Manhunt all over again, teleport-hopping after him and after him until he paused and I could kill him at my leisure.

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My HTC Vive has finally been despatched! Should be with me tomorrow! Woop.

 

They really should have bundled a Mini DisplayPort cable with it. My HDMI to Mini DisplayPort doesn't seem to work for this so I can't use it today.

Up and running yet??

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Up and running yet??

 

I wish! I ordered the necessary Mini DisplayPort cable from Amazon using Prime and got an email half way through yesterday saying it'd been delayed and wouldn't be arriving until next week. So I cancelled that one and ordered one using Prime Same Day this morning. Still waiting for that one to be despatched so it's most likely going to be closer to 10pm than 6pm.

 

I set it up as much as I could without the headset displaying a picture. The boundary drawing was pretty simple as you just use the controller to draw it. The 1:1 tracking for the headset and controllers, which I could see on the monitor, was pretty good. Hopefully I'll actually get to use it today.

 

Update: And now Amazon have told me that they won't be delivering the cable today. This is beyond a joke!

Edited by V. Amoleo
Update

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After a post @lostmario made in the NX Thread, it made me think... if the NX doesn't do it for me, I'll probably shell out the money on PSVR instead.

 

It's all up to what's shown at E3 I guess.

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After a post @lostmario made in the NX Thread, it made me think... if the NX doesn't do it for me, I'll probably shell out the money on PSVR instead.

 

It's all up to what's shown at E3 I guess.

 

Yeah, I think Sony will deliver with PSVR.

 

This lass loses the plot playing on the HTC Vive

 

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Watched that earlier, it's hilarious. I think I'd probably be the same though, even ZombiU scared the hell out of me at times.

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Finally got my damn cable.

 

Doing a basic setup isn't too difficult. Put lighthouses in corner of room, outline play area using the controller.

 

First thing I tried was The Lab. Weirdly I couldn't actually get past the start screen. There's a pedestal with a start button but I'd tried lots of combinations to actually press the button but none worked. Not sure why.

 

So I moved onto Job Simulator which is charming and interesting to play. But there's not much meat on the bones so that means I probably wouldn't have bought it at £23. It's so responsive that you really do forget where you actually are. It's so strange because it's clearly a cartoon world.

 

Next up I played the Brookhaven Experiment demo. Got up to Wave 5 before I turned it off. Might just be the demo, but it needs to be a bit more polished. The zombies tend to take awkward paths around obstacles and all of the zombies (of the same type) look exactly the same. It did make my heart race much more than a survival mode usually would. If it'd had have some sort of story attached to it I'd have bought it when it was released. As it is, it's enjoyable but probably wouldn't keep me hooked for very long. It's not scary in the slightest though, but I think with polished up animations and zombie textures it could be.

 

Lastly I played Minecrift, the Minecraft mod for the Oculus Rift/HTC Vive. The HTC Vive version fully supports roomscale. It blew my mind. It's so immersive, you just want to explore everywhere. It uses the teleportation mode of locomotion and that works well for the slow paced building. I didn't encounter any enemies so I don't know how well the game would hold up in those situations.

 

I need to get the lighthouses permanently mounted as at one point while playing Job Simulator one of mine began to slip which has some mind bending effects on the virtual world. That's the only time I felt sick.

 

You can see the individual pixels, but it's not really that noticeable when you're playing a game.

 

I don't know if I haven't got it set up quite right but everything not immediately in the centre of lens was too blurry to read.

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I had my first full day with VR yesterday.

 

I've moved the lighthouses to be in a more permanent position which has given me a bit more play area. I also found that using the advanced setup for play area to be much nicer than the basic one. In advanced you click at every corner of your room. Which means I've been able to replicate the boundaries of my room (including going around furniture at the edges) so when in VR I can still tell when I'm about to punch my TV. This hasn't given me much more play room, because it doesn't make a bigger rectangle, but it means I have a bit more room to move before the chaperone walls appear.

 

The Lab worked this time. For some unknown reason it just wasn't accepting any input the day before. All of the mini-games & experiences are fun and interesting to use. There's really some room for Longbow to be expanded into a full tower defence. While the personality core calibrator is almost as fleshed out as your average Angry Birds. There's a bullet hell shooter in there too which doesn't really need any expansion.

 

I went back on the Brookhaven Experiment demo, turns out Wave 5 is the end of it. The very end of the demo did actually make me a bit nervous due to the scale of what happens (no spoilers in case any of you end up playing it!). I have a correction to make to my last post too. They're not actually zombies but monsters. It says this everywhere on the game but the way they shamble around I thought they were.

 

My youngest nephew used Tilt Brush. He enjoyed being able to draw things in 3D. I can't see myself ever using it though as I'm not artistic in the slightest. He also played the chef job of Job Simulator. As he is only 7 there was an issue of height, I had to lift him so that he could grab the order sheet from the wheel above him.

 

Fantastic Contraption is a fun puzzle game. Everything works intuitively and as you'd expect.

 

I very briefly played a game called Spell Fighter VR. It was very confusing but I wanted to try the analogue stick style movement. Using a stick to move you in a VR world just isn't going to work. It made me feel disoriented and dizzy.

 

Surgeon Simulator VR: Meet the Medic. Fun game but, as with Surgeon Simulator itself, really confusing. How am I supposed to save the Heavy?!

 

Next up was the Budget Cuts Demo. At first I was concerned because it said I didn't meet the space requirements of 2mx2m (I have 1.6mx2.4m) but I didn't come across anything where I felt like I didn't have enough room. This is the best example of a 'real' game that I found so far. It seems to have a story, a map that you can travel around freely and enemies to fight. You have to crouch when you're in a crawl space above the ceiling, look around corners by physically leaning and literally throw your knives to hit enemies. It's no wonder it was a game used to show off the Vive. I'll definitely be picking this up when it's released.

 

The last game that I played was Cloudlands VR Minigolf Demo. Works exactly like how you'd expect (mini)golf to work. If you enjoy minigolf, you'll enjoy the game. I found it really relaxing. I guess the only issue I'd raise here is one which will be applicable to many VR games. Minigolf is usually enjoyed in a group, something that isn't possible with a VR headset.

 

Going back to where I mentioned the resolution in my last post. For most games this is fine but, for example in The Lab's postcards experience where real world photography is used to give the impression of being in a different location on earth, the resolution is just not high enough. It looks like you're looking at a blurry photograph taken by an early digital camera. There's nothing else available yet for me to compare this to so it might just be that the images used by Valve weren't that great to begin with. It does have me a little worried about the PlayStation VR's lower resolution though.

 

As far as everything off centre being blurry, I think this is just the nature of the lenses used in VR. I've taken to looking at it like varifocals now. You have to move your head rather than your eyes to focus on something. You get used to it pretty quickly.

 

I can't get the camera on the headset to work at all. Apparently it's temperamental about the type of USB port it's in and none of mine seem to be compatible. I also can't get the bluetooth phone connection to work. It's a bit annoying that these two features are missing for me but maybe it'll be fixed in firmware updates.

 

My final thought is that a standardised control set has to be set soon. With how teleportation locomotion seems to be the best style of movement in VR, the button to teleport needs to become standardised. Every game I played which used it had a different button press to activate it.

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Just thought I would post this -GameStop are taking preorders for PlayStation VR for £310 (400 EUR). I bought the Sony 2.0 headset from them in a similar situation and made a good saving there.

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Been sitting on this for a while now, but after a bit of mulling over, I think it's actually a decent idea.

 

No Man's Sky HAS to lead the VR charge. Has to.

 

An immersive, open world FPS MMO (okay, you won't find anyone in all likeliness, but still) with beautiful graphical detail and a story that we can imprint onto the game? It's pretty much everything we've ever wanted on VR, in my opinion.

 

Sorry if it's been mentioned before, but just thought I'd chime in!

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Been sitting on this for a while now, but after a bit of mulling over, I think it's actually a decent idea.

 

No Man's Sky HAS to lead the VR charge. Has to.

 

An immersive, open world FPS MMO (okay, you won't find anyone in all likeliness, but still) with beautiful graphical detail and a story that we can imprint onto the game? It's pretty much everything we've ever wanted on VR, in my opinion.

 

Sorry if it's been mentioned before, but just thought I'd chime in!

 

Sean said they'd love to make it compatible with VR and would work on that after the game is out. Not sure if the delays have changed that, but yeah I agree. If NMS comes out on VR I'll never leave the house, technically anyway.

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The PS VR Aim Controller offers the most realistic and precise way to control our game. With direct 1-to-1 tracking, you aim in Farpoint just as you would in real life. How you hold and where you point the controller are directly matched in the game. This allows you to do things in Farpoint that just are not possible in a standard FPS game. It also provides an unbelievable sense of presence in the virtual world.

 

Source

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I think Sony have me pretty much sold on VR now... that's if the NX doesn't do anything for me. It's one or the other for me.

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