PCVR Game Discussion |Thread| Knocking down the (virtual) walls

Yep, we deliberated over the date a lot. It's not ideal but the beef is we can't afford to develop past October and we need to avoid Destiny + hit the Halloween sale... At least we're the only VR horror game in there.

The Gallery is the day before, FYI.

Oh Shit.

I didnt know you are on the dev team. Enjoyed Solus Project a lot~
 
New soundboxing challenges from me:
Also reposting this one from my last group of challenges in case this one was missed, its quite challenging similar to my out of space - the prodigy challenge and should make for some competitive scoring.

Also whats everyones username in soundboxing that plays it here?


Does dead effect 2 hold up well against recent vr games? I usually hear good things about it but its also a port of a mobile game too right?

Rec Room had an update yesterday called the "maker pen" update:

edit:
Someones trying to create a vr sonic game where you run on the spot to move in the game:
https://www.youtube.com/watch?v=S3uU1GIIvis
 
Haven't played Gunheart for atleast a month thanks to all the other games I've gotten since but I'm looking forward to jumping back in soon with all the updates I've missed since. Here's an update they announced today on reddit & discord:

Greetings from Planet Fortune! We are just wrapping up our second month in early access and wanted to check in with some updates. This month’s theme has been LOOT, and we are really excited to roll out what we’ve come up with.
Loot system you say?

Yup. Soon, when you go on missions, you’ll have a chance to score random loot drops by killing monsters and completing missions. Loot drops will come in all the standard varieties: common, rare, epic, and legendary, but what you do with them is the fun part...

We are busting the weapon modification system wide open. We’re adding dozens of mods that can be snapped onto pretty much any weapon in pretty much any combination. Every weapon will also have purchasable slots that will allow for ridiculous mod combos.

  • Want to snap a three round burst auto loader to your missile launcher? Hell yeah you do!
  • Want to put a holoscope on your shotgun, boost its range, tighten its cone, and turn it into some kind of makeshift one-handed sniper rifle? You got it!
  • Want to make the crossbow a fully-automatic, self-replicating, motion-guided monster? I THOUGHT SO.

There are a <PalCo approved expletive> ton of combinations possible (according to science) and it's up to you and your creative mind to find what you think is the ultimate combination.

Of course, this kind of insanity brings with it some balance and stability challenges, so we’ve decided to give ourselves a little more time before we roll this baby out to the main branch.

In addition to the new loot system, there are a couple other changes worth talking about:

  • We’re adding the much requested “dash jump” locomotion option. This will be an opt-in option for those who doing like teleporting.
  • We are boosting the power and balance of the combo weapons a bunch and instead adding limited ammo which you’ll be able to pick up in ammo crates.
  • We are changing the revive system to have a limited number of lives per mission rather than having to pay your hard earned pal-bucks for the revives.
  • The AI is getting a lot smarter… Most notably AI will now lead you when you strafe, so you’ll have to more actively take cover in a fight. They have also gotten a lot better at taking cover themselves.
  • The Anthromite Dropship learned a bunch of new tricks, and will be a much more devious enemy (it now has lasers, bombs, cannons, and the ability to chase you around the map).
  • Lots of new polish and bug fixing on everything!
  • More servers! We’re now rolling out a dedicated server group based in Sydney.
Some really cool additions, whilst I use full locomotion and know that the new dash teleport will be appreciated by many :)

Theres more in their post which details how to get in to their alpha testing server to try out some of these new features ahead of time which you can read here:
https://www.reddit.com/r/gunheart/comments/744h6z/2_month_update_loot_1032017/
 
Yep, we deliberated over the date a lot. It's not ideal but the beef is we can't afford to develop past October and we need to avoid Destiny + hit the Halloween sale... At least we're the only VR horror game in there.

The Gallery is the day before, FYI.

Well its a bummer that there are too many good games during the period. I wouldn't be able to save up for a 2nd VR headset at this rate. The new trailer really make things look unsettling and scary.

Guess I'll wait for Cliffstone Manor and buy this when it launch instead.
 
New soundboxing challenges from me:
Also reposting this one from my last group of challenges in case this one was missed, its quite challenging similar to my out of space - the prodigy challenge and should make for some competitive scoring.

Also whats everyones username in soundboxing that plays it here?



Does dead effect 2 hold up well against recent vr games? I usually hear good things about it but its also a port of a mobile game too right?

Rec Room had an update yesterday called the "maker pen" update:


edit:
Someones trying to create a vr sonic game where you run on the spot to move in the game:
https://www.youtube.com/watch?v=S3uU1GIIvis

Haven't try Dead Effect 2 but heard lots of nice words on it. Apparently this is fully features so lots of people sounds happy. Multiple hours of campaign mode, multiplayer and PvP battle of up to 8 players, 3 players co-op, armor upgrade system etc. There is also a HD non-VR version, so I believe they up-port the mobile version to HD, then VR remake the HD version, and that's how the game is so deep in the first place.
 
Well its a bummer that there are too many good games during the period. I wouldn't be able to save up for a 2nd VR headset at this rate. The new trailer really make things look unsettling and scary.

Guess I'll wait for Cliffstone Manor and buy this when it launch instead.

Appreciate the support, chief.

Yep, if things are this good in terms of creative releases now, imagine where we'll be in a few years time...
 
A Japanese title "VR Testudo" (VR Railway) has been announced by Kanda Technologies Inc, the maker of VR Battleship Yamato

Looks like a train simulation VR title. Unfortunately no platform announced

DLSe9dlUIAAvjOV.jpg


https://twitter.com/hurounin/status/915531686288384000/photo/1
 
I was not prepared for this circa-2000 noob developed flash game. Holy shit.

yeah, it seems the devs really don't take vr seriously at all or are even aware of whats in the market right now. This feels like the first vr tech demos that came out when oculus was still being developed and you could only get dev kit versions of the headset.

The sad thing is, it'll get a lot of attention because its halo and could paint a negative impression of the vr industry for people new to it.

Raw Data 1.0 launch coming today on Vive/Oculus! I hear reviews are dropping soon...

really looking forward to seeing the new stuff in game :D Is there a set time when it goes live?
 
Halo VR experience vids are up on youtube. Looks super disappointing though, I don't even understand why they bothered with it if this is all it has to offer. You're basically shooting at a tv screen with cardboard cutout like enemies popping up in waves..

https://www.youtube.com/watch?v=QRoBezMrF3M

That is so fucking terrible I'm amazed anyone thought it was worth making.

It's almost like the designer intentionally tried to make a statement about how awful and boring wave shooters are in VR by making the worst one they could possibly conceive.
 
Artika.1 launch trailer:
https://www.youtube.com/watch?v=7Ml2Miskj84

still on the fence with this one, on one side they've put a lot of effort into the guns but the node teleportation is real negative for me. Will wait for reviews though, if its a decent length I'll get it (really glad I avoided pre-ordering killer instinct since that was a really short game).

Also Brass Tactics has been delayed till Feb 2018, more details on oculus blog:
https://www.oculus.com/blog/first-l...nnouncing-the-new-brass-tactics-release-date/
 
Anybody who've played the final version of Raw Data.
I have some question for the game. Since PSVR version doesn't have co-op or PvP at launch, what does the SP component actually offers?
Are there any extra challenge mode, side mode, endless wave mode?
Or is it just a pure SP story campaign.
 
Anybody who've played the final version of Raw Data.
I have some question for the game. Since PSVR version doesn't have co-op or PvP at launch, what does the SP component actually offers?
Are there any extra challenge mode, side mode, endless wave mode?
Or is it just a pure SP story campaign.

The sp component is the story campaign which consists of 10 missions(no side modes). Each mission can take between 30 minutes to 45 minutes on average (the first few are really short though) and progression of each mission is locked to each character/class.

So you may have reached mission 8 with the pistol character, but you only have access to mission 1 as the katana class because you haven't played as her yet, so the campaign can be played through 4 times with characters to feel and play differently. Each character also levels up per mission completed unlocking new skills or weapons to their arsenal.

Also each mission has difficulty options too (casual, normal, hard and nightmare if i remember right), so nightmare could be considered the challenge mode. I've only played through the campaign (up to mission 9) on normal difficulty playing solo, will try out mission 10 later today alongside harder difficulties later on.

The early missions in the game are standard wave based arenas, with a small rest in between each round. The 2nd half of the campaign starts to introduce gameplay where you go from point a to b taking out enemies on the way or adding interesting gimmicks like security lasers you need to avoid physically. Interested to see how psvr will handle those lasers though (although if superhot works fine, then it shouldn't need any changes for psvr).

So the campaign is short for 1 playthrough (somewhere between 3-4 hours i think) but the 4 unique characters you play as save it since they are so different from eachother (pistol, katana, fist+shotgun, archer).

Can someone link me to said thread?

Its already linked by GuitarAtomik in your quote, but just in case you can't click it here's the link:
http://www.neogaf.com/forum/showthread.php?t=1411275

Anyone tried Raw Data yet?
I tried it yesterday unsure if the update was live and campaign 10 was still locked (I didn't realise at the time that you have to complete mission 9 again to unlock it) and i'd lost the ability to turn with the analog stick. Seems the update killed the option to include quickturn when you have roomscale. Hopefully they repatch that functionality in.
 
The sp component is the story campaign which consists of 10 missions(no side modes). Each mission can take between 30 minutes to 45 minutes on average (the first few are really short though) and progression of each mission is locked to each character/class.

So you may have reached mission 8 with the pistol character, but you only have access to mission 1 as the katana class because you haven't played as her yet, so the campaign can be played through 4 times with characters to feel and play differently. Each character also levels up per mission completed unlocking new skills or weapons to their arsenal.

Also each mission has difficulty options too (casual, normal, hard and nightmare if i remember right), so nightmare could be considered the challenge mode. I've only played through the campaign (up to mission 9) on normal difficulty playing solo, will try out mission 10 later today alongside harder difficulties later on.

The early missions in the game are standard wave based arenas, with a small rest in between each round. The 2nd half of the campaign starts to introduce gameplay where you go from point a to b taking out enemies on the way or adding interesting gimmicks like security lasers you need to avoid physically. Interested to see how psvr will handle those lasers though (although if superhot works fine, then it shouldn't need any changes for psvr).

So the campaign is short for 1 playthrough (somewhere between 3-4 hours i think) but the 4 unique characters you play as save it since they are so different from eachother (pistol, katana, fist+shotgun, archer).
Thank you so much for the answer! Was hoping there's an endless mode but difficulty and different character progression could be filling the gap. Just want to make sure that I can play as Katana class in some sort of challenging wave mode.
Also is the co-op literally just playing with friends in the same missions? Or is that an entirely different mode that's a wave shooter.
For some reason my impression of Raw Data had always been a wave shooter.
 
Looks like the devs patched the quick turn fix already according to steam forums so will check that out later today :)

Anyone tried Raw Data yet?

Thank you so much for the answer! Was hoping there's an endless mode but difficulty and different character progression could be filling the gap. Just want to make sure that I can play as Katana class in some sort of challenging wave mode.
Also is the co-op literally just playing with friends in the same missions? Or is that an entirely different mode that's a wave shooter.
For some reason my impression of Raw Data had always been a wave shooter.

co-op is the exact same campaign/missions (it'll save your progress for sp campaign too with the character you play as)

Raw Data is still a wave shooter, the devs classed it as such on reddit yesterday too when someone asked what the gameplay is like. Even during missions where you can travel in the environment a bit, you're still going from one arena to the next which has its own wave based rounds (but with some enemies sprinkled along your path).

The katana class definately shines more in co-op since you can't use any guns when playing as her, you have some ranged options but they aren't as effective as guns so playing solo as that class is definately harder than the rest. She can delfect bullets back at enemies though which the others cant do.

You can also deploy turrets and barriers too(as any class), that come in a few varieties (you can typically only have 2 active "objects" at a given time)
 
Thank you so much for the answer! Was hoping there's an endless mode but difficulty and different character progression could be filling the gap. Just want to make sure that I can play as Katana class in some sort of challenging wave mode.
Also is the co-op literally just playing with friends in the same missions? Or is that an entirely different mode that's a wave shooter.
For some reason my impression of Raw Data had always been a wave shooter.

I believe its playing with friends in campaign, not a standalone co-op mode thing. Its been a while since i last play it.

The campaign mode is beefy enough. I will need to replay them tonight
 
Looks like the devs patched the quick turn fix already according to steam forums so will check that out later today :)





co-op is the exact same campaign/missions (it'll save your progress for sp campaign too with the character you play as)

Raw Data is still a wave shooter, the devs classed it as such on reddit yesterday too when someone asked what the gameplay is like. Even during missions where you can travel in the environment a bit, you're still going from one arena to the next which has its own wave based rounds (but with some enemies sprinkled along your path).

The katana class definately shines more in co-op since you can't use any guns when playing as her, you have some ranged options but they aren't as effective as guns so playing solo as that class is definately harder than the rest. She can delfect bullets back at enemies though which the others cant do.

You can also deploy turrets and barriers too(as any class), that come in a few varieties (you can typically only have 2 active "objects" at a given time)

Yah I was gonna ask you to check out the new minor update. Took a glance on discord and they said they pushed out a new minor update but I didnt check what is it about
 
Just thought of spreading the news in here, I was thinking of making a thread to expose them, we'll see. Original posted last week.

So Metaworld is the biggest lie, or dare I even say scam, in the recent months.

For anyone who missed the story, basically this is one of the most promising VR social title coming with endless freedom, huge world, cross platform with every single VR devices including mobile VR, buying lands, economy with currency, basically whatever you can imagine, it's in the game. They promised (months ago, and emphasize it again 20 days ago) that they will be delivering the early access version on 29th Sept. What a surprise, the game fails to deliver, Steam even advertised it as available now with no option to download.

For the past 20 days, they went completely silent.
https://twitter.com/dedricreid/with_replies
This is one of their PR/creator. There was an article published by RtoVR warning people with a backstory from the previous creator saying it's impossible, so he quit.
https://www.roadtovr.com/metaworld-wants-buy-virtual-land-real-money-not-clear/

So after 20 days of silence, they finally went active again yesterday, which is the release day. They were proud to announce emails are going out!
http://steamcommunity.com/games/511100/announcements/detail/1497868299557282329
So what does the email suppose to contain? Apparently some sort of deed and your "land" information, since you're paying real money for land in game, an investment in the world first persistent virtual world, as advertised by the dev.
Nobody received it. Some claim to receive it but their name are oddly familiar with "meta" as part of their username, and they are overly positive in the forum while everybody is questioning the dev. In EVERY single thread, the dev kept telling people to get a refund since they're no longer interested, people are asking when will this get released or is it delayed? The dev REFUSE to give a direct answer, he just kept spewing bs saying this is the world first persistent universe, we are sending out deeds now, this is a great investment bla bla bla, if you're not interested, email us to get a refund. Did anybody actually got a refund? Still waiting on that.

I'm not kidding, EVERY single thread in steam forum consist of the dev asking people to get a refund.
Not to mention people actually found out many items from screenshot/video of Metaworld assets are straight up stolen images, plagiarized stuff.
http://steamcommunity.com/app/511100/discussions/0/1520386297689666581/
http://www.metaworldvr.com/outdoors
http://www.metaworldvr.com/electronics
Edit: They claim that they've bought these models, we cannot disprove them I guess, but seems a little fishy here.


Yes, they are selling every freaking item in real life dollars.
What's even funnier is that those images doesn't even match the in game graphics.
Since the VR community is small and big media are awful at doing their job, these dev could easily get away with shits like these, everybody deserve to know.
Here's just a super short compilation from a fellow redditor.
https://imgur.com/a/bhzIa

New updates: The original co-founder who made the prototype and quit a year ago (they are still actively using his work to advertise) said this:
I've been keeping silent about MetaWorld for some time now. I'm the original developer (and co-founder) that created what you saw in the videos posted in Summer 2016. I parted ways with my other co-founder due to differences that happened at the end of last year. The Indiegogo campaign launched after I stopped working on the project. I was confused how MetaWorld was continuing to exist without the original code base. I wrote about this here: https://pixelshotgames.com/development/my-personal-status-working-on-metaworld. I personally haven't touch anything MetaWorld related in 10 months. I started a new VR/SpatialOS project called Community Garden, https://www.communitygardenvr.com/, at the beginning of this year. It's nowhere near the scope of MetaWorld, but until Improbable decides to support Indie VR developers, Community Garden is the type of project that SpatialOS is able to support.
https://www.reddit.com/r/metaworldv...not_fulfilled_promises_beware_buying/dn2ytdo/

Plus SpatialOS doesn't even support PSVR.
https://forums.improbable.io/t/psvr-support/2947

Dedric Reid had been actively advertising his game in the PSVR community, 20 days before Sept 29, he promised it's coming, specifically mentioned PSVR in PSVR subreddit. PlayStation has pretty much zero acknowledgement of this game, it was never advertised. There's a lot of discussion going on in Steam Forum, the dev seems to be actively spewing PR crap instead of providing answer.
http://steamcommunity.com/app/511100/discussions/
 
Just thought of spreading the news in here, I was thinking of making a thread to expose them, we'll see. Original posted last week.



New updates: The original co-founder who made the prototype and quit a year ago (they are still actively using his work to advertise) said this:

https://www.reddit.com/r/metaworldv...not_fulfilled_promises_beware_buying/dn2ytdo/

Plus SpatialOS doesn't even support PSVR.
https://forums.improbable.io/t/psvr-support/2947

Dedric Reid had been actively advertising his game in the PSVR community, 20 days before Sept 29, he promised it's coming, specifically mentioned PSVR in PSVR subreddit. PlayStation has pretty much zero acknowledgement of this game, it was never advertised. There's a lot of discussion going on in Steam Forum, the dev seems to be actively spewing PR crap instead of providing answer.
http://steamcommunity.com/app/511100/discussions/

damn, had no clue about this project or what was happening around it. Pretty shady and its so bizzare seeing the dev saying "good call" to all the basic/common sense suggestions lol.

I really wish mainstream sites would pay more attention to the market like you said so this stuff could be exposed on a larger scale.

thanks for posting this here too :)
 
http://www.rollingstone.com/glixel/...urning-manga-into-immersive-vr-comics-w507470
Square Enix is bringing their VR manga to HTC Vive and Oculus Rift next year.


d
Just thought of spreading the news in here, I was thinking of making a thread to expose them, we'll see. Original posted last week.



New updates: The original co-founder who made the prototype and quit a year ago (they are still actively using his work to advertise) said this:

https://www.reddit.com/r/metaworldv...not_fulfilled_promises_beware_buying/dn2ytdo/

Plus SpatialOS doesn't even support PSVR.
https://forums.improbable.io/t/psvr-support/2947

Dedric Reid had been actively advertising his game in the PSVR community, 20 days before Sept 29, he promised it's coming, specifically mentioned PSVR in PSVR subreddit. PlayStation has pretty much zero acknowledgement of this game, it was never advertised. There's a lot of discussion going on in Steam Forum, the dev seems to be actively spewing PR crap instead of providing answer.
http://steamcommunity.com/app/511100/discussions/

It has been rather dubious from the start so I can't say I am shock.
 
Dropped in to play Raw Data after many months

Went from stage 3 to stage 6...feel good man. Will do the remaining stages tomorrow (Botanical garden is next!)
 
Dropped in to play Raw Data after many months

Went from stage 3 to stage 6...feel good man. Will do the remaining stages tomorrow (Botanical garden is next!)

thats a good mission :) Its where it starts to ramp up in gameplay variety :D Going on raw data right now so will give my impressions on the 1.0 update too now that the quickturn is apparently fixed.

I didn't expect anything and I'm still disappointed.

i think that sums it up perfeclty, should be the box quote XD
 
Turns out my height wasn't correct in steam vr. In onward I could never pick things off the floor and i assume it was just the game being in early access, but trying the combat evolved demo thats been circulating on reddit I realise it was my setup. I checked the other games I had and I was never able to touch the floor with the controllers lol.

So I recalibrated to my correct height and now my soundboxing challenges are like a foot higher than they should be (was hoping it would have auto adjusted that for me). So I'm having to use the adjust scale option to reposition the beatmaps every time I replay my challenges which also got my thinking if others were having to do the same all this time (for which I apologise if so). It is fun seeing the robots in my challenges towering over me now as a result of the correct height XD My future challenges will reflect my "new" height lol. For now, heres the last batch of challenges from when I was taller:

I'd recommend going into adjust scale and making sure you can reach the highest green and red squares without having to jump.
(I think I managed to have a different genre per song this time XD)

---- Raw Data

Tried and completed mission 10 earlier today as bishop (pistol class) on normal difficulty.
Was a little anticlimatic for a final showdown, was hoping for new enemy types and mission progression similar to the botanical gardens involving point A to B gameplay but it was a single arena again.

However, it was still a fun mission and utilised every gameplay mechanic you've come across up to that point. It was also nice being able to finally use 4 turret slots (used 2 laser and 2 shields around the defending point).

Will definately replay it all in nightmare (hopefully can try out co-op for that) as well as progressing with each class (archer and shotgun classes are still like lv1 or 2). Although I really don't know how to kill the giant robots using the katana class as fast as the ranged classes, its what made me switch to bishop during mission 4 or 5.


------ The Organ Quarter (demo)
Also tried out the steam demo for The organ quarter but didn't complete it due to lack of time(I didn't get far though). I got to the riddle puzzle where you have 3 cube slots and clues written on the wall so I didn't get chance to really play it as much as I was hoping too.

I'm not sure how indicative it is of the final game since its a pre-alpha demo but the locomotion didn't work well with the rift controllers since it requires you to push the analog stick down whilst tilting it in the direction you want to go which is really awkward to use. On top of that it was clearly making use of vive controllers to handle things like selecting stuff in the menu (using the trigger button to point when you can do that naturally with the rift). So I think its unfair for me to judge the game based on the demo without knowing if the final game makes better use of the rift controllers.
 
GAF, where can I download 360 videos? The VRSE Within Oculus app doesn't work for me, I can't download and Streaming is impossible because of my 4th world Internet connection. YouTube videos could also work but I can't stream those either.

And another question, is CPU relevant these days in VR? I assume almost everything is GPU limited, I'm asking because I'd love to upgrade my 4670k to a 8400, but I can wait until cheaper motherboards are availbable.

Oh and last question, is there a significant difference in "Presence" between a Gtx 1050ti and a GTX 1070? I ordered the later and it arrives on Wednesday, I bought a Zotac Mini 1070 at almost MSRP price but I can still cancel and just wait some months for the 1100 series.
 
Played the Organ Quarter demo.

Really liked it, but the teleportation option was a bit hard to master. I wish I could turn around by just using the analogstick.

The atmosphere was great though. Really enjoyed it.
 
------ The Organ Quarter (demo)
Also tried out the steam demo for The organ quarter but didn't complete it due to lack of time(I didn't get far though). I got to the riddle puzzle where you have 3 cube slots and clues written on the wall so I didn't get chance to really play it as much as I was hoping too.

I'm not sure how indicative it is of the final game since its a pre-alpha demo but the locomotion didn't work well with the rift controllers since it requires you to push the analog stick down whilst tilting it in the direction you want to go which is really awkward to use. On top of that it was clearly making use of vive controllers to handle things like selecting stuff in the menu (using the trigger button to point when you can do that naturally with the rift). So I think its unfair for me to judge the game based on the demo without knowing if the final game makes better use of the rift controllers.

Played the Organ Quarter demo.

Really liked it, but the teleportation option was a bit hard to master. I wish I could turn around by just using the analogstick.

The atmosphere was great though. Really enjoyed it.

Thanks for the feedback, chaps. Passed the feedback along, should be addressed for launch.

Some things with the Touch controllers are easy, some are difficult, so we'll see how that pans out.

If you liked the vibe/atmosphere in the pre-alpha demo, I feel pretty confident you'll love the full game :)
 
Thanks for the feedback, chaps. Passed the feedback along, should be addressed for launch.

Some things with the Touch controllers are easy, some are difficult, so we'll see how that pans out.

If you liked the vibe/atmosphere in the pre-alpha demo, I feel pretty confident you'll love the full game :)

For the touch controllers, standard analog controls should be used for the movement. having to push and then tilt the analog sticks to move is like having to do it for for the 360 controller. Thats the biggest issue, the menu navigation works fine even without utilising oculus finger gestures.

Tomorrow The Invisible Hours and ARKTIKA.1 are both launching on VR on PC

Hoping the reviews for ARKTIKA.1 are good. Haven't pre-ordered it as I want to know how long the game lasts before buying it. After skimming through a 45 min gameplay preview(which covered the opening to the game + mission 1) it looks quite fun despite the node teleportation.
 
So i will eventually buy Project cars 2, Im big into racing but havent purchased yet as i want to get more play time out of F1 2017.

Is Raw Data worth it? Im really not keen on wave stuff for example even thought Robo Recall was cool i wouldnt want to play more of that sort of thing for more than 3 hours.
 
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