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Giant Bomb #14 | I'll Never Forget This!

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the darkest timeline is upon us, .Hack will be real

FTFY

Well they don't have to show your hands all the time. Hell, they don't need to use the motion controllers at all. The Oculus comes with an Xbox One controller.

Ah, well. Guess this will be a thing I leave to the people who can experience it before making those kinds of statements again, since I've been straight wrong about everything. XD
 

Antiwhippy

the holder of the trombone
Though to be fair on japan isn't germany the country with the lowest birth rate now?

So it's not anime that's going to end the world, but dank dungeon porn.
 
Ah, well. Guess this will be a thing I leave to the people who can experience it before making those kinds of statements again, since I've been straight wrong about everything. XD

Naw, not at all. These are questions many people have, and only crazy people like myself that have followed development and bought a dev kit will know.

Oculus has a lot of educating and demoing to do.

[EDIT] The motion controller has finger tracking, too.
 

Zaph

Member
I think setting limitations to something as focused as VR is a good thing. You aren't going to bring every game experience to that platform.

Though they can still use the 360 pad if they want to right?

Yup. My fear is the XONE controller pack-in will cause every dev to rush in and say their game is 'VR Ready'.

I really hope the motion controllers are also included with every headset, otherwise true built-for-VR experiences might get compromised if they're forced to support both options.

Also, holy shit the first MMO survival walking simulator with full VR and motion control support is going to be huge. Need to make a fire? Pick up two rocks and smack them together. Cut down a tree? Get swinging.
 
Which version did you get? Obviously you don't have the controllers, but it would be interesting if they offered them to you at a reduced price to try out.

I have the Dev Kit 2. The tech has progressed too far for the new input stuff to be compatible with the developer versions, though. I look forward to buying at all at full price with everyone else!


It's a big task for them, and extremely vital to their success.

Yup. My fear is the XONE controller pack-in will cause every dev to rush in and say their game is 'VR Ready'.

I really hope the motion controllers are also included with every headset, otherwise true built-for-VR experiences might get compromised if they're forced to support both options.

It takes a lot more than that to be "VR Ready". And they won't need to support both options. Just like regular PC games don't support every input option.
 
Also, holy shit the first MMO survival walking simulator with full VR and motion control support is going to be huge. Need to make a fire? Pick up two rocks and smack them together. Cut down a tree? Get swinging.

you underestimate the laziness of the typical gamer, who just wants to sit on a couch and unwind.

If your game has me winded and sweaty then I might as well go exercise instead
 

Kelas

The Beastie Boys are the first hip hop group in years to have something to say
I hope someone makes a game for vr that's like the vr parts of lawnmower man for the snes. I want to run through a virtual landscape real quick with my hands floating in front of me while we are the robots plays in the background and I have my fun for five minutes and then realise I wasted my money and cry, permanently damaging my expensive goggle televisions with my tears
 

Zaph

Member
It takes a lot more than that to be "VR Ready".

Of course, if you want to be really VR Ready. The point was to highlight the inevitable devs/pubs who will no doubt try to fudge it (just like people do with all new technology) to tick a box. Microsoft just recklessly demo'd one method of wrapping XONE games inside a virtual room - you can't foresee a future with PC games shoehorning a similar feature so they can ride the VR train too? If these hit the market without genuinely excellent experiences being there to counterbalance them, VR risks being written off as a gimmick again.

And they won't need to support both options. Just like regular PC games don't support every input option.
Sure they won't need to support both controller options, but the realities of splitting any userbase still applies here. If the motion controllers aren't packed-in, how many developers do you think will be willing to release a game designed around them unless they're being halo funded to do so?

Ultimately, software is what will sell VR. But if the hardware isn't being packaged in a way which enables sustainable development, the software will never come.
 
Ultimately, software is what will sell VR. But if the hardware isn't being packaged in a way which enables sustainable development, the software will never come.

Has Valve/HTC said if the motion controllers are being packed in with the Vive yet? Because a lot of the positive buzz about the VIve had to do with the motion tracking of the controllers.
 

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Of course, if you want to be really VR Ready. The point was to highlight the inevitable devs/pubs who will no doubt try to fudge it (just like people do with all new technology) to tick a box. Microsoft just recklessly demo'd one method of wrapping XONE games inside a virtual room - you can't foresee a future with PC games shoehorning a similar feature so they can ride the VR train too? If these hit the market without genuinely excellent experiences being there to counterbalance them, VR risks being written off as a gimmick again.


Sure they won't need to support both controller options, but the realities of splitting any userbase still applies here. If the motion controllers aren't packed-in, how many developers do you think will be willing to release a game designed around them unless they're being halo funded to do so?

Ultimately, software is what will sell VR. But if the hardware isn't being packaged in a way which enables sustainable development, the software will never come.

I agree, actually.

They did now announce that the Half Moon controller preorders will be open alongside the Rift, so at least they'll have the same release date. If they did pack those in, though, wouldn't that just have a different problem where every dev feels they need to support it whether it makes sense for the game or not?
 
why is there a room and screen and not just the game

sorry if i'm missing the obvious here

Not missing anything, it seems extremely stupid. The Microsoft stuff in general seemed totally tone deaf. Why the hell would I want to play an Xbox One game on a high-end PC at all, let alone in a virtual room where the game resolution is reduced even further.
 

cb1115

I Was There! Official L Receiver 2/12/2016
Not missing anything, it seems extremely stupid. They Microsoft stuff in general seemed totally tone deaf. Why the hell would I want to play an Xbox One game on a high-end PC at all, let alone in a virtual room where the game resolution is reduced even further.

yeah, isn't a high-end PC gonna be necessary to run Oculus stuff in the first place? that's really silly lmao.

Microsoft has been making questionable decisions for about 5 years now tho so I guess it shouldn't be a surprise at this point.
 

Zaph

Member
I agree, actually.

They did now announce that the Half Moon controller preorders will be open alongside the Rift, so at least they'll have the same release date. If they did pack those in, though, wouldn't that just have a different problem where every dev feels they need to support it whether it makes sense for the game or not?

Yeah, simulanious release definitely helps a lot, but this is still a Wii MotionPlus problem. Regarding shoehorned motion support, I think janky controls is a way better problem than a split userbase, especially considering it's a reasonable assumption Oculus customers already have some PC controller laying around (either a XONE, 360 or PS4) if a dev doesn't want to use motion. The reverse isn't true for a bespoke motion controller that will probably costs at least $100.
 
How do you guys browse neogaf on mobile? I'm on a galaxy S5 with chrome and the mobile version of the site performs so badly, but I don't want to stress my data plan with the desktop version.
 

Bacon

Member
How do you guys browse neogaf on mobile? I'm on a galaxy S5 with chrome and the mobile version of the site performs so badly, but I don't want to stress my data plan with the desktop version.

I use the mobile version of the site. Never had any issues with it, and I like it more than the desktop version in some ways
 
How do you guys browse neogaf on mobile? I'm on a galaxy S5 with chrome and the mobile version of the site performs so badly, but I don't want to stress my data plan with the desktop version.

turn off avatars.

i can't even hate people because of their shitty avatars and actually have to judge them on what theyre saying thanks to turning avatars off
 

Zaph

Member
How do you guys browse neogaf on mobile? I'm on a galaxy S5 with chrome and the mobile version of the site performs so badly, but I don't want to stress my data plan with the desktop version.

Mobile site works great on iOS Safari. What's performing poorly, gifs or general performance?

Tried Android Firefox? Heard good things about that.

turn off avatars.

i can't even hate people because of their shitty avatars and actually have to judge them on what theyre saying thanks to turning avatars off

how do you live?
 

Volotaire

Member
How do you guys browse neogaf on mobile? I'm on a galaxy S5 with chrome and the mobile version of the site performs so badly, but I don't want to stress my data plan with the desktop version.

Mobile version. Chrome. Moto G (so a budget phone with Android 5.0 here). Dark theme. Gifs disabled.
 
How do you guys browse neogaf on mobile? I'm on a galaxy S5 with chrome and the mobile version of the site performs so badly, but I don't want to stress my data plan with the desktop version.

I often use MobileGAF on my PC due to the option of disabling JIFs. What problem are you having exactly? Slow loading?
 
turn off avatars.

i can't even hate people because of their shitty avatars and actually have to judge them on what theyre saying thanks to turning avatars off

All images disabled. Actually everything off that can be turned off.

I often use MobileGAF on my PC due to the option of disabling JIFs. What problem are you having exactly? Slow loading?

Basically. It's also slow to respond.

Mobile site works great on iOS Safari. What's performing poorly, gifs or general performance?

Tried Android Firefox? Heard good things about that.

General performance, and since I have everything tied in nicely with google already, it makes sense to use chrome.
 
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