Veritigo_X
Member
How do Raw Data and Elite run with a 1070? I hope I'm not going to regret not getting a 1080.
How do Raw Data and Elite run with a 1070? I hope I'm not going to regret not getting a 1080.
How do Raw Data and Elite run with a 1070? I hope I'm not going to regret not getting a 1080.
So, I just tried Raw Data for the first time.
Holy Christ.
How did yall not make a bigger deal out of this game? Feels like a killer app in development.
How is Edge of Nowhere?
The difference between a 1070 and a 1080 is probably a 0.1 or 0.2 at most factor in rendering resolution scale. Noticeable if you directly compare, but hardly a dealbreaker.How do Raw Data and Elite run with a 1070? I hope I'm not going to regret not getting a 1080.
QuiVr folks put out another big announcement, along with making their design doc public. Sounds like they have some really interesting ideas on where they want to go with the game, with Shadow of the Colossus-like giant enemies.
Panoptic is an asymmetrical local multiplayer VR game, between an HTC Vive player, and a regular PC player. The Vive player controls the powerful Overseer, while the PC player controls the Challenger, a citizen rebelling against the Overseer's oppressive reign, and seeks to destroy it. The Challenger must try to avoid the Overseer's scorching gaze, and to do so, they must often hide in plain sight among the other citizens.
Video is fun to watch, two Youtubers doing a let's play.
The demo is coming to Steam, but you can get it off the developer's site now.
I'm happy that more people are finally giving Raw Data a serious look.So I haven't ever really given Raw Data that much time for various reason that weren't even its own fault, but the added friction of the weird performance issues I kept getting put me off playing it.
So started playing it again properly recently and just right now got done with a mission based in the very big multi-level room with the reactors and stuff, and it was amazing! The mobility, the turret defence, the different types of enemies, the moment-to-moment acts of working together to take down a particular imminent threat.
This is a killer app for VR, co-op is enhances it so much. We had been focusing a bit too much on other parts of the map and suddenly realised one of those big fuckin' giant robot things was about to start its attack on the data core thing.
We simultaneously teleported right in front of it, enabled bullet storm, slow motion kicked in, we unloaded everything we had into it and it blew up in an instant. The action, the visuals, and the element of working together made it so, so cool - never had a feeling like that in any game ever. We just looked at each other for a moment afterwards before going back off our separate ways to check on different lanes the enemies would come from.
So, so cool.
Yes. Walking around in VR is even cooler.In looking at the Op the FAQ says....
Q: Can you play VR games from the Rift on VIVE?
A: No not as of yet. Hopefully this will be resolved in the future.
Is that still the case? I thought that changed?
I'm asking because I had my first VR experience with PSVR the other day and am pretty sold on VR. I have a beefy PC and am evaluating whether to just jump into the Vive
In looking at the Op the FAQ says....
Q: Can you play VR games from the Rift on VIVE?
A: No not as of yet. Hopefully this will be resolved in the future.
Is that still the case? I thought that changed?
I'm asking because I had my first VR experience with PSVR the other day and am pretty sold on VR. I have a beefy PC and am evaluating whether to just jump into the Vive
What kind of settings do y'all use in Raw Data? I'm running a 980ti, but I'm having trouble dialing it in to my satisfaction.
Is the FOV-based rendering worth using?
QuiVr folks put out another big announcement, along with making their design doc public. Sounds like they have some really interesting ideas on where they want to go with the game, with Shadow of the Colossus-like giant enemies.
There is a setting called multi-res level, which renders the edges at at lower resolution than the center.FoV based rendering? Wait is that an option? I didn't think that had been actually implemented in anything yet...?
Me too! Good art direction goes a long way for VR games.I'm really impressed by their plans. I'm also excited that they are finally getting some good art assets in there.
So my first VR experience was yesterday with PSVR. And knowing I have a PC with a 1080 in it I skipped right through that and into a Vive (found a flawless open box for $680 at Microcenter).
Holy shit is all I have to say.
I just played a round of Raw Data. I know I'm months late to the party but I'm utterly blown away.
Ducking under cover and shooting with precision was amazing.
"The production values are clearly super high, which was great to see, but I wish they were used on a more interesting game. And for all of that massive budget, I didn't feel a particularly great sense of presence compared to The Lab or Budget Cuts."
Precisely this from my demo. The base act of manipulating weapons, while awesome, isn't enough to carry the game. The enemies are uninteresting, mechanically, compared to any half-way decent action game. The wave-based mission design isn't interesting, either. After 30 minutes of swinging/throwing the sword around, I was pretty much done.
I only got an hour with Raw Data but it was fun. I don't know if I'd want the full game however. I'd need more time to decide but the free weekend is ending way too early (and I found out about it way too late). At 15 bucks I'd have bought it with no hesitation, but at 30 or higher I really need to know it's something I'm going to enjoy the whole way through.
I died a LOT and was getting really tired after a few phases. That's the first level. If the whole game is like that or gets even harder I don't see myself enjoying it. Oh well. I guess I'll have to wait for the Steam Sale or the next free weekend.
On the plus side the controls are fantastic and grabbing your gun and extra magazines from the hip is really great.
You unlock abilities for your character that make it easier as you progress. It gets a lot easier (at least until it starts throwing bonafide armies at you).
I didn't enjoy my first couple of sessions with it that much because reloading was a pain and doing it all by myself was hard and too intense. Fast forward a couple more sessions and I'm having a whale: there's an auto-reload ability which makes it satisfying and the game gives you a 'Defence turret placement' mechanic which instantly makes it more addictive and compelling. That strategic edge makes a big difference. Plus the co-op is amazing.
I finished A Chair in a Room. It's a great horror game, I'm really impressed. Horror movies don't really scare me these days, but there is a genuine dread in having to, say, turn on a lighter in a pitch black room knowing there's someone or something in there with you.
The game experiments with how to direct your focus and make you turn your back and I think it's largely successful in that regard. I encourage any horror fan to play it, but it's not for the faint of heart.
Hmmm... co-op sounds really compelling. My buddy has a Vive, I'll see if he has this or any interest in this. Co-op anything multiplies the fun, I'm sure co-oping this game would be well worth the price. Thanks for the info!
For those who don't have Raw Data yet.
I'm downloading now.
Just got done playing "The art of fight" for 4 hours. Damned amazing once you get used to its controls. You "grab" the air and pull. Their is no speed cap so fake run with your arms as fast as you can.
You can also climb on any flat surface you can reach. So this means jumping through windows and snipers climbing to get good view of the map.
It is steep at $30 but assuming the dev keeps with updates im very happy with this game.
I leave with a story, I ran up to the defence area where the attacking team had brought their objective. I run in with no ammo and only a knife, with two people shooting at me.
I run between pillars zig zagging as fast as i can and run up and stab one of them. Took his gun and shot the other guy then hopped out the window. I have never felt so cool.
https://youtu.be/X3tAGn3fh4s
Yup. You hold the menu button so you can totally one hand it just fine(and recommended)Tried it this week-end. Those of you with GTX970's need not bother, all the fancy effects are lost in the low res pixel soup you have to set this at, to get it smooth.
Can you describe the movement system a bit more? I know its arm swinging (and I am a fan) but do you have to hold any buttons while doing it? Can you walk (swing) with one arm and aim with the other?
Played Vive today, first experience with VR. I played Job Simulator and HordeZ and had an amazing time with both of them. I didn't feel bad during any of it aside from moments in HordeZ where the camera goes on rails and moves for you while you're physically standing still.
Despite feeling great the whole time, after I left and took my car ride home, I started to become nauseous, and have actually maintained a bit of nausea for the last several hours. This happen with anyone else the first time they played it?
Played Vive today, first experience with VR. I played Job Simulator and HordeZ and had an amazing time with both of them. I didn't feel bad during any of it aside from moments in HordeZ where the camera goes on rails and moves for you while you're physically standing still.
Despite feeling great the whole time, after I left and took my car ride home, I started to become nauseous, and have actually maintained a bit of nausea for the last several hours. This happen with anyone else the first time they played it?
If I become nauseated it can stay for about an hour. If a game has artificial movement I just don't play it because of this. Tried to get used to it and I can't. Wish Valve implemented some information the store to devs to indicate if they break these rules. I imagine Valve isn't doing that because they would prefer if devs just didn't break any "rules".
Oculus has "comfort" ratings for all the games on its store. I have no idea why Valve doesn't have this.
Oculus has "comfort" ratings for all the games on its store. I have no idea why Valve doesn't have this.
Do we have any details on how they do this yet? Is it Oculus that rates them?
Because Steam isn't a walled garden where every game needs to be personally vetted by Valve to get on the store. The best they could do is provide a means for users to rate it.
Yes, I'm pretty sure Oculus rates them. But...
...you could easily ask developers to supply the "comfort" level. Valve could provide guidelines on what generally constitutes a certain rating.
It's in the developer's best interests to make sure no one gets sick from playing their game, so I suspect the vast majority of games would be rated honestly. Valve could have a report button for the remaining 10%, or just let them get creamed in reviews.
Devs aren't the best source for such things. This isn't to say that the devs are trying to deceive others, but they've been making the game. If it was uncomfortable to them, they wouldn't have made it through development in the first place. Thus they'd have to rely on the input of people that haven't been there making the game since day one. At that point, you're more or less back to letting the users rate it.
Devs aren't the best source for such things. This isn't to say that the devs are trying to deceive others, but they've been making the game. If it was uncomfortable to them, they wouldn't have made it through development in the first place. Thus they'd have to rely on the input of people that haven't been there making the game since day one. At that point, you're more or less back to letting the users rate it.