Jump to content

Valver

Members
  • Content count

    1,130
  • Joined

  • Last visited

Profile Information

  • Gender
    Male

Recent Profile Visitors

1,006 profile views
  1. What games did you complete? 2018 Edition

    Lone Echo - Oculus Rift (PC VR) I bought this in the Christmas Sale on the Oculus Store, having been told it was a bit good. Wow. I was absolutely blown away by it. The world and atmosphere is generates is brilliant. I had several "oh shit" VR moments where I totally forgot I was playing a game and had physical reactions to events unfolding around me. I finished the story in about 7 hours - pretty smooth sailing apart from one bit on trying to restart a generator where I got a bit lost and stuck. The graphics are superb - loads of detail, especially the way your hands touch and grip objects as you move about in zero-G. The VR movement and touch controller integration was brilliantly done . It was also refreshing that it's a Sci-Fi game that doesn't involve shooting things! (OK technically I could burn a few spores up with a welder - but that was incidental). If I had to point to a weakness it would be that there is occasionally a bit too much busy work in the missions. I really did just feel like a robot doing space ship maintenance a couple of times :-)
  2. What classic games should be remade in VR?

    I'd want a proper Mechwarrior 2 or Interstate 76 VR remake please!
  3. What classic games should be remade in VR?

    Portal Stories VR is a community made, free, singleplayer portal game. A little on the short side - but it's brilliant. The voice acting and humor is excellent. http://store.steampowered.com/app/446750/Portal_Stories_VR/ Rock Band VR already exists too: https://www.oculus.com/experiences/rift/744866972281509/ The Rift Touch controllers ship with a little clip to fit on the neck of the guitar, so that the guitar is physically tracked in VR space and matches your rock movments.
  4. Oculus Rift (VR Headset)

    Its not about how many ports you have in your case, I think. its about who makes them and their level of compatibility. Not all USB 3 host controllers are created equal - I have some ASUS USB 3 host controllers on my motherboard that the Rift wont work with - so I bought a cheap Inatek 4 port USB PCIe card (£15?) which has a supported Fresco controller, plugged that in and was all sorted 5 minutes later. edit: this one https://www.amazon.co.uk/Inateck-Superspeed-Ports-PCI-Expansion/dp/B00B6ZCNGM/ref=sr_1_sc_1?s=computers&ie=UTF8&qid=1516836027&sr=1-1-spell&keywords=inatek+usb3 Separately, but related, the Rift setup software also advises against sticking 3 sensors on USB 3 ports, because theres a fair chance most peoples USB ports all link though the same controllers, and the bandwidth demands of 4 x USB3 devices running at the same time (3 sensors and the HMD itself) are too great. In fact by default the Oculus software runs the third sensor at USB2 to lower bandwidth demand (in the process changing the camera feed from RAW to JPG and losing a bit of sensitivity) So it's fine to just lob the 3rd sensor on a USB2 port anyway... If you just run with the default 2 sensor setup then USB 3 ports for both is what you're aiming for. And the HMD on a 3rd USB 3 port is a good idea too - preferably on a separate controller to the one you hook the sensors up to.
  5. Oculus Rift (VR Headset)

    I bought it in the Winter Sale and have also just finished it. Brilliant from start to finish. I had dreams about being in space and woke up quite confused as to whether I'd actually met Liv in real life or not. :-) Also picked up Arktika1 - that's next on my list to play!
  6. Your gaming resolutions 2018

    Mine is play *only* VR games in 2018. (Rift) I think Im done with the AAA DLC ridden sequels being churned out every year. VR in contrast feels fresh and much more like the 80s in its creativity and joy at just playing cool new stuff. I'm going to try and support that by just putting my money and game time there...
  7. Oculus Rift (VR Headset)

    Loaded PayDay 2 VR last night, only to be stuck in the "menu" level with no hands, unable to progress, just like everyone else with a Rift. I was quite frustrated that the devs hadn't implemented Rift Touch support, and there was even quite a lot of chatter that there was a conscious effort to block Rift users (seeing as it ought to work by default in SteamVR) So I quit in frustration. I was also quite disappointed by the Steam discussion forums - several Vive owners telling Rift owners to get lost and head back to their own store. Nice. Why cant we all just get along and encourage VR in all its forms? Anyhow, its nice to see more useful members of the VR community have a workaround already. Will try it tonight. Thanks for the post - might have given up and not returned to PayDay if you hadnt posted that!
  8. Your last revelatory gaming experience?

    Easily Oculus Rift gaming. VR has totally changed my hobby. I no longer really want to play flat games on my PC anymore... I've been totally blown away by a whole range of games and experiences. As others have said: Assetto Corsa and Project Cars are massively immersive in VR with a wheel and pedals SuperhotVR and Space Pirate Trainer both had be dodging about my room and laughing like a Loony Robo Recall was probably my first "holy shiiiit" VR experience though. I think overall that gets my vote as the revelatory one.
  9. The Good, the Bad and the HUD-ly.

    Since jumping on the VR bandwaggon, I've been thinking about HUDs very differently... the Dead Space type stuff of integrating them into the environment is definitely the way to go. Having HUD elements floating about in the foreground like in a normal flat game can be very distracting. Building them into the readout on the inside of a Spacehelmet's visor (Adr1ft) works nicely, as does an ammo counter LED on the side of guns... and Pavlov VR and Arizona Sunshine both put your health status info on your left wrist in the form of a smart watch.
  10. Oculus Rift (VR Headset)

    @Sponge The 40mm bits of pipe that come out of the angled joints are the perfect "just snug enough" fit for the touch controllers handle to slip in and out of easily. They slide in up to the side grab button, so you can still activate the grab function fine, and they just slide out again when you need your front hand to reload etc. The sling on the back end is pretty essential. I loop it over my right shoulder and then when I pop both controllers out to use a sidearm, the stock swings nicely to my side (ie not just falling on the floor!) and it quick becomes second nature to slot the controllers back into the tubes when you pick up a rifle again. You can do it easily without needing to see the tubes IRL. One tip from building mine - I used push fit pipe. I wouldn't do that gain if I did another one. Use regular cheaper pipe and then chemical weld "glue" to secure the pipes once youve decided on the sizings. Push fit is OK, but it does have a bit of wobble to the joints, and the sort of plastic push fit is made from then means glue doesn't like to set on it. I probably would keep the push fit joint on the bit where the stock joins the barrel actually. It's quite neat to be able to adjust the length of the stock to suit the gun you use. I used a 40->30mm reducer joint and the stock is made from 30mm pipe. That reduction means the stock section can slide along inside the body of the 40mm barrel when you shorten it. HTH Have fun. Its an easy and cheap DIY project!
  11. Oculus Rift (VR Headset)

    I've been playing a bit of Pavlov VR and Onward recently... really enjoying them. Having seen this thread (https://forums.oculus.com/community/discussion/46553/my-diy-gun-stock-for-touch) where folks are making Rift Touch gun stocks out of a few bits of pipe I figured I'd have a crack at it. With a bit of help from a mate with more time on his hands than me, we quickly knocked up this bad boy! A few tweaks later (adding a shoulder sling, a sawn off barrel, and extending the tubes for the touch handles to make it a more snug fit) it's done. Really adds to the feeling of holding a two handed weapon when in VR. Having the two controllers in line correctly in virtual space, and having them pivot correctly about the stock at your shoulder makes it significantly easier to aim and be accurate. Granted it's no PSVR Aimpoint controller - but for the few quid the bits of pipe costs - it's superb! Yeah I look like even more of a dick - but I cant see me, so I don't care :-)
  12. Gran Turismo Sport -Tuesday nights forum races

    Came in here to post my frustration at this exact thing. Yep, trying to get into settings and it hard crashes the game every time (and then attempts to send a crash dump to Sony). I did get it to work one time by moving the cursor off the first selected option as it opens the option page. YMMV GT:S does support my wheel (a logitech G29) but I wasn't overly impressed with the force feedback effects. When the cars looses rear end grip for example the wheel rotates quickly and forcefully in the opposite direction - whereas Id expect it to just go loose in my hands, with me then needing to apply the opposite lock. I wonder if it its related to the fact that i struggled to find a way to completely turn off all aids? Even in Expert mode with everything seemingly turned off it still seemed to want to do some stuff - like kill power out of corners ( traction control was set to off) Am I missing something obvious?
  13. Gran Turismo Sport -Tuesday nights forum races

    Start the game, do the calibration thing, then just put down the controller and wait...
  14. Gran Turismo Sport -Tuesday nights forum races

    Took a while to download, but it's installed now. Watching the "attract mode" there are some seriously lovely lit models. They integrate into the photo backgrounds beautifully! The rolling replays look amazing from outside the cars too. I just watched a yellow BMW coupe racing round an oval against a varied field of opposition and it was stunning to behold. The frame rate (regular PS4 on a 1080p TV) looked a bit ropey in places though. But the detail on the models and lighting and feeling of "realness" - Wow! Switching to interior camera the frame rate was significantly improved, but the graphics seemed to step down a fair bit. The lighting on the track didn't look quite as polished and the cars were a bit more aliased. And whats with the hands holding the wheel - very odd angles Looking forward to trying out on Monday though!! My wheel and pedals are ready!
  15. Oculus Rift (VR Headset)

    Just posted this in the FTL thread - a little Steam game I dearly love: For anyone who loves FTL (me!) and has an Oculus Rift (also me!) there's a VR game in beta right now called "From Other Suns". It is essentially FTL, but all done in first person VR. The mechanics and way it plays is just a blatant FTL copy crossed with many of the ideas from Star Trek Bridge Crew. You roam the ship in first person repairing the O2 or the engines. Or stand at the bridge at the tactical panel powering up the various weapons to blow up the pirates. You get guns to go on the away missions to other ships and stations, or run round repelling boarders who teleport in. It's amazing. Oh and did I mention its co-op. So you can have each member of the ship crew be another player. Free to play while in open beta this weekend...
×

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.