Community The MetaVerse VR thread (hardware/software/etc, all platforms)

fantomena

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r/PSVR is loving Saints & Sinners, some calling it the best PSVR game yet.

That makes me really happy for them, PSVR hasn't been getting much love if a long time.

Gonna pick the game up the next sale it's on on Steam. Really wanna play it.
 

Alo81

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i tried it on Metal ... not great, to say the least (even on expert+ which is supposed to be the best one quality-wise)

hopefully they'll keep working on it to make it decent ... at least before facebook inevitably buys them and shuts the project down (because there's no fucking way in hell they'd let them continue working on it and making it available to everyone)
Yeah that was my big worry with Metal. Its so musically different than electronic I figured the AI wouldn't be able to gen for it well.
 
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Alextended

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Is there a browser setting to make this shit not auto play or something? I mean these two are ok but for others with sound, lol.

Wolf and Pigs got a Steam page with a nice new gameplay video (though I don't find it is as nicely directed as thelast one).

 
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To take this even further, MicroProse has developers building various virtual reality titles at the moment. B-17 Flying Fortress simulators were among the old publisher's biggest hits, so a co-operative VR title about flying one of these iconic aircraft is in the works.
 
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Amzin

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i tried it on Metal ... not great, to say the least (even on expert+ which is supposed to be the best one quality-wise)

hopefully they'll keep working on it to make it decent ... at least before facebook inevitably buys them and shuts the project down (because there's no fucking way in hell they'd let them continue working on it and making it available to everyone)
Yeah that was my big worry with Metal. Its so musically different than electronic I figured the AI wouldn't be able to gen for it well.
So I tried it on a few songs from different genres last night, and I'd say it's like 30% of the way to being pretty decent. You can see some of the potential in sections but overall it has some weird design choice issues, breaks a lot of cardinal map rules (there were actual impossible note pairs, like 2 blocks of the same color on same beat on opposite sides of the track), but you do see some potential.

Actual songs I've tested so far:

  • Beekeeper - Keaton Henson. Alternative, the map on this was really bad, it had almost no blocks. The blocks that were there were fine though.
  • Blood and Stone - Audiomachine. Orchestral / dramatic. This was better than I was expecting, not great, but sort of OK.
  • Come with me now - Kongos. This was pretty alright actually. If there were better rules in place for swipe direction / block placement this one would have turned out very good.
  • I'm Not Driving Anymore (Instrumental) - Rob Dougan. Oof my arms. The Expert+ had a staggering ~1400 blocks, so I didn't try that (I'm more of a hard or expert skill myself). The hard still had a ton and was actually not bad., A bit repetitive and a few bad directional placements, if you want to flail your arms around a lot give this a shot.
  • Raindrop Prelude - Chopin. It always confuses me that games which generate music levels have such a problem with the genre that is most easy to identify beats on. This was a bit slow but not terrible.
  • MKAlieZ - Aldnoah Zero OST. This has potential, it was a bit of a mess though.
It also varies wildly on which difficulty on a given song will be the best. Some Expert+ were the only viable choice, some Expert, and others Hard.

I do hope they keep polishing it but right now it needs a bit more than just detection refinement, it needs some core design updates.
 
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lashman

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I do hope they keep polishing it but right now it needs a bit more than just detection refinement, it needs some core design updates.
i agree with pretty much everything ... yes, absolutely!
 

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fantomena

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Been testing out some VR games in my backlog to see if they are worth playing through:

Killing Floor Incursion - meh, uninteresting
Seeking Dawn - beautiful graphics and decend design, but annoying checkpoints and boring gameplay
Don't Knock Twice - too scary
Paper Dolls - too scary, don't like the locomotion controls
A-Tech Cybernetic - okay, decent, but nothing really special
Raw Data - okay, but when it comes to wave shooters I like Space Pirate Trainer, Shooty Fruity and Robo Recall much more
Mind Labyrinth - didn't understand it
The Morrigan - great so far, will play more
Ultrawings - fun
Gun Club - fun
Thumper - great and fun
Shooty Fruity - great and fun
Drop Dead (Oculus exclusive) - fun
Dance Central - not sure

So Morrigan, Ultrawings, Gun Club, Thumper, Shooty Fruity and Drop Dead are games I will play more of, not sure about Dance Central.

Still waiting for a sale on Saints & Sinners, but those games should keep me occupied until then.
 

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It's out. Waiting for impressions. Looks less free form/more casual than I hoped with the grappling being seemingly the only way to move about. We'll see.


 
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Some Phantom VR promotioning happening. I really hope it turns out good, the premise is so there.

Can't believe that guy harps about not having some kind of snap turning when you're kayak paddling.
 
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Half-Life: Alyx has been updated to include [UWSL]Steam Workshop support[/UWSL]. This includes a beta release of our community development tools, as well as support for Linux and the Vulkan rendering API, and a few small quality of life updates.

Workshop and Editor Tools Beta Release

Half-Life Alyx's level editing tools are now open to the community! You can create new levels, models, textures, and animations for Half-Life: Alyx, and using Steam Workshop you can browse and play everything the community has uploaded.

Want to make your own VR physics sandbox or a giant Rube Goldberg machine? Design a new combat encounter featuring a dozen Combine soldiers at once? What about creating the world's longest Multitool puzzle, or imagining a whole new district of City 17? [UWSL]Crack open the tools yourself and make it happen![/UWSL] If you just want to play what the community's been making, [UWSL]browse the Half-Life Alyx Steam Workshop page[/UWSL] to try out the latest and most popular addons.

This is the first Beta release of the Alyx Workshop tools suite, and we intend to add to and improve them in the coming weeks. Included in this release are new or updated versions of:
  • Hammer, the latest version of the Source 2 level editor.
  • Material Editor, the tool for creating and tuning materials in Source 2.
  • ModelDoc, a tool for viewing, editing, and compiling models with animation, collision, and other gameplay attributes.
  • AnimGraph, our animation tool used to create complicated animation setups with blends and transitions.
  • Particle Editor, for making new particle effects.
  • Subrect Editor, for creating smart texture sheets known as "hotspots."
  • Source Filmmaker, the Source 2 cinematic renderer and animation tool.

In addition to these tools, the update includes several sample maps. We've included these to demonstrate and explain how we authored enemy encounters in the game, as well as showcase some new features of the Half-Life: Alyx level art pipeline including tile meshes, static and dynamic cables, and texture hotspotting. The entire set of Half-Life: Alyx maps is also included as editable source for reference - this includes a large collection of interactive objects and prefabs. We'll have news on more features and some smaller additional tools and examples in an future update.

We've also started writing [UWSL]Half-Life: Alyx Workshop Tools documentation[/UWSL]. If you're looking to start your first addon, this is a good place to start. This is a beta release of the development suite and we are still writing documentation for many of these tools, but we hope in the meantime you will dive in and learn by exploring for yourself. We can't wait to see what you make!

Linux and Vulkan

The Half Life: Alyx Workshop update adds a native Linux version of the game using the Vulkan rendering API, as well as optional support for using Vulkan on Windows.

Depending on your system, you may experience better performance using Vulkan, especially if your system is closer to minimum spec. To try Vulkan on Windows, open the Half-Life: Alyx main menu and choose Options > Performance > Advanced (Gear icon) > Rendering API. (You must restart the game for the Rendering API choice to take effect.)


On Linux, AMD graphics and the Mesa RADV driver are recommended for best results.

On Linux, if you had installed the game through Proton previously, please follow these steps to correctly download the update:
  • Go in the Properties for Half-Life Alyx by right-clicking the game in your Steam Library
  • Check the "Force the use of a specific Steam Play compatibility tool" box
  • Uncheck the box, and the download will properly complete.

Spectator View

The spectator view (the view other people see when watching someone play) has received a few small updates as well. The spectator view now supports two zoom levels, and can be run in full screen mode by adding -fullscreen to your Launch Options in Steam. There is also now an option to draw the Spectator HUD directly in the SteamVR "VR View" window, so your spectators can see the HUD along with any other SteamVR overlays you use.

Additional fixes

Fixed some occurrences of the player's in-game hands shaking, GPU optimizations for rendering fog, and CPU optimizations for NPCs.

Version 1.3, Content Build ID: 5035510
 
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The demo of this seems to be out although their twitter account or whatever hasn't mentioned it yet.

 
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Various PR fluff from oculus today but some nice tidbits anyhow.
 
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fantomena

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Iron Man VR demo is out today (PSVR exclusive).

And a game I always thought was PSVR exclusive came out today out of nowhere on Steam:

 
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Some more potentially interesting stuff (but sadly The Persistence doesn't have hand tracking stuff, it's a gamepad/seated PSVR port too).
 
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fantomena

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Finished the Iron Man VR demo. It's okay, nothing special. PCVR technology and PCVR only games like Alyx, Boneworks, Asgard's Warth, Lone Echo etc. has definetly spoiled me. If I haven't played any of those games I could definetly see Iron Man VR wow me, but it sadly didn't.

Getting the game on a sale sometime.
 
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Alextended

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The Oculus anniversary sale is live now, some decent stuff including discounts for Journey of the Gods and Drop Dead (exclusives), a deep discount for Raw Data and more. Just double check with Steam, Down the Rabbit Hole is still cheaper there without a sale for example.
 
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Alextended

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I feel like that might be photoshopped with a mix of WMR and Oculus controllers and some Index features. Maybe. But even if it's real, keeping in mind it's meant to be a "premium" ie high priced product I'm not sure it will be worth it over the Rift S (or the Index if its cost approaches that, unless for some reason you really really don't want to have lighthouse bases). It's bound to have lesser tracking, the side cameras will help somewhat but not when playing FPS-ish games which WMR has trouble with lining up the controllers for two handed rifles and such. It'd only really be worth watching if it cost about the same as a Rift S (then again Oculus can easily drop the price a bit if this proves to be a contender) and has something to counter the tracking deficiencies, like higher resolution or whatever (the audio alone won't cut it). Knowing it's going to be more expensive it'd only be worth it if it had Index-like finger tracking instead. We'll see.

 
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Alo81

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I should play it. And many other things...
(I'm on call this week, can't hear my phone with the headset on, I have a valid excuse!)
God. That’s reminding me of when I used to do on calls and tried to play VR. Phone max volume, kept in pocket, vibrate max, and one ear cup off the ear. We got calls pretty regularly, but it was very early days for Vive so I wouldn’t let anything stop me from playing for hours on end lol.
 
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Bottles now appear to have liquid inside them that sloshes around as you shake them.
"To take this even further, MicroProse has developers building various virtual reality titles at the moment. B-17 Flying Fortress simulators were among the old publisher's biggest hits, so a co-operative VR title about flying one of these iconic aircraft is in the works."
Some more details about this surfaced, it will have 10-player cooperation to man the different stations in the bombers and is VR-first (and non-VR as well).


 
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Raivr

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Hi Durante,

I used the OVR_RawProjection/GetProjectionRaw way of getting the FoV of several HMDs including the Oculus Quest (connected to PC with Link cable). Since the Quest is not in your Google doc yet, here are my results:


Oculus Quest:

Eye_Left: -1.27994, 0.90040, -1.32704, 1.07237
Eye_Right: -0.90040, 1.27994, -1.32704, 1.07237

-> 104.000000° x 100.000000°.


Valve Index:

Eye_Left: -1.53902, 1.05133, -1.40477, 1.41272
Eye_Right: -1.05305, 1.54094, -1.41100, 1.41042

-> 114.003876° x 109.381180°.


HTC Vive (Original)

Eye_Left: -1.40033, 1.24576, -1.47397, 1.46573
Eye_Right: -1.24136, 1.39614, -1.46832, 1.46165

-> 108.856194° x 111.541519°.
 

Alextended

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So, HP's Reverb G2 is basically WMR 1.5 but a really nice high quality implementation, like Samsung's Odyssey was in its time. Hopefully the tracking matches Oculus in quality. Still, I doubt this thing will be worth it for most, especially if Oculus drop the price of the S (it's already ~200 less for its lower resolution and lesser audio), though it'll probably kill HTC's VR with their Cosmos mishaps. Hopefully other companies will follow suit and provide their own take on WMR 1.5 for varying price ranges that can compete, down to the $200 of last gen WMR models but with the base improvements seen here, just different HMD/screen/build quality specs and stuff. Otherwise if you're gonna spend a premium you might as well go full Index. Although it can also be a great choice for simmers as it has really great resolution for that $600 it costs, not like a Pimax or XTAL kit (though simmer games like DCS and IL-2 struggle for performance already).

I like seeing new VR models that don't overhaul stuff too much though, lol, first Cosmos, now this use a very similar controller layout, it only means Oculus controllers/features remain competitive and on par longer (it's crazy they got it so right in ~2016) and I don't need to upgrade except when some real sweet stuff arrive for modest prices: VR 2.0 with eye tracking for foveated rendering/gameplay features and finger tracking smoother than index for less moneys or whatever. Maybe wireless connection to PC if that becomes possible already (without crazy extra costs like the Vive wireless adapter). I feel like Quest 2 should have proper wireless (5G?) for PC finally, not the laggy homebrew stuff. But not the other things, too premium to sell any time soon unless they also maintain Quest alongside it and that becomes Quest Pro rather than 2, using its power to run the same games at higher res/hz/settings until they abandon the first.



 
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Durante

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Hi Durante,

I used the OVR_RawProjection/GetProjectionRaw way of getting the FoV of several HMDs including the Oculus Quest (connected to PC with Link cable). Since the Quest is not in your Google doc yet, here are my results:


Oculus Quest:

Eye_Left: -1.27994, 0.90040, -1.32704, 1.07237
Eye_Right: -0.90040, 1.27994, -1.32704, 1.07237

-> 104.000000° x 100.000000°.


Valve Index:

Eye_Left: -1.53902, 1.05133, -1.40477, 1.41272
Eye_Right: -1.05305, 1.54094, -1.41100, 1.41042

-> 114.003876° x 109.381180°.


HTC Vive (Original)

Eye_Left: -1.40033, 1.24576, -1.47397, 1.46573
Eye_Right: -1.24136, 1.39614, -1.46832, 1.46165

-> 108.856194° x 111.541519°.
Thanks!
I added the Quest to the table.
 
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Alextended

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doubt it ... it lacks the top and bottom cameras, so it's still gonna have huge blind spots there
No bottom cameras on Rift S, just 2 front, 2 side similar to the G2 set up in positioning and 1 up the top. The Quest has the 4 in the corners. Tracking is similar enough between the two solutions for users though Oculus has some motion sensing and prediction stuff for when they're in a blindspot or whatever. But it's not just the amount of cameras that matter as the Cosmos line proved. So, it could be close enough to not worry about it for people willing to spend 200 extra (or more if S gets a price drop in the mean time) to have higher resolution and built in headphones & stuff. We'll see with impressions soon-ish I guess.

I still dunno if this is WMR 1.5 by Microsoft updating the base specs or just HP's deal, I saw talk of how the HP controllers are compatible with old WMR and will be sold separately for people who want them (though unless they broke I don't think it's an upgrade worth investing in, especially if you have Samsung's).

I forgot Contractors (imo it's VR COD if Onward is VR Ghost Recon and Pavlov VR Counter Strike) got a mod sdk, neat stuff!

 
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