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Light No Fire - VR

mikeb0817mikeb0817 Member UncommonPosts: 171
So I love the idea of VR. In practice it's hit or miss. I've had every Oculus Dev Kit pre release of the 1.0 device, 2 generations of the retail Oculus, and both PSVR 1&2. I don't play VR often, and for some reason I can only get into it in the winter when I'm not working and lose all my outside activities... I digress.

I'm coming to the last few months of work before a long break and, today was thinking about how excited I am to play the newly refreshed No Man's Sky. And it dawned on me - if all the tech Hello is using to make Light No Fire is also compatible with the NMS engine - then shit I'm gonna have another AAA VR game to play for years - this got me really f'ing excited. Lol. That's it. Just thought I'd share my excitement/speculation.

Anyone else here into the helmet games?

Comments

  • AngrakhanAngrakhan Member EpicPosts: 1,837
    I was an early adopter and have the original HTC Vive. It's an interesting gimmick but it's been gathering dust for years at this point. Things I want to see before I get another HMD:

    1. Untethered (no tripping on cables)
    2. Real time self calibration (I want to put it on my head and play, not setup and calibrate for 20 minutes)
    3. Complete elimination of screen door effect (may be there now, I haven't tried the latest HMDs)

    Until they get the HMDs to the point they have all 3 of these im content to wait. I'm pretty sure I'll be waiting a while. It's been 8 years since the first HTC Vive released and they're still not there yet. Nevermind video card tech still isn't there yet. It's obviously not an easy problem to solve.
  • Asm0deusAsm0deus Member EpicPosts: 4,618
    Angrakhan said:
    I was an early adopter and have the original HTC Vive. It's an interesting gimmick but it's been gathering dust for years at this point. Things I want to see before I get another HMD:

    1. Untethered (no tripping on cables)
    2. Real time self calibration (I want to put it on my head and play, not setup and calibrate for 20 minutes)
    3. Complete elimination of screen door effect (may be there now, I haven't tried the latest HMDs)

    Until they get the HMDs to the point they have all 3 of these im content to wait. I'm pretty sure I'll be waiting a while. It's been 8 years since the first HTC Vive released and they're still not there yet. Nevermind video card tech still isn't there yet. It's obviously not an easy problem to solve.

    I have a quest 2 I bought used.

    1. It has airlink and its how I play even for PCVR games as I don't have a wire so.... check

    2. Doesn't take 20 mins to set up at all, you can have a guardian boundary or turn it off so... check

    3. No screen door effect even on this quest 2 and there's better HMD's out now so... check.
    mikeb0817

    Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.





  • DibdabsDibdabs Member RarePosts: 3,239
    I'm on my third VR headset and I quite like using my latest one, but I can only really manage an hour or so of playing on one.  It seems to tire me out, somehow, in a way I can't quite put my finger on.  I can play all day on my PC though, so I'm sticking to that for my long playing sessions.
    Scot
  • mikeb0817mikeb0817 Member UncommonPosts: 171
    edited August 4
    As mentioned, I think most of your concerns are addressed with newer tech, ANGRAKHAN... That's not to say each current piece of that pie is offered in the same device, though. I do think the next generation - from each respective manufacturer, will have everything tied in.

    Edit : Copy Paste the wrong user name ;'(
    Post edited by mikeb0817 on
  • DeadDOGDeadDOG Member UncommonPosts: 191
    edited September 15
    yes Light no Fire in VR will be one of the best MMORPGs hope they get more players in a server than NMS, so it will be a MMO.

    The Quest 3 has so much. ( i Hope steam Deckard makes a better one )
     now if you add the Pro controllers to the Quest 3 it is a vary good system. better than light house trackers
    (unless you want full body)
     with hand tracking controllers are only needed in sword or gun fights. but it keeps getting better. (need to have holster on your sides for controllers now.)
    use your hand tracking and then pull your gun out of your holster.

    they are working on full body tracking for the Quest 3 i hear people use the pro controller tied to their feet and go hands free or have the Q3 controllers in their hands. 

    image

    www.DigitalMindz.com

  • Asm0deusAsm0deus Member EpicPosts: 4,618
    Also in case some dont know but you can check out Luke Ross VR mods.

    Cyberpunk 2077 with Luke R mod


    Fallout 4 VR



    Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.





  • mikeb0817mikeb0817 Member UncommonPosts: 171
    edited October 13
    Asm0deus said:
    Also in case some dont know but you can check out Luke Ross VR mods.

    Cyberpunk 2077 with Luke R mod


    Fallout 4 VR



    These make it look (and me wish) PC VR was "plug-n-play"  friendly/easy mode.. it's not. Imagine the frustration you have trying to stack mods on a game like Skyrim - trying to force the best you can get out of your rig.. people get lost in that shit and give up. Trying to optimize flat games for VR is a masochistic endeavor.

    I'm happy with PSVR2 on PS5 for now because I simply can't get lost in mods and configurations.
  • MMOExposedMMOExposed Member RarePosts: 7,400
    Is this a MMO?

    Philosophy of MMO Game Design

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