Boneworks

The controller positioning on the Rift S is a little off for me.

Sadly I'm suffering quite badly with motion sickness after playing, too. Really gutting.

Weapons feel amazing, though. May try to find a more comfortable way to play, as I really want to get through the story.
 
Just a heads up to any quest owners planning on using VD WiFi for this game - something screwy going on with hand positioning which makes it basically unplayable.

Works fine using link.

VD dev is aware and says fix coming in Jan.

Thanks for the heads up downloaded it last night.

Bit like the Rift game I tried the other night cant remember which one it was but it was a shooter that put me in stuck half in the cliff side unable to move !
 
The controller positioning on the Rift S is a little off for me.

Sadly I'm suffering quite badly with motion sickness after playing, too. Really gutting.

Weapons feel amazing, though. May try to find a more comfortable way to play, as I really want to get through the story.

normally I’m pretty much invincible to motion sickness but this game gave me a few uncomfortable moments. I think the full physicalised body and IK results in some slightly nausea inducing un-commanded head movement.

going back to it after a break and I felt much more comfortable already... just the big falls that give me a bit of a funny feeling momentarily like going over a bump in a car when you were a kid lol. Could always close your eyes for those bits!

I suggest just attacking it little and often. Stop for a break before the nausea sets in.
 
I suggest just attacking it little and often. Stop for a break before the nausea sets in.
Good advice but remember that at the moment the game only saves at the end of levels. The devs say they're implementing mid level checkpoint saves hopefully by January.
https://steamcommunity.com/app/823500/discussions/0/3963662189543240419/

Apparently they didn't realise how long people would take to get through the levels
Boneworks Devs said:
internally, we thought that the game was about 4 hours long. In reality it seems to be 8-12 hours for first-timers. We thought Streets was about 30 minutes; it's clearly 70-90 minutes on your first run

Boneworks Devs said:
Planned Features
  • Grip both handles and hold the triggers for a couple seconds to checkpoint
  • Return to any checkpoint station whenever you want to re-checkpoint
  • Personal inventory saved
  • Ammo state saved on the player and for every potential pickup in the level
  • Any reclaimed item saved or returned to original location unless in player inventory
  • Keys in keyholes and batteries in sockets saved
  • All non-force grabbable physics objects reset
  • Enemy encounters reset
 
normally I’m pretty much invincible to motion sickness but this game gave me a few uncomfortable moments. I think the full physicalised body and IK results in some slightly nausea inducing un-commanded head movement.

going back to it after a break and I felt much more comfortable already... just the big falls that give me a bit of a funny feeling momentarily like going over a bump in a car when you were a kid lol. Could always close your eyes for those bits!

I suggest just attacking it little and often. Stop for a break before the nausea sets in.

Little and often is good advice, just really frustrating how little I can do before it sets in! You're right, though, it's the locomotion but also the jumping/falling. Games without thumbstick locomotion I'm pretty much fine with for a couple of hours. This game really messes with my weak disposition to motion sickness. I played a little yesterday morning and was feeling it for the rest of the day.
 
I’ve seen quite a few people suffering from some level of motion sickness... hopefully they can add some options to improve it down the line.

Good point about the complete lack of saves or checkpoints - quite frustrating if you don’t have time to finish a level!

while I find it generally ok, I can see why valve have gone with the disembodied hands and not used boneworks style IK for Alyx. The motion sickness issues that result from the body moving the head seem to be problematic.
 
While I find it generally ok, I can see why valve have gone with the disembodied hands and not used boneworks style IK for Alyx. The motion sickness issues that result from the body moving the head seem to be problematic.

Only a few games have managed to get IK for full arms working properly, and even then you get glitching. Lone Echo on Rift is probably the best implementation I've seen, and as a consequence gives amazing sense of presence.
 
I get absolutely no motion sickness.
Sadly this game is made for experienced VR users who are resistant to it.

I absolutely love this game. Its made me actually respect my surroundings in VR. I'm no longer playing a game as such. I can't just swing a sword aimlessly. I did it yesterday and it actually caught onto a statue I was next to.

I feel like this game really needs foot tracking though.
 
Little and often is good advice, just really frustrating how little I can do before it sets in! You're right, though, it's the locomotion but also the jumping/falling. Games without thumbstick locomotion I'm pretty much fine with for a couple of hours. This game really messes with my weak disposition to motion sickness. I played a little yesterday morning and was feeling it for the rest of the day.
I don’t have a weak disposition to motion sickness in any way, but so far I can only stomach Boneworks for 15-20 minutes at a time before I start to feel dreadful. The length of time I can cope also means I’m spending a lot of time repeating sections, which isn’t helping.

I tried to push through and do an extra 5-10 minutes and regretted it, felt godawful for hours afterwards.

The key definitely is quitting before feeling bad!
 
I can see why there's a problem with motion sickness, and why they warn you on entry. The actual movement itself isn't the problem, it's the push and pull motions that I can see people struggling with. It reminded me of when I used to struggle with smooth turning, your feet feel planted and your head is in motion, it instantly feels like your tripping forward with no restraint leaving your body behind.

Personally I passed that barrier a long time ago, I was having a lot of fun it with without an inkling of an sickness. Half Life Alex is going to be one amazing game if they can one up on the stuff they've got going on in Boneworks.
 
Personally I passed that barrier a long time ago, I was having a lot of fun it with without an inkling of an sickness. Half Life Alex is going to be one amazing game if they can one up on the stuff they've got going on in Boneworks.

I think one of the reasons Half Life Alyx isn't out until next year is they saw Boneworks and realized they had serious competition from a VR interactions point of view. Apparently HL: Alyx was going to be teleport only originally, as valve seemed to have been stuck in a roomscale mindset (They even didn't add thumbsticks to the Index controllers until recently).
 
I don’t have a weak disposition to motion sickness in any way, but so far I can only stomach Boneworks for 15-20 minutes at a time before I start to feel dreadful. The length of time I can cope also means I’m spending a lot of time repeating sections, which isn’t helping.

I tried to push through and do an extra 5-10 minutes and regretted it, felt godawful for hours afterwards.

The key definitely is quitting before feeling bad!

Yeah, I felt awful all day on Friday. I'm the same with rollercoasters, though. Or can be... I just plow through it. This game really messes with me, though. I've requested a refund. I'm not blaming the developers, it's just not a very accommodating game given how it focuses on physics puzzle solving. The combat is really what I'd like to focus on without the locomotion. It makes me concerned that I won't be able to enjoy Alyx. If that game limits you to locomotion, I'll be disappointed.
 
Yeah, I felt awful all day on Friday. I'm the same with rollercoasters, though. Or can be... I just plow through it.

Never, ever just plow through it. You are training your brain to associate VR with motion sickness. The second you feel even a little nauseous you should stop playing. You will find that each time you play you last a little longer before you start getting the queasy feeling.

Boneworks introduces a new type of motion which your brain will need time to adjust to. It's the same process, if you feel sick then stop.
 
I don’t have a weak disposition to motion sickness in any way, but so far I can only stomach Boneworks for 15-20 minutes at a time before I start to feel dreadful.

If you are feeling dreadful and still playing then you have waited far too long before stopping. It's PITA in Boneworks because you have to repeat a section so many times, but, you will never get over VR sickness if you don't stop the second you start to fill sick.

It normally doesn't take too long, but, it does take discipline because sometimes it's hard to stop when you are right in the middle of something.

On the plus side if you get strong VR legs in Boneworks then you will probably be immune to motion sickness in every other game out there!!
 
I don’t have a weak disposition to motion sickness in any way, but so far I can only stomach Boneworks for 15-20 minutes at a time before I start to feel dreadful. The length of time I can cope also means I’m spending a lot of time repeating sections, which isn’t helping.

I tried to push through and do an extra 5-10 minutes and regretted it, felt godawful for hours afterwards.

The key definitely is quitting before feeling bad!


I think it’s relatively weak tbh as I’ve had absolutely zero issues playing boneworks.
 
I think it’s relatively weak tbh as I’ve had absolutely zero issues playing boneworks.
Yeah sure.

The fact is that I haven't experienced motion sickness in real life situations or any other VR game, EVER. Something about Boneworks is really getting to me though.

If you are feeling dreadful and still playing then you have waited far too long before stopping. It's PITA in Boneworks because you have to repeat a section so many times, but, you will never get over VR sickness if you don't stop the second you start to fill sick.

It normally doesn't take too long, but, it does take discipline because sometimes it's hard to stop when you are right in the middle of something.

On the plus side if you get strong VR legs in Boneworks then you will probably be immune to motion sickness in every other game out there!!

I am stopping at 15-20 minutes, BEFORE I feel dreadful. Every time I've tried to push past the initial feeling that I'm going to start feeling off, that's when I feel dreadful. If I stop then I just need a 10 minute break before I'm perfectly fine again.
 
Got this tonight. I have very good VR legs but had a couple of faintly queasy moments. However they passed quickly, and time flew by while playing.

The most problematic mechanic is climbing, as it just feels bouncy and off. The climbing mechanics in the Climb are less realistic, but they're more solid and playable.

The physics in this game remind me a bit of how Goat Simulator feels - glitchy but incredibly good fun. You can see it's the future of VR interactions, but it's not there yet.

The game has a distinct Portal vibe, so it's treading firmly on Valve's turf.

The level of immersion is immense, even more so than normal as the full body is simulated. I tried to kick a rubbish bag down a disposal chute before I realized my legs aren't tracked. :rolleyes:

I nearly smashed my Rift CV1 touch controller on my desk when trying to crouch and hit a cardboard box. I don't think my Quest Touch controller would have survived, but my CV1 controller gained another battle scar. :D
 
you will never get over VR sickness if you don't stop the second you start to fill sick.
I meant rollercoasters. Not sure if you've ever been to a theme park, but they don't recommend getting off whilst the ride is in motion ;) lol.

I've had it refunded for now. :(
 
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Played about 30 mins so far and like others I'm in and out due to not really having any VR legs - I have probably only played perhaps 2 and a half hours in VR in total. I'm getting better at it though and have been practicing in Blades and Sorcery and also in the Boneworks. I am determined to get to the point where I can play a game and not want to throw up. For me its the vertical up and down movements that seem to mess me up so I need to get myself used to that and away I go. What I find odd is that I don't get on very well with heights and apparently my head is telling my body that I also don't particularly like heights in VR either.

I haven't even got to wielding a gun in Boneworks yet but I did get to swing a baseball bat around at little ball things.
 
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