That's the great thing about having the likes of Valve developing it, they don't care about the "budget" required to make the game, they are happy to make it even if it is at a loss, remember they are still a privately owned company, they are not at the mercy of shareholders. They will continue to make billions from the Steam platform.
As for the tremors, that depends on the VR setup I guess, my Vive seems pretty rock solid stable, non of that tremor nonsense, both my lighthouses are bolted to a wall so vibration isn't a problem.
They also don't seem to care about micro-transactions/gambling and provide proper mod support in all their games.
Valve as a games developer are still one of the good ones.
CSGO is full of it isn't it?
Does actually aiming and hitting things in VR require any sort of proficiency as someone might have to use a real gun? I just have the image of getting a Valve Index or something and going "yes! Now I can play all this immersive shooters" then after 10 minutes of getting ruined and barely being able to hit anything wishing I had my mouse and keyboard back!! Unfounded?
Can you turn the auto aim off? I really don't like the sound of that.
Is a competitive shooter (or single player too I suppose) in VR just a far less (okay, "differently") skilled affair? (thinking about how a console version of a shooter is often thought of as differently (often implied less) skilled than on the PC with more precise KB&M controls). If so then maybe it's worth it for the extra immersion, I just feel a bit like going from being used to controlling a character without physical limitations to essentially controlling yourself in the game might be pretty disappointing (or even immersion-breaking?)
As a VR user of over 3 years, I've no idea what he's referencing?. Just about all of the single player stuff is presented to you so close, you practically can't miss. Pistol Whip is in by design, but it can be turned off with deadeye mode. Only logged a few hours in Pistol Whip myself, but I find the two handed grip equally perplexing, it's hard to miss even in deadeye.
Pistol Whip has the dead-eye mode without aim assist and it is significantly harder to hit reliably.
Great game though, but needs more variety don't you think?
"Does actually aiming and hitting things in VR require any sort of proficiency as someone might have to use a real gun?"
Generally, yes (without obvious stuff like actual recoil etc), since you're doing pretty much the same thing.
Dunno if this helps you get a better idea, but here's me on a rampage in Wardust VR. Yes, the graphics are crap - it's an indie title blahblah - but the basic mechanics are more or less the same across most shooters.
Aiming the gun, physically pulling out a mag, grabbing another and slamming it in then pulling the slide might be more fiddly than pressing the reload button, but it's a hell of a lot more immersive and satisfying to do all that while feeling like you're in an actual gunfight and doing things like actually crouching behind cover.
Thanks for humouring me... it doesn't look that bad actually. I've always been convinced by the idea of actually having to do something to reload, pick things up etc. that seems really immersive, I just had visions of not being able to hit anything... maybe I am overthinking it as you said