*** Half-Life: Alyx ***

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.
 
I've got a question about VR (possibly stupid) as none of the games I've briefly tried on the few goes I've had were really proper "shooters"...

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?
 
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?

Many SP VR games have a degree of auto-aim to make shooting easier, and to make the experience more fun. (You want to feel like you're John Wick without having to be as good as John Wick. :rolleyes:). This is taken to extremes in games like Pistol Whip, but even that game benefits from a two handed pistol style grip on the controller.

The online competitive VR shooters don't have auto aim, and proper aiming and the use of gun stocks make a huge difference.
 
Can you turn the auto aim off? I really don't like the sound of that.


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.
 
Hmm... I would have to try it... in some ways though the description makes it sound like a big step backwards (at least in those types of games) and I suppose that's where a lot of people are at with regards to whether VR can ever really become the standard for games going forward or not... 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?)
 
I think you're over thinking it.

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?)

It's a differently skilled affair, not a lesser one. Just like 'pancake' fps, you need to learn the ropes and there'll be a mix of good, bad and averagely skilled players.
Controlling yourself and physically holding a weapon and aiming could never be less immersive than using a mouse to point and click, unless the game is terrible.

"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.


I am using a gunstock, which helps helps zero targets more quickly and adds to the immersion of using a rifle.
 
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.

I've read articles from various Devs that they do use slight aim assist to make the games more fun. Not all games do it though. If you have a laser sight for example you don't need aim assist.

Pistol Whip has the dead-eye mode without aim assist and it is significantly harder to hit reliably.

Vader Immortal has significant aim-assist with the light sabers reflecting shots back and throwing light sabers, and that's done deliberately to make you feel like a Jedi.
 
Pistol Whip has the dead-eye mode without aim assist and it is significantly harder to hit reliably.

Perhaps it's just me then, I don't find it that difficult. I tend to get more overwhelmed, advancing years haven't lessened my steady arms or my hand to eye, but I play in a mere 1.5 meter left to right, so movement is difficult in some scenes.

Great game though, but needs more variety don't you think?
 
Well if one of them is called a shotgun it's a start:)

Though barrel rolling enemies, or perhaps ones jumping off ledges requiring tight air shots, or ones that ghost through the scenery needing to be hit in slight opportunity. Lotta work, my guess is they'll stick to rinsing with music packs:o

"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.

Very true, but it means you can rock online in to your 40s and beyond:D
 
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
 
You should be alright. It just takes a little getting used to and feels natural enough pretty quickly.

The only game that I've had trouble aiming with is laser tag in Rec Room. I'm pretty sure it was because it was set up for Vive wands and the angle/pitch was slightly off when using touch controllers.
 
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

I played a few hours of Arizona Sunshine on my mates Vive. You'll be popping heads in no time. Takes a few minutes to get used to it but aiming a handgun down the iron sights and blowing zombie scum away is very satisfying. Helps if you hold the gun like a gangsta rapper obviously.
 
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