VR Devs Approaching FPS Games In Very Different Ways

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Kevin Carbotte is a contributing writer for Tom's Hardware who primarily covers VR and AR hardware. He has been writing for us for more than four years.

  • zambutu
    I have no problem with a vr fps where you can move around like any other game
    Reply
  • kcarbotte
    17422137 said:
    I have no problem with a vr fps where you can move around like any other game

    You may be the exception, but that is certainly not the case for most people. That kind of locomotion was quickly found to be very unsettling for most people.

    https://www.youtube.com/watch?v=FGVrvBszHhc&ab_channel=BrandonJLa

    Reply
  • irish_adam
    Surely then the solution is head tracking and a game pad where you only use one analog stick to move forward, back and strafe while head tracking lets you look around, you could have it so if your head moves past a certain point it also moves your character round.

    Because actually moving around all the time seems a bit shit and will mean you only use your vr headset for vr only games and who's going to be making awesome high budget games for such a small amount of users? even if you did get big budget games you'll always be stuck in your little movable box and no matter how you come up with tricks, you'll never get the real free to roam games and maps we get these days
    Reply
  • zambutu
    17422222 said:
    17422137 said:
    I have no problem with a vr fps where you can move around like any other game

    You may be the exception, but that is certainly not the case for most people. That kind of locomotion was quickly found to be very unsettling for most people.

    https://www.youtube.com/watch?v=FGVrvBszHhc&ab_channel=BrandonJLa

    that would be disappointing as the whole point of 90fps and low persistence is to minimise simulator sickness. I played hl2 and both episodes through on dk1 and half way on dk2. I had no issues, but I can see how others would. However, I don't understand why cv1 cant solve the motion issues for most others, unless running around in vr while standing still in real life is psychologically disturbing.

    hover junkers creates a 1:1 movement experience, but fast motion is fast motion...its still there

    Reply
  • zambutu
    17422305 said:
    Surely then the solution is head tracking and a game pad where you only use one analog stick to move forward, back and strafe while head tracking lets you look around, you could have it so if your head moves past a certain point it also moves your character round.

    Because actually moving around all the time seems a bit shit and will mean you only use your vr headset for vr only games and who's going to be making awesome high budget games for such a small amount of users? even if you did get big budget games you'll always be stuck in your little movable box and no matter how you come up with tricks, you'll never get the real free to roam games and maps we get these days

    17422307 said:
    17422222 said:
    17422137 said:
    I have no problem with a vr fps where you can move around like any other game

    You may be the exception, but that is certainly not the case for most people. That kind of locomotion was quickly found to be very unsettling for most people.

    https://www.youtube.com/watch?v=FGVrvBszHhc&ab_channel=BrandonJLa

    that would be disappointing as the whole point of 90fps and low persistence is to minimise simulator sickness. I played hl2 and both episodes through on dk1 and half way on dk2. I had no issues, but I can see how others would. However, I don't understand why cv1 cant solve the motion issues for most others, unless running around in vr while standing still in real life is psychologically disturbing.

    hover junkers creates a 1:1 movement experience, but fast motion is fast motion...its still there

    sounds fine to me, question is, do the vive controllers have a game pad like movement ability? or are they for object manipulation only
    Reply
  • kcarbotte
    17422305 said:
    Surely then the solution is head tracking and a game pad where you only use one analog stick to move forward, back and strafe while head tracking lets you look around, you could have it so if your head moves past a certain point it also moves your character round.

    Because actually moving around all the time seems a bit shit and will mean you only use your vr headset for vr only games and who's going to be making awesome high budget games for such a small amount of users? even if you did get big budget games you'll always be stuck in your little movable box and no matter how you come up with tricks, you'll never get the real free to roam games and maps we get these days

    You're right, you won't get the free roam high-budget games, at least not for a while.
    If you wan't a controller that moves you around, look to Oculus Rift, but you likely won't see any FPS games using that setup.
    Certain game will work great with a game pad, others will need hand tracking, Vive games will often use a space you move around in.

    VR games aren't going to replace standard games in the short term. They will mostly be very different experiences, developed solely for VR.

    Reply
  • zambutu
    17422412 said:
    17422305 said:
    Surely then the solution is head tracking and a game pad where you only use one analog stick to move forward, back and strafe while head tracking lets you look around, you could have it so if your head moves past a certain point it also moves your character round.

    Because actually moving around all the time seems a bit shit and will mean you only use your vr headset for vr only games and who's going to be making awesome high budget games for such a small amount of users? even if you did get big budget games you'll always be stuck in your little movable box and no matter how you come up with tricks, you'll never get the real free to roam games and maps we get these days

    You're right, you won't get the free roam high-budget games, at least not for a while.
    If you wan't a controller that moves you around, look to Oculus Rift, but you likely won't see any FPS games using that setup.
    Certain game will work great with a game pad, others will need hand tracking, Vive games will often use a space you move around in.

    VR games aren't going to replace standard games in the short term. They will mostly be very different experiences, developed solely for VR.

    This makes me happy to sit and wait for the vr dust to settle before investing in one of these systems. the DK2 will be supported by many developers for at least a while.

    I just feel that a 1440p version of dk2 released last year as a cv1 (for 400$) would have been the perfect transition into the high end kits they're bring out this year. Get the headset into more hands for the price, hard working developers could be selling their games already and Oculus could take their time perfecting their premium unit and releasing the touch controllers at the same time as "cv2."

    I dunno, maybe wasn't feasible, but feels like a missed opportunity to me.
    Reply
  • LuxZg
    +1 for waiting for the dust to settle. Still too many ifs and whats, still too much $$$ and too little content, still a huge fragmentation of hardware vs content, etc.

    Let them figure it all out and than we can buy into this, let early adopters iron it out :p

    As for the FPS, to have the freedom, gameplay and storyline of todays first person games (be it shooters, adventures or role playing games) in VR - we'll need to wait a long while. Otherwise you have gameplay regression just to have it in VR. It would be like using VR to read a book, and than having to suffer through bad ones after you "got used to" (or got spoiled) by the masterpieces of the past. Simply... Needs refining before much $$$ is spent by masses.
    Reply
  • Durandul
    Surely then the solution is head tracking and a game pad where you only use one analog stick to move forward, back and strafe while head tracking lets you look around, you could have it so if your head moves past a certain point it also moves your character round.

    Because actually moving around all the time seems a bit shit and will mean you only use your vr headset for vr only games and who's going to be making awesome high budget games for such a small amount of users? even if you did get big budget games you'll always be stuck in your little movable box and no matter how you come up with tricks, you'll never get the real free to roam games and maps we get these days

    With my DK1, the games that did that were worse actually even worse. Having keyholing in VR made me almost instantly sick while playing Half-Life 2. That was the only time I actually got a headache using the Rift.

    I think we'll see a few solutions emerge, but I'm guessing something like Arma's solution with TrackIR will catch on for games that stick with a more traditional FPS format.
    Reply
  • thor220
    Man, if only we knew how to intercept nerve signals and covert them into digital data. That'd really solve so many issues.
    Reply