[GoL]Valve making their own VR HMD + new VR Half-Life - Page 3 - Overclock.net - An Overclocking Community

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[GoL]Valve making their own VR HMD + new VR Half-Life

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post #21 of 58 (permalink) Old 11-13-2018, 12:34 PM
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It would really suck to have to miss a Half Life game, but if it is VR exclusive, then i will be skipping it. I have 0 interest in VR after actually getting to use it at a friends house. Just not my thing. Man after waiting all these years this is what we get. Sucks.

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post #22 of 58 (permalink) Old 11-13-2018, 01:49 PM
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Quote: Originally Posted by Ksireaper View Post
It would really suck to have to miss a Half Life game, but if it is VR exclusive, then i will be skipping it. I have 0 interest in VR after actually getting to use it at a friends house. Just not my thing. Man after waiting all these years this is what we get. Sucks.
What vr did you try? Headset? Game?
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post #23 of 58 (permalink) Old 11-13-2018, 02:17 PM
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Quote: Originally Posted by Darren9 View Post
It wasn't at all illegal for me to take the game I'd purchased to a registered business operating lawfully and transfer it to them for some cash/credit in return, a couple of these "game exchange" stores became national, many stores in many towns/cities, not at all "under the radar" or suspect or suspicious . It is now specifically illegal for me to attempt to transfer my Steam account or anything in it?

I don't think "non transferable" licence was standard across the board from the start, "restrictive TOS" has been a progression. The "game exchange" in my little town wasn't forced out of business because of illegal activities, instead they were forced out of business by a combination of more restrictive licensing more rigorously applied?
You are correct, but the evolution from a game as a good to a game as a service hasn't been completely fictitious. We now expect patches and support for years after games launch. When games were goods, patches and support were never a sure thing. Whether that's a good thing or a bad thing is up for debate, but we have given up a lot of rights of ownership in exchange for (expected) consistent improvement of the product.

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post #24 of 58 (permalink) Old 11-13-2018, 02:42 PM
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Same old arguments against VR.... i'm genuinely interested in getting away from the abstraction of controls that we've been using for two decades.

For those who haven't tried VR and are just expecting a screen on your face, that is quite literally all you will get if you're wanting to play your traditional games at your desk. A proper VR game is made for tracking in a 3d space. You don't need to press a button to expect an action, you just 'do' the motion you want and it should be seamless.

Want to dodge? Move out of the way.
Want to block? Pick up something and put it in front of you.
Want to take cover? Duck and take cover.
Want to reload? Drop the mag and put a fresh one in.
Want to aim? Look down the sights.
Want to fire around a corner without peeking? Stick the gun around the corner without looking and fire.

All these are no longer 'game mechanics', they are just natural actions that you would do like in real life. When you have games designed for these in mind, thats when you start to see innovation in how to play. It's also why its difficult to translate to traditional controls.

I agree with some observations on where the tech is currently at. Cost is certainly a prohibitive barrier for wide adoption. Field of view is being worked on to be less of a goggle-view. Wireless exists and works as long as you have a decent battery.

VR is here to stay and it's will continue to get better if people see it for what it is and can do rather than applying limited expectations on it.

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post #25 of 58 (permalink) Old 11-13-2018, 04:39 PM
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VR is NEVER going to stick. People don't realize that the tech is never going to be where it would need to be to reach a high adoption rate. It's always going to be too heavy and cumbersome for most people because even if they made it half the weight and half the price with twice the resolution, most people still wouldn't care about it at all. Just having some glasses and hand trackers is not enough to simulate much in VR beyond sitting in a cockpit or standing still while shooting at things, and when the gimmick of the VR's minor appeal wears off, most people totally forget about it. It's something much better suited for an arcade, but there are very few people willing to clear out their room and deal with all the other issues just to play VR games. It's never going to stick and I hope Valve is not foolish enough to invest heavily in it, although I have less faith in Valve than in EA so who knows, maybe they'll find a way to dig themselves deeper.

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post #26 of 58 (permalink) Old 11-13-2018, 05:27 PM
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Hey Valve if you decide to make this Half Life game VR exclusive just keep in mind Blizzard's recent announcement of Diablo mobile.

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post #27 of 58 (permalink) Old 11-13-2018, 07:25 PM
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Quote: Originally Posted by UltraMega View Post
VR is NEVER going to stick. People don't realize that the tech is never going to be where it would need to be to reach a high adoption rate. It's always going to be too heavy and cumbersome for most people because even if they made it half the weight and half the price with twice the resolution, most people still wouldn't care about it at all. Just having some glasses and hand trackers is not enough to simulate much in VR beyond sitting in a cockpit or standing still while shooting at things, and when the gimmick of the VR's minor appeal wears off, most people totally forget about it. It's something much better suited for an arcade, but there are very few people willing to clear out their room and deal with all the other issues just to play VR games. It's never going to stick and I hope Valve is not foolish enough to invest heavily in it, although I have less faith in Valve than in EA so who knows, maybe they'll find a way to dig themselves deeper.
You contradict yourself by saying the one-pound headset is too heavy and this is a problem, by saying even if it was half a pound it wouldn't matter anyway... because ok I guess? Also a pound is too heavy? Pretty much anyone with hair below their shoulders is already carrying more weight on their head 24/7. You can't deal with that for an hour or two?

That is why new VR hand units are starting to include per-finger grip strength and tracking, and general-placement (feet, etc) trackers are available.

Look into The Climb, Robo Recall (room scale play), Beat Saber, or any of the various "sport/exercise" games such as boxing. None of those are what you described. None of them require that you clear your room either, you just need enough space to stand and spread your arms. Any game that puts you in a cockpit is probably going to give you serious motion sickness.

What "Other Issues"? I start a game, put on my rift, and play. I must be one of those weird people who both have more than half a square foot of floor space and aren't a hoarder I guess, but the sensors stay set up and the headset is on a table next to where I stand.

Consumer VR units have been out for 30+ months now and are still selling. When is the gimmick gonna wear off?

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post #28 of 58 (permalink) Old 11-13-2018, 09:32 PM
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Quote: Originally Posted by Chargeit View Post
The refresh rate is tied to the hardware. Early vr was concerned with running 90Hz let alone 200hz. I think the gpu power is now here to run well above 90Hz for vr if the hardware is made available.
This is just the most lame excuse ever.

Given that they had to nearly re-invent the graphics pipeline, they could have done it to any display spec they wanted.

This was the best opportunity we will ever have to make high refresh rates THE standard for gaming, but in the end the approach they took was they looked for the absolute bare minimum standard framerate that they could get away with and bet EVERYTHING on making that the standard for VR.
Thus, VR is a sad joke.
A tragedy that people will tell of to their grandchildren and warn of the great depths of human stupidity.

ZERO effort was made to get VR working at high framerates, except from Sony, ironically, and thus the only VR headset that is locked to a console is also the ONLY VR HEADSET CAPABLE OF 120HZ!!!
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post #29 of 58 (permalink) Old 11-13-2018, 09:51 PM
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post #30 of 58 (permalink) Old 11-13-2018, 10:35 PM
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Quote: Originally Posted by littledonny View Post
You are correct, but the evolution from a game as a good to a game as a service hasn't been completely fictitious. We now expect patches and support for years after games launch. When games were goods, patches and support were never a sure thing. Whether that's a good thing or a bad thing is up for debate, but we have given up a lot of rights of ownership in exchange for (expected) consistent improvement of the product.
It seems a bit like excuses, not your explanation but that granting a "transferable" licence as opposed to "non transferable" somehow impedes ability to provide patches or support or even just to provide a working product without bugs or glitches as promised.

Especially for a game the support and improvement window can be pretty low, further BF or COD support/improvement for the old games after the new one has released? I'm not expecting it, you're supposed to put down the old one and get the new one. More likely because it is now possible to patch games at a later date you're just getting a far more buggy/glitchy release along with "we'll patch whatever they moan about the most" and all dressed up in "we're listening and you're important".

I'm sure someone would happily give me the price of a pint of beer to play my old BF3 or 4 that are no longer supported but they've been blocked deliberately and can only give EA a higher price (sorry I don't have any recent AAA on Steam). - That seems closer to the true intent of "non-transferable" to me.


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