this post was submitted on 18 Mar 2024
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[–] bfg9k@lemmy.world 53 points 8 months ago (7 children)

There just aren't enough engaging VR titles, everything still feels like a tech demo.

[–] originalucifer@moist.catsweat.com 22 points 8 months ago (2 children)

the entire vr space is a solution waiting for a problem. gaming seems the only practical application and it just cant turn out anything to trigger mass adoption.

[–] Poutinetown@lemmy.ca 6 points 8 months ago (2 children)

Honestly I feel 3D video production is a huge missed opportunity. I don't mean YT videos played in a VR screen, but actual 360-captured videos specifically designed for VR. Would probably work for MVs.

[–] Buddahriffic@lemmy.world 6 points 8 months ago

The ability to control where the audience is looking is pretty significant in produced videos. Not only does it ensure (or makes more likely) they see what you want them to see, it also means they won't see what you don't want them to see, like the crew of people doing support tasks in various places out of frame. The limited field of view makes production significantly easier.

[–] deegeese@sopuli.xyz 3 points 8 months ago

More expensive to produce, with a much smaller target market.

[–] SatansMaggotyCumFart@lemmy.world 3 points 8 months ago (1 children)

PlayStation should partner with Pornhub and make some PSVR2 content.

[–] Appoxo@lemmy.dbzer0.com 1 points 8 months ago

Since they are japanese based make that JAV or hentai.

[–] mindbleach@sh.itjust.works 17 points 8 months ago (3 children)

Prices remain obscene because every idiot thinks "it needs more pixels!" when that has literally never been a limiting factor. One-millisecond head-tracking latency on a 480p watch-TV-on-a-plane HMD would beat an 8K-per-eye Pimax gizmo in 3DOF.

And every manufacturer imagines owning the entire tiny-ass market, so compatibility is worse than 1980s CP/M machines.

And you still need a monster computer or Wii graphics to run at a do-or-die 120 Hz or whatever. Which is a problem the industry won't even acknowledge. If your monitor relied on software to hit its refresh rate it would blink and flicker constantly. VR frame drops make the whole world lag.

$500 for an accessory that'll only work on a dozen games for your $600 console is not a serious business model.

There's one company doing it right, but it's Facebook, so fuck them.

[–] Socsa@sh.itjust.works 6 points 8 months ago (2 children)

Eh, I think comfort is a big factor as well. Having something strapped to your face for hours at a time is just never going to be something most people do unless there is a really compelling reason for it. Right now, there just isn't. You can already watch TV on an airplane just fine. The games are cool, but there's just nothing "can't miss" out there yet. That's probably why porn is really the biggest hit with VR, because it does offer a new experience, and it is naturally consumed in short bursts

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[–] Pika@sh.itjust.works 4 points 8 months ago

there's also people like me that got absolutely burned with the failure that was the psvr 1 and I refuse to even concider getting another. I used the first one maybe twice but it's specs were so trash that it made me sick trying to play it. I don't have this issue with my index.

[–] jaemo@sh.itjust.works 4 points 8 months ago (1 children)

You lost me when you mistook valve for Facebook.

[–] mindbleach@sh.itjust.works 1 points 8 months ago (2 children)

The Index is overpriced by itself and relies on equally-overpriced external hardware for tracking. The controllers are nice, but again, hideously expensive. It's an excellent choice for people already committed to doing VR on their gaming PC. That is not a lot of people.

Inside-out and standalone is the right answer. Inside-out, standalone, and cheap. And not attached to Mark Zuckerberg.

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[–] TranscendentalEmpire@lemm.ee 8 points 8 months ago (1 children)

My theory has always been that the better you try and make VR, the more it's going to negatively affect the general population.

The same thing happens when you try to make life like prosthetics. If you make a prosthetic that's too visually similar to the original, your brain actually tries to communicate with it, and when it doesn't get anything back, it can cause symptoms of dysmorphia.

I think similar things are happening with VR, that the more sound and visuals are able to trick your brain, the more it will conflict with proprioceptors telling you that you're actually just sitting in your room.

[–] Buddahriffic@lemmy.world 3 points 8 months ago (1 children)

One thing I noticed after playing the horizon game in VR (where it renders fake hands that follow your controllers) is that afterwards, I had a sense that my real hands weren't so real after getting used to dismissing them in the game.

I question whether VR is generally a good idea based on how our brains learn and do things. Like I'm sure that my brain has made specific pathways or weights for playing a whole bunch of games, but activating them involves sitting in front of a screen with the input devices. I think even racing sims, where some things can be applicable, it's more at the conscious level than the "I can do this without thinking about it". VR games might be realistic enough to start activating the same pathways outside of games. As much as I want better VR, I wonder if it's a be careful what you wish for kinda thing, especially for younger people.

[–] TranscendentalEmpire@lemm.ee 3 points 8 months ago (1 children)

question whether VR is generally a good idea based on how our brains learn and do things.

I think the main problem with VR in general is the same problem we see mirrored in the rest of the tech world. Most people in silicon valley fundamentally do not understand the way the central nervous system works.

Because of sci-fi and other media, people tend to perceive the brain and the body as two different things. That the body is just the vehicle of the brain, and that we will someday be able to rid ourselves of these mortal vehicles.

In reality there are no clear delineations that separate the central nervous system from the rest of body in this manor. The more we learn about the brain, the more we discover that it doesn't function like the command center we like to describe it as. That a lot of reactive motions aren't signaled by the brain, but from the spinal cord.

Because of this relation between body and mind, screens will never be as effective as buttons. Things like NueroLinks will never be able to provide the ease of use as a mouse. And VR will never be a pleasurable experience for the vast majority of the population. We simply aren't suited for an environment where our only stimuli is just the visual and audible spectrum.

[–] Buddahriffic@lemmy.world 2 points 8 months ago

Yeah, even just something like movement involves the whole body. The inner ear and stomach are a couple of obvious movement feedback areas, but real movement affects every cell in your body. When they don't agree, it's easy to get disoriented plus there can be nausea.

I feel very lucky that I can move around in a VR game with a controller and not feel sick, but I'd love to be able to feel the acceleration in Gran Turismo. I think not feeling the movement is why I can't go into autopilot in the game like I can while driving for real. I have to pay attention at every corner and need the gear indicator (or memorization) to know how much to slow down. I never have to check my speed on corners when driving a real car, though manual transmission might help with that (but if I drive an auto, I'm still not checking the speedometer on corners).

[–] LordOfLocksley@lemmy.world 5 points 8 months ago

That plus you need a spare $500 for it, makes it a hard sell

[–] Rinna@lemm.ee 5 points 8 months ago* (last edited 8 months ago)

As someone who's into a lot of VR stuff, the biggest problem is that it's still a niche market that requires the consumer to be spending a lot on extra hardware in order to play it. Obviously the majority of studios would rather invest in something more people can play and therefore buy, and at most will maybe add a VR mode to their first person game. I've found VR modes and mods for games not initially developed for that sort of hardware to be more engaging and have more substance than most of the ones specifically made for it (and is most of the VR games I play), but being able to play in VR does enhance the experience imo depending on the game.

[–] skulkingaround@sh.itjust.works 4 points 8 months ago

I bought a valve index to play Half Life Alyx and Boneworks. I was so excited to see what new and exciting games would come next aaaaand... nothing remotely interesting has come out since.

[–] CheeseNoodle@lemmy.world 3 points 8 months ago

Also those headsets are 500 a piece. Most people can't afford to drop the cost of a mid range PC on a peripheral.

[–] poVoq@slrpnk.net 39 points 8 months ago* (last edited 8 months ago) (3 children)

Valve should partner up with them for 1st party SteamVR support. It has good hardware and would be a good stop-gap replacement for the aging Index while Valve's next gen headset will still take some time to be released most likely.

[–] MolochAlter@lemmy.world 22 points 8 months ago (14 children)

That would be incredible, doubt Sony would go for it though.

[–] DaseinPickle@leminal.space 15 points 8 months ago (3 children)

Sony does seem that they are into supporting PC. They know it’s not enough with PlayStation revenue with these big budget games.

[–] NOT_RICK@lemmy.world 3 points 8 months ago (1 children)

Yeah but I’m sure they care more about VR software sales than actually moving the hardware.

[–] MolochAlter@lemmy.world 1 points 8 months ago

I mean, warehouses cost money...

[–] BlemboTheThird@lemmy.ca 2 points 8 months ago (1 children)

They're not even into supporting their first generation of VR titles, hard to imagine they'd ever bother with PC

[–] DaseinPickle@leminal.space 2 points 8 months ago

If the market was bigger because of PC, it might be worth it.

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[–] vividspecter@lemm.ee 14 points 8 months ago

And bring first class Linux support along with it, since the options there are pretty sparse, although getting better with the Monado project in particular.

[–] RaoulDook@lemmy.world 2 points 8 months ago

The PS VR2 wouldn't be an upgrade from the Index, it would be a downgrade in FOV, refresh rate, and controllers. Only the resolution is a bit higher than the Index

[–] atocci@lemmy.world 16 points 8 months ago (1 children)

I hope PC VR support is still on the roadmap. They seem like excellent headsets, but I won't be getting a PS5 for it.

[–] june@lemmy.world 2 points 8 months ago (1 children)

It is and is going to become available this year.

I’m very excited to have more to play than gt7 lol

[–] atocci@lemmy.world 1 points 8 months ago

They announced it but that was before the 900 layoffs. I'm concerned a project like this that probably doesn't benefit them much wouldn't have survived the cuts 😔

[–] MrGerrit@feddit.nl 7 points 8 months ago (1 children)

If my games from the first psvr were backwards compatible, I would have bought one already.

Now I'm waiting to get one for cheaper.

[–] MeaanBeaan@lemmy.world 6 points 8 months ago (1 children)

I wonder if this is the impotus for that recent announcement that they're going to start supporting the pc vr games with the headset.

[–] _haha_oh_wow_@sh.itjust.works 4 points 8 months ago* (last edited 8 months ago)

If they offer PC support, I'd seriously consider buying one! Still rocking my HTC Vive for now.

Also, *impetus

[–] Fermion@mander.xyz 6 points 8 months ago (3 children)

I wish there was a place where I could try before buying.

I tried an occulus dev kit a long time ago which made me horribly nauseous. I know vr has come a long way since then so I'd love to see if the improvements are sufficient to make it usable for me now or if I'm just doomed to motion sickness with goggle displays.

[–] all4one@lemmy.zip 7 points 8 months ago

For what it's worth I think a lot of the nausea goes away the more you play. When I started I couldn't do more than 15 min sessions at first for a week maybe. The other thing I figured out was having a fan and cool air blowing on me made it way better.

[–] atocci@lemmy.world 2 points 8 months ago (2 children)

Best Buy offers Quest 3 demos. I expect the experience would be pretty comparable to the PSVR2.

[–] Fermion@mander.xyz 2 points 8 months ago* (last edited 8 months ago) (1 children)

The nearest Best Buy didn't have any headset demos. Maybe I should check one closer to downtown. My closest Best Buy has been retrofitted to be mostly fulfillment center now. The product displays are a bit on the meager side.

[–] atocci@lemmy.world 2 points 8 months ago

Might be worth giving them a call to check before making the drive. The one closest to me offers the demos so I assumed they all would, sorry!

[–] june@lemmy.world 1 points 8 months ago

The psvr2 is a nicer experience imo (the big exception being that it’s tethered), namely because of the eye tracking. The PSVR2 also has two screens that are slightly lower resolution than the single screen in the quest 3, so visually the PSVR2 wins. It’s also a lot lighter than the quest which makes extended play a bit easier.

Overall I generally recommend folks go with the Quest unless you are really excited about GT7 and eye tracking.

[–] Codilingus@sh.itjust.works 1 points 8 months ago* (last edited 8 months ago)

You can counter that with a few tips. Aiming fan on the ground at you so you feel the constant air from the same direction. And a circular rug that's on the small side, so you have a unique physical feel to your play area.

Modern vr titles also have options to turn on to counter motion sickness as well, that vary from game to game.

[–] TastyWheat@lemmy.world 3 points 8 months ago

If it gets OpenVR support and works on iRacing, I'll buy one immediately.

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