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The VR-PC Game thread

BigTnaples

Todd Howard's Secret GAF Account
Watching the Allison Road gameplay video and my god, I can't wait to be just completely immersed, and have that coveted feeling of "presence" in a game like that.


PT was already scary enough just viewing it on my TV. This will take that immersion to such new heights. So pumped.
 
Watching the Allison Road gameplay video and my god, I can't wait to be just completely immersed, and have that coveted feeling of "presence" in a game like that.


PT was already scary enough just viewing it on my TV. This will take that immersion to such new heights. So pumped.

I can't handle horror any more in vr, which blows cause its prob my fav genre. It didn't bother me nearly as much the first year or two with the devkits but its like my mind formed a higher sensitivity to jump scares, even approaching dark areas in demos gives my lizard brain this hesitation just shouting "nuh uh don't go in there!". Dreadhalls on Gear freaked me the hell out, haven't been able to go back since!

Oh who am I kidding I'll want to try Allison Road. On that note another game that's a maybe for Rift support that takes cues from PT as well is Layers of Fear. The early access is really polished and one of the better horror things I've played in the last few years.

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fanboi

Banned
Anyone know how hard it is, in general, to implement VR into their games? Is it a massive undertaking? Like, let us say old games, would it be hard?
 

Akronis

Member
Anyone know how hard it is, in general, to implement VR into their games? Is it a massive undertaking? Like, let us say old games, would it be hard?

Well implemented VR can be a lot. De-coupling head movement from lower body can be borderline impossible for FPSes that aren't designed to be.

If you're looking for just basic mouse movement mapped to head-tracking with VR effect, then VorpX already does this I believe.
 
Assetto Corsa; Dirt Rally
Squad; Minecraft; iRacing; Chronos; Damaged Core
VR Sports Challenge; Everspace; Grid Autosport
Super Hot; LAND’S END DRIFT TECHNOLUST THE MUSIC ROOM
ALICE VR; Dead Secret; The Gallery: Six Elements
Pollen; Battlezone; Godling
EVEREST VR; Fated; War Thunder
The Witness; Keep Talking and Nobody Explodes; The Access: Prologue
Monstrum; Euclidean; GE Neuro
Time Machine VR; FlyInside FSX; Truffle Pig
Bullet Train; Loading Human; Surgeon Simulator
XING: The Land Beyond; The Tower The Grand Canyon VR
Dragonflight; Half-Life: Source; World War Toons
Deep Echo; Sublevel Zero
 

Zeknurn

Member
I was thinking, is there a reason why we shouldn't expect a metaverse from Valve for VR? Them creating a barebone social world and letting the users to create content for it would be such a Valve thing to do. They could call it Steam Universe.
 

BigTnaples

Todd Howard's Secret GAF Account
I can't handle horror any more in vr, which blows cause its prob my fav genre. It didn't bother me nearly as much the first year or two with the devkits but its like my mind formed a higher sensitivity to jump scares, even approaching dark areas in demos gives my lizard brain this hesitation just shouting "nuh uh don't go in there!". Dreadhalls on Gear freaked me the hell out, haven't been able to go back since!

Oh who am I kidding I'll want to try Allison Road. On that note another game that's a maybe for Rift support that takes cues from PT as well is Layers of Fear. The early access is really polished and one of the better horror things I've played in the last few years.

Evph7OU88HHy.878x0.Z-Z96KYq.jpg


bLdxjTKtk9cb.878x0.Z-Z96KYq.jpg




Nice, I will have to check this out as well.



Seeing this thread just made me realize how amazing it would be if Lionhead made a VR Black and White 3.

I feel like it would be a perfect VR game, picking up stuff with your hands and seeing through the eyes of a God.
20050220_EvilBabyApe.jpg
 
I too greatly desire a Touch/Vive controlled B&W3. Would love to see elements From Dust used as well, the terrain manipulation and liquid physics in that were a lot of fun, would be perfectly suited for motion controls in vr.
 

rickyson1

Member
so excited to try out a wide variety of different things

there's so many things in genres I ordinarily wouldn't even care for I look forward to giving a go when I get my Rift just because i'm expecting it to be a radically different experience

hell maybe i'll even buy a steering wheel or something at some point and that's not something i'd have been even remotely interested in without VR
 
Glad to discover this thread. Do we already have Albino Lullaby in here? That has Rift support (been playing it with the DK2). It's a really unique horror game that leans way more towards atmosphere than dread and jump scares.

Dirt Rally has already been mentioned, but it's become my new showcase (I have a G27 wheel). It's a really amazing VR experience. I'm totally an arcade racer guy on normal displays, but in VR I find myself demanding simulation.

Horror games are going to be for fewer people than they are on PC. Even something with really simple graphics like Dreadhalls puts a measurable strain on me physically. I'm going to keep playing them, for certain, but they bring about a whole other level of 'nope' for people.

I'm definitely interested in The Climb and Edge of Nowhere of the major upcoming titles (not counting the ones I'm getting free). And I'm really excited about touch too, based on a few experiences with my Razer Hydras. I have Probably Archery on Steam which is kind of meant to be like Surgery Simulator. Like Surgery Simulator though, when you add accurate motion controls to it, it becomes a completely different type of game. Reaching over my shoulder to draw an arrow, and bring it past my head is one of the clearest moments of presence I've experienced yet, because it just worked.
 

jaypah

Member
It's crazy how much better I am at Dirt Rally in VR vs just playing on my TV. I mean, yeah I'm still complete shit at the game, but I can't even stay on the road on my TV but I can finish a clean run in VR. I had bought Assetto Corsa but couldn't get it to run in VR. After some googling I found that folks say it doesn't run in 0.8. I got a Steam Refund and put the money on Dirt Rally.


Also if anyone has even a passing interest in roller coasters No Limits Coasters 2 is fantastic and runs great in VR.
 
I have a feeling more knowledgeable people will be participating in this thread, so it might be a good place to ask.

How would screen door effect be influenced with higher resolution panels and upscaling? Like hypothetically if you were using a 4k panel, and displaying 1080p upscaled? Would it be a wash, or would the pixel density help?

Also, thank the stars for this thread, we've sort of needed some more consolidated VR threads.
 

Digby

Neo Member
Enemy Starfighter


Can't wait for some dungeon crawling in VR!

Give me a torch in one hand and sword in the other and bring it on. Even better with friends. VR will be at its zenith when you can run VR DnD adventures with a group of friends.
 
I very much hope that VR becomes a development priority for Star Citizen at some point, but as of now it's simply not a VR game and won't be any time soon.
 
It is hard to imagine, what PC you will need for SC in VR.

I'm sure that will be a concern as well, since it's a very pretty game, but I'm more concerned with the general development ethos. The game is very, very animation-focused. Once you're in the cockpit and flying, VR could work wonderfully, but the animation priority while on-foot would be dreadful in VR, not to mention the ever-persistent issue of locomotion.
 
I think someone needs to add which platform the games are for since they are not all 100% compatible.

Platform I mean Oculus or Vive.

The problem is that we dont know whether there will be SteamVR/Vive exlusive titles. Some other titles though are just announced for Oculus, but could come to Vive.

I think right now its not really that clear whether some of the titles will work on both headsets.
 

Jimrpg

Member
Thanks for putting this together! Exactly what Oculus needed on their website.

Of all the games, Lucky's Tale would be the last thing I would want to try out for VR. Horrible name too.
 
I have a feeling more knowledgeable people will be participating in this thread, so it might be a good place to ask.

How would screen door effect be influenced with higher resolution panels and upscaling? Like hypothetically if you were using a 4k panel, and displaying 1080p upscaled? Would it be a wash, or would the pixel density help?

Also, thank the stars for this thread, we've sort of needed some more consolidated VR threads.

Screen door generally comes from the panel, so it's more about pixel fill than it is about panel resolution, but resolution helps with subpixels too, definitely, so doing what you suggest would offer a better experience than just displaying 1080p on a 1080p panel. A lot of the games on GearVR don't run at full resolution, and since everything in VR is getting distorted, this has a much smaller impact than comparing 1080p native to say, 900p upscaled to 1080p.

Pixel fill is about how close the pixels are together. The closer they are, the less screen door effect you have... but if you can see the subpixels, you'll still likely be aware you're looking at pixels even without screen door.

Even on my S6 edge, I can see the sub pixel structure pretty easily. Hopefully the Rift is less prone to the point it doesn't bother me, because for me that does get in the way of things a little.
 
Nice thread, hope OP will keep updating the list.

For Steam games, I find the Oculus curator really helpful. Oculus Curator

Can't believe there are already so many games supporting Oculus, even before the official consumer launch. And that's even without considering the mods for games like GTA V.
Personally I find Adr1ft most interesting.
 

Funky Papa

FUNK-Y-PPA-4
I can't handle horror any more in vr, which blows cause its prob my fav genre. It didn't bother me nearly as much the first year or two with the devkits but its like my mind formed a higher sensitivity to jump scares, even approaching dark areas in demos gives my lizard brain this hesitation just shouting "nuh uh don't go in there!". Dreadhalls on Gear freaked me the hell out, haven't been able to go back since!

The second Jace Hall manages to release Condemned 3 for VR I'll jump in.

Then die within the next five minutes from a massive cardiac event.
 
What's the state of VR support in The Vanishing of Ethan Carter? Are they doing a specific version of the game, or are they just retrofitting VR support?
 
What's the state of VR support in The Vanishing of Ethan Carter? Are they doing a specific version of the game, or are they just retrofitting VR support?

Reportedly they're doing a specific VR release. The very broken support in the redux version was there entirely by accident (they forgot to disable the native UE4 support). It's coming though.
 
Screen door generally comes from the panel, so it's more about pixel fill than it is about panel resolution, but resolution helps with subpixels too, definitely, so doing what you suggest would offer a better experience than just displaying 1080p on a 1080p panel. A lot of the games on GearVR don't run at full resolution, and since everything in VR is getting distorted, this has a much smaller impact than comparing 1080p native to say, 900p upscaled to 1080p.

Pixel fill is about how close the pixels are together. The closer they are, the less screen door effect you have... but if you can see the subpixels, you'll still likely be aware you're looking at pixels even without screen door.

Even on my S6 edge, I can see the sub pixel structure pretty easily. Hopefully the Rift is less prone to the point it doesn't bother me, because for me that does get in the way of things a little.

Thanks for the explanation :) I figured that was the case, but I wasn't 100% sure. I only asked because I know plenty of companies are working on super high density displays (Sony's 4k phone comes to mind), and it could be a great way to aide "future proofing". But with so many other breakthoughs occurring like eye tracking and such, I think it could be the least of anyone's problems.
 

elyetis

Member
Thanks for the explanation :) I figured that was the case, but I wasn't 100% sure. I only asked because I know plenty of companies are working on super high density displays (Sony's 4k phone comes to mind), and it could be a great way to aide "future proofing". But with so many other breakthoughs occurring like eye tracking and such, I think it could be the least of anyone's problems.
I disagree. Resolution is still very very very important for VR, even when it's not (only) about SDE. For gaming it would help with the lack of detail when it comes to things in the distance ( or small things in general ). Like with the DK2 I don't really like racing games ( like Assetto Corsa ) because you can't see well whats further on the road.

And more than anything, a (far) better resolution is what would make a desktop use of VR a ( usefull and comfortable ) reality. I don't care about having a multi monitor setup, when I could have an infinite number of virtual monitor in VR
 
I disagree. Resolution is still very very very important for VR, even when it's not (only) about SDE. For gaming it would help with the lack of detail when it comes to things in the distance ( or small things in general ). Like with the DK2 I don't really like racing games ( like Assetto Corsa ) because you can't see well whats further on the road.

And more than anything, a (far) better resolution is what would make a desktop use of VR a ( usefull and comfortable ) reality. I don't care about having a multi monitor setup, when I could have an infinite number of virtual monitor in VR

Increased panel resolution comes with its own problems, though. You wanna double the resolution? Sure, now you just doubled the computing requirement, which was already pretty goddam steep. You could use a higher res panel to assist with SDE and render at a lower res, but at that point it would be a much better use of resources to get a lower res panel with better sub-pixel layouts, improved optics, mura correction, etc.
 

elyetis

Member
Increased panel resolution comes with its own problems, though. You wanna double the resolution? Sure, now you just doubled the computing requirement, which was already pretty goddam steep. You could use a higher res panel to assist with SDE and render at a lower res, but at that point it would be a much better use of resources to get a lower res panel with better sub-pixel layouts, improved optics, mura correction, etc.
Yeah for something like gaming, a far higher resolution would more than likely need eye tracking/foveated rendering if we want to be able to render all that at the required fps.
But like I said, I really ... really want to use VR for far more 'simple' things from a simple desktop use with virtual monitors, to watching movies ( 2d with a cinema feeling, but also see what VR video could lead to ), and for those things, computing requirement shouldn't really be too much of a problem.
 
The second Jace Hall manages to release Condemned 3 for VR I'll jump in.

Then die within the next five minutes from a massive cardiac event.

I forgot about this. If there's one game to do me in in VR it'd prob be a Condemned game.

I didn't think Outlast was particularly good but if a version was made specifically for VR pretty sure I'd be ded. That'd work kinda well with the motion input actually, have to hold the controller up near your face to use the night vision cam.
 
Would be really great if any of these things actually worked with the latest oculus version. I baught Elite just for that reason..but almost nothing works anymore with .8. What does work has issues like the tracking camera not turning on.

Using previous versions does not work with Win X, just waiting on a fix already. Its been months
 
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