Did you watch the video, or are you just attacking my comments because I said something negative about a VR game?
The 30 FPS of the YT video isn't the problem; the gameplay itself is running at sub-30 in this footage. It moves in chunky bits and has lots of stutters (some because the original GameCube 30FPS animation sequences are often retained rather than replaced with full physics or blended motion.)
Look at the motion in the clip where he's in a gunfight in town, the weird slowdown at the beginning (which maybe Oculus added as an effect? then timed the audio back up to the crummy footage?), the jerky motion when the gun/camera tracks along a diagonal path or how the laser moves in off-framerate digital steps instead of a smooth bead tracked to the motion in the final shotgun blast on the roof. The
framerate and legacy animation cycle also takes a huge toll on immersion as the character runs down the bridge here or as the camera comes around the corner.
That's not Youtube screwing up the footage, that's the game exhibiting performance issues. (Or, it's Oculus showing miserably wrecked footage of a game that doesn't look nearly this bad back at the lab, which would be nice if it were the case...)
No, because it was still third-person and still balanced. And shooting was more accurate, but not THAT accurate. It was still a stop-and-pop game, with two different camera systems between aiming and running to create a play flow and a balance of tactics between when to run and when to shoot. RE4 VR adds a lot of FPS elements to the controls, beyond just the first-person perspective.
You can move while shooting. That is not just about accuracy, that is a change to the fundamental game design.
Because they show how it works in the video.
When something has context-sensitive activity attached to it, a sparkling indicator appears on the object. It's on drawers, it's on ammo pickups, it's on the crank that you turn... it all works the same as it did on the GameCube, why are you thinking it would be different?
(I didn't bring up drawers, that was your idea about how that added to the reality of the world, that's fine if you like how that adds to the feel, all I said was that those drawers were there before and they did a a simple transposing of buttons to motion commands. Drawers opened on GC too, as did cabinets and chests and at least one stove... probably the same drawers will open, even, as it'd make sense to keep most items where they were if the idea is to remake the game in earnest.)
Hey, here's Super Mario 1 in VR, and it's in 3D and you feel like you're in the game. Does it look incredible? Are its nits invulnerable to being picked?
...Yes, I'm nitpicking to a degree (and they can fix a lot of what I'm concerned about with RE4 VR,) but they are valid nitpicks and concerns. RE4 VR is the biggest game out of that Oculus Showcase show, and it should have been the most impressive game of the showcase since it had the biggest name and the largest spotlight, but instead it came off as a bad idea and a good reason not to get into VR if 15-year-old, brand-name games look crummy in it.
If you believe that the point of a thread about a VR game on GAF is to only say good things about it and to consider "sort-of-shitty" as good enough because VR isn't worth doing better, you're not helping VR get over and you're not giving credit to the good VR product that deserves to be spoken highly of.