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Vive Demo
Yes. Yes yes yes yes.
While it's super early, this is the game I always wanted. Coop on a sub. Neal & Co, I love this. There's a sense that you're really on the deck of that sub tearing across the Atlantic. Please make this a cornerstone of the game! I posted the link over in the vive subreddit: https://www.reddit.com/r/Vive/commen...es_a_demo_for/ |
Hey, thanks for helping spread the word. Do you have VIVE and tried the demo? It's great, isn't it? I never really paid attention to VR stuff before but 2 minutes with this game in VR and I am sold. There's nothing like it, it is really like being at sea on a U-boat. :yep:
And welcome to Subsim. |
Thanks! I've lurked for years (since Jane's 688i!) and found that my account wasn't being recognized, but it probably got purged.
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Welcome aboard!
SirKerrald!:Kaleun_Salute:
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Could I add my excitement at this development. :up:
Surely VR has to have a significant future for simulation gaming? It's one of those things that you can't explain to anyone. You have to try it. It's like Neal says. A couple of minutes with a piece of good kit and you wonder why the whole world isn't beating a path to its door. What a great opportunity for someone like Neal on the inside of a development team to drive this forward. |
Welcome to SubSim Kerrald :sunny:
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Thanks, David. :sunny: Yes, after 5 minutes of VR in the North Atlantic, I can see the return of the military simulation, a new round of tanksims, helosims, flightsims, and subsims all utilizing the new VR tech. The military sims have been dormant the last few years, but this tech is screaming for a resurgence. |
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What game effects could make vive spectacular ?
What about conning water splash etc . |
We've toyed with the idea of VR as Unreal supports it quite well but you still hit a few problems
a) its expensive, steam survey last month said less than 1% of gamers had ANY form of VR headset b) it requires high FPS, up to 90 fps for the Vive (or so I'm told) to run smoothly, which for a video game, requires expensive hardware or a terrible looking game c) it requires developing either a) a vr game or b) a regular game. // Take doom for example. They couldnt magically "turn" Doom into a VR game so they created a seperate game full of random levels where you point and shoot and use a "slow motion teleportation" technique to move since you cant really walk around in a VR game very well yet without well.. runninginto a wall. You can look around sure, but movement has not been figured out yet. d) A lot of people and companies, myself and mine included, think its a fad just like 3D movies. ... and more. Looks cool though regardless, I just hope Neal and the boys didnt spend money on brand new fancy Vives jsut to create a "U-boat Bridge Simulator" |
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Remember, no one actually wanted 3D tv. 3D tv was forced upon hollywood and TV salesmen because they had no other way to innovate. With VR this is all another matter. People have wanted VR since the early 90-s but the technology was so awful it never even had a chance. Now we have another fresh start and so much more room to innovate. VR is not going to die, VR will be everywhere, not in this year, not in next year. I give it around 4-5 years until VR will become norm in household. While at the moment the vr technology is good enough to be sold on market there is still a much room for improvement. In terms of TV technology we are still in black and white picture area. Back then many thought that TV is going to be fad too. IBM thought that home user PC is fad and never going to reach mass market. Nsomnia, i took a look at your development thread. In your case indeed this game would not work for VR. You are making a right decision by not trying to force it into VR. VR game has to be developed ground up and not to treat it like a checkbox in unity project settings. If you do that then yes the VR part of the game will be fad which will drive anyone sick. |
I'm solidly convinced that VR is not just a fad. It fundamentally changes the way we interact with with games. It's a very social medium, and we're not going to see this tech limited to gaming. To a degree, light mobile experiences will drive a lot of it in the immediate future, but once the hardware prices move down out fo the enthusiast range we're going to see an explosion of users.
I've been playing a lot of DCS with the Vive, and sure the resolution isn't quite there yet for multiplayer, the experience is good enough that there's no other way I can see myself playing a flight sim ever again. It's such a powerful experience. Games like The Gallery also make the case for a revival of the adventure game genre - exploration is really something when you're *there*. The confines of a submarine, where you can interact with systems would really be something else. It's not just about interaction, it's also about bringing history to life. It's no longer "oh look, the screen shook from that depth charge" it's "holy ****, this place is coming apart around me!" |
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The biggets issue I see for any game with movement, is how to move. You cant walk 300 feet in VR without hitting a wall without some trickery.
You have to build a VR game from the ground up for VR, again see Doom and all the VR toy games. But it may change everyone brings up good points! |
Teleport in the demo worked just fine.
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