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Raph • 6 years ago

Again a lot of negativity on the game and PS VR, just because it's PS VR! ((
Sorry guys, but I'm playing Oculus and PS VR, and I really like both of these gadgets. Unfortunately, I don't want any more and I will possibly not come on UploadVR... I don't love when begin to snub any platform.
Although before UploadVR I really liked ((
Сорян за кривой английский.

Brian Brown • 6 years ago

So they give their opinion, and you don't like it so you bolt. SMH

Cory Carvalho • 6 years ago

Wrong! Their opinion is based on prejudice and bias, and therefore not worth reading. I think this game is way better on the PSVR than on the Vive, simply because Vive lacks joysticks and so there's no full locomotion. I played through this twice on PSVR already.

Brian Brown • 6 years ago

The Vive does wonderful locomotion in many VR games and there is a mod already for Doom FVR. Also, every VR game I've played that are both on the Vive and PSVR are inferior on PSVR. Just because you've played something twice on a platform doesn't make it as good or better than another platform..... I haven't used a Rift since the DK2, so not so familiar with how it stacks up.

Iown You • 6 years ago

These are not limitation issues. That word gets carelessly thrown on anything not connected to a PC. Stop it. These are issues of IMPLEMENTATION.

Andrew Hally • 6 years ago

I hope this plays better on the vive, although from looking at the issues I would expect most not to be an issue on the vive.

T2814 • 6 years ago

Doom VFR is amazing on the PS4 Pro. The visuals look just fine, comparable to Farpoint and maybe even a tick sharper and DS4 control is outstanding and in no way compromises the immersion factor. The gameplay can get so fast and frantic you often don't even have time to stop and inspect your hands. The look based aiming is very accurate and the simultaneous support for full locomotion, dashing and teleporting lets you chain some pretty sick moves. Giving this a 6/10 on PSVR is absolutely ridiculous, especially as it is the only version to support full locomotion right now.

Sven • 6 years ago

Does it at least offer smooth rotation with DS4 and AIM? I haven't watched the whole 2 hour stream, yet every part I click on has snap turning.
After already close to 50 hours of Skyrim, this seems a rather poor offering. I'll give it a try anyway, are the music and sound effects still good?

Edit: It does. The Eurogamer Doom VFR stream clearly shows smooth rotation, nice and fast too.

care package • 6 years ago

it does with a controller, not with motion controls.

Sven • 6 years ago

Yep I played it last night with turn sensitivity at 80 as well as smoothing (acceleration) on 80. However you still move in the direction you're looking in as well which is very off-putting when you use analog turning. I want my head to turn independently of my body, with both options working against each other I've felt the onset of motion sickness for the first time in a year. I can't find a way to turn look turning of so now I look straight ahead while moving, kinda defeating half the point of VR.

Also the gun has some weird inertia with the AIM which makes it jerk and jitter wildly while strafing making it hard to aim, it even clips through the grenade launcher while strafing right. It has nothing to do with tracking, when you stand still the gun behaves perfectly. (Far point never had this issue)
The gun is in fixed position with DS4 yet with your head in a level position the aim is off, 15 degrees to high, so you have to aim your head slightly down with your eyes looking up to aim correctly. RE7 never had this issue. Wth have they been doing to the controls :/

To fix the controls:
- Add option to disable moving in the direction you are looking. This is only relevant when you play standing.
- Leave the gun tracking up to your hands alone with the AIM controller, disable the movement inertia.
- Adjust the aim height with DS4 or make it configurable.

Also:
- Add option to disable the grenade launcher visual, it sticks out like a sore thumb.
- Improve clipping of the gun with AIM controller, the bigger guns look pretty bad half rendered.
- Make the compass bar behave like the health bar, ie not fixed at the physical top of the screen. (I have to point my eyes all the way up and look out over the edge of my glasses to spot a blurry version of it, it's too high.

It's great to have full fast paced game play and these minor changes would make it a much better experience. Atm I use AIM for exploration and stray enemies, switch to DS4 during wave combat where I strafe a lot.

stickleZ • 6 years ago

When will the Vive version be available?

Hone McBone • 6 years ago

In about 5 hours according to the Steam store page.

mirak • 6 years ago

If the game is just 2-4h long then it's not more than Arizona Sunshine and that's not a real game then.

What we want is straight ports like croteam did.

Bonker • 6 years ago

With no smooth locomotion, the Vive version for me is a crap. I hate teleporting, it kills any immersion and even more in this kind of game.

Bonker • 6 years ago

Ein??? I played it yesterday with the Aim Controller and both response and confort are very good. I can not talk about the whole experience in-game, since I only completed the tutorial and the first stage. But precisely about controls, I must say that they work very well for me.

impurekind • 6 years ago

Why aren't more fps games in VR using full locomotion but with the option to switch on tunneling when moving (see Google Earth VR* for an example of how this works: It's totally effective and it eliminates motion sickness basically 100%)?

Guest • 6 years ago
impurekind • 6 years ago

It looks different in this game to how it's down in Google Earth VR, and I have to be clear that it's the specific way it's done in Google Earth VR that works much better than any other method I've seen to date. Having a black border around the view or some glorified graphical border design, like it appears to be in the game you mentioned, doesn't really work imo because you still don't get any visual indication of there being a completely static room beyond your view (which is how the motion sickness is eliminated, as you can literally see you are in fact stationary even when you are moving in-game); you ultimately just get an even smaller field of view, like you are wearing even worse ski goggles, and little else. But, to be fair, even the basic versions of tunneling, which aren't done quite right, are still a small improvement to doing nothing.

Nothing 100% eliminates motion sickness when you're moving and the movements you see don't match your body - those of us that get sick, get sick, nothing I've tested so far eliminates that and certainly not "100%". I do agree that devs really should offer something for everyone - it would seem easier to me to offer locomotion in FPS than doing teleporting - and while you really do need both, if I was a dev I'd ignore the best practices nonsense and give people what they want - not as a default, but as an option for those who don't get sick. By the way Buzz Aldrin has an idea on why motion sickness is a big deal with some and not with others - from his years at NASA and seeing tons of testing there he thinks it has to do with one's sense of direction. People who get motion sick easily tended to have very good senses of direction, you could spin them around, upside down, etc and they'd still have their bearings. Meanwhile people who didn't get sick tended to be able to get lost incredibly easily. I don't know if there is any science to this - but it's a little interesting tidbit that seems to be mostly true with people I know, although not always true. Not sure there is any way to fix motion sickness in VR when it comes to walking and moving - but I know right now a fix doesn't exist.

impurekind • 6 years ago

Trust me on this, Google's tunneling system eliminates it 100%, because the area outside the main game view is basically rendered as a completely static room with a grid design (like a holodeck), so your brain always perceives that you are completely stationary--and it's the disconnect between seeing yourself moving in-game but actually being stationary in real life that causes motion sickness in VR--and it's interpreted in your brain as though you're basically just looking at a moving image that basically looks like it's on a screen in front of you (and no one really ever gets motion sick watching TV). This is also different to just putting a black border or some graphic frame design around the edges of the game when you move, which is probably what most people think I'm on about, as that's basically more like wearing really bad ski googles; you still perceive you are actually moving when you actually aren't but just with even less peripheral vision (a black area or whatever border with no static frame of reference to show the player they are actually stationary in the room doesn't really help).

If you don't get what I mean you really have to try Google Earth VR with the feature on to understand--it absolutely works, and more fps games in VR really need to try it (specifically the way Google has implemented it in Google Earth VR).

Type "Nerd³ Plays... Google Earth VR - I've Got The Whole World" into YouTube and watch the video from the 4:15 mark, and pay particular attention to how the grid design outside the main view is shown in such a way that the player can perceive it in no other way but as being a static room (even though it obviously follows his head as he looks around, like he was looking around the room)--it's like you're standing still in the middle a holodeck, and you never move inside the holodeck even when you are speeding forward in the game--so it's technically impossible for people to get motion sickness with the specific method (unless they get motion sick standing still in their living room normally), as the room literally isn't moving. It's just a small area inside the virtual room that appears as though you were looking at a globe in front of you with a movie of someone moving projected on it. And, it works really well in VR and it, amazingly, is hardly noticeable while you're actually playing. It kind of all just happen in your peripheral vision (even though it looks blatantly obvious in the example in the video).

IstDasDeinBecks • 6 years ago

Word. I also like the tunneling technique in some games. maybe also blurring could work.

impurekind • 6 years ago

The particular method I'm on about is a much better solution that something like blurring, as blurring still doesn't give you an actual static point/frame of reference in order to show your brain that you aren't moving at all even when the player is moving in the main game view. This is why Google's particular method works so well, and better than any other example I've personally seen.

If you don't get what I mean you really have to try Google Earth VR with the feature on to understand--it absolutely works, and more fps games in VR really need to try it (specifically the way Google has implemented it in Google Earth VR).

Type "Nerd³ Plays... Google Earth VR - I've Got The Whole World" into YouTube and watch the video from the 4:15 mark, and pay particular attention to how the grid design outside the main view is shown in such a way that the player can perceive it in no other way but as being a static room (even though it obviously follows his head as he looks around, like he was looking around the room)--it's like you're standing still in the middle a holodeck, and you never move inside the holodeck even when you are speeding forward in the game--so it's technically impossible for people to get motion sickness with the specific method (unless they get motion sick standing still in their living room normally), as the room literally isn't moving. It's just a small area inside the virtual room that appears as though you were looking at a globe in front of you with a movie of someone moving projected on it. And, it works really well in VR and it, amazingly, is hardly noticeable while you're actually playing. It kind of all just happen in your peripheral vision (even though it looks blatantly obvious in the example in the video).

koenshaku • 6 years ago

Yikes Blurstation VR for the lose. Well I will try it out for WMR and Vive this evening.

RedPanda87 • 6 years ago

The VR system that's far, far cheaper and requires far less room to use is worse, who'd have thought? The bigger surprise is that it's actually still pretty damn good with a lot of games. Sounds like Bethesda disappointingly dropped the ball with Doom though.

care package • 6 years ago

If you are referring to PSVR vs. Vive, the PSVR (bundle) is only $100 cheaper, so not far, far cheaper, and 'less room' has nothing to do with a game not designed for room scale. PSVR typically gets marked down for it's limited motion control scheme. Very few VR games even need lots of room. Very few.

RedPanda87 • 6 years ago

You're right (about the price anyway, I don't have a Vive but can see room scale benefiting most of the VR games I've played if the developers bother to develop for it). Though the price goes up when you consider the PC needed, and in sales PSVR drops way lower. Mostly I just objected to someone who I'm assuming is a grown ass man calling PSVR - or anything - 'Blurstation'.

Actually they had the PSVR Gran Turismo combo available for $260 on Black Friday - that's the headset, the camera and the game - you still need the awful move controllers but you can get those at Gamestop for $3 each. I own a PS4 Pro, but not the PSVR since I have a Rift, and there isn't really a reason I'd want a PSVR - but to just discount it is annoying. A Vive in particular is much more expensive than PSVR since you need to build a very good computer to run it. PSVR is meant to be a "low cost" solution for those that already have a PS4 or need to get everything done for really cheap. A Rift will play everything the Vive does - and much more - and with better controllers, all for a lot less money.

As for not taking space, even on the Rift with a 3 camera setup, which generally requires slightly less room than the Vive and is more adjustable - I don't know what you mean when you say very few VR games need lots of room. What is lots of room? I have an area about 7' x 6' and it's really not big enough to properly play most things. Yeah I can get everything done, but there is very little room to move. Most games in VR that are roomscale require a good amount of space to enjoy. That's not a negative, it's just a fact - saying otherwise just isn't true.

As for the PSVR user, sure, they're welfare trash who are trying to do VR on a severely underpowered piece of hardware, but it's a foot in the door - and keep in mind the overwhelming vast majority of console/PC VR users are using the PSVR, so if the system tanks, it will take the entire VR segment with it.

care package • 6 years ago

Muhammed Jihad? really? Shit aint right with you

JesperL • 6 years ago

Maybe fast paced FPS is just not the right genre for VR?
I do hope that Fallout4Vr as a more open world game will work better.

Martin L • 6 years ago

The Serious Sam series in VR works fine, I'd say fast-paced shooter do have their place. Also the VR PvP shooters are also pretty quick (e.g. BAM, Pavlov, AMF, etc)

mirak • 6 years ago

Pavlov is fine.
Not very pretty but fine to play.

HomosDeusVR • 6 years ago

On PSVR with Move controllers you're probably right.

Kral the Furian • 6 years ago

Specifically, the controllers are a problem, at least IMO. All of the FPS-styles games I've played with DS4 control have all been excellent. It's when the devs try to get gimmacky with the controls that it all falls down.

I think they need to stop, think, and remember that first and foremost, these are still games and need to be playable. If the game doesn't have excellent controls, it's going to get hammered over that.
The way that Skyrim VR handles DS4 controls is spot-on excellence; basically, because they didn't make a single change from the non-VR version (perfect, IMO), so there's nothing to it to get as hardcore as you would outside of VR --if you can handle it (I do fine, but then I took to VR very quickly, while I have family members that wouldn't last 30 seconds without getting sick). Honestly, I wish more VR games would come made with a good DS4 control set, even when the game is otherwise optimized for other control types anyway, unless the control schema in-game just wouldn't make that practical due to play style. But if the game *can* use a gamepad, then it should, and devs need to realize that just because you *can* code a different type of control scheme doesn't mean its going to be received anywhere near as well as one that works really, really well, even if it does seem a bit archaic. Then again... maybe it's just me.

T2814 • 6 years ago

Fast paced FPS works fine in VR if you have your legs. I was in Doom VFR on the PSVR for about an hour and a half, using the DS4 with full locomotion and smooth turning and was completely comfortable. I would not recommend trying that if you're new to VR but if you put time in the headset you ca get there.

Iown You • 6 years ago

Play Rigs Mechanized Combat League, and you'll laugh at yourself for ever saying that.

Crunchy005 • 6 years ago

Onward and Pavlov are both great games and work fine. The issues with this I think are mainly PSVR limitations.

johnny • 6 years ago

Well guys you need to pay attention this is a PSVR review, the experience will be totally different when playing with the VIVE, I hope they will do a review of the VIVE version also, of course the PSVR version sucks, the PSVR itself is a lame product, viva la vive! :)

Joel Thrailkill • 6 years ago

Out of your mind. Psvr is flipping great. They have to stop being lazy and make the controls better. Aim

kingck • 6 years ago

hate to break it to you the Vive is actually much worse, just got done playing it worst vive experience ive had yet.

Iown You • 6 years ago

Johnny is nuts. PSVR is awesome.

LoreII The gamer • 6 years ago

U are a disgusting troll

Bonker • 6 years ago

Vive version doesn't have even free movement. This sucks.

Miguel Azevedo • 6 years ago

Vr is just a piece of crap right now.Maybe 15 years from now it will get what it should be.

Octavio Cardozo-Willigs • 6 years ago

The game is much better because of aim, smooth loco and a real gun, i'm disappointed in this review

Bonker • 6 years ago

Better on Vive than PSVR? All the community is saying just the contrary. There is no free movement on Vive.

Graham • 6 years ago

No smooth locomotion on the Vive is a huge drawback (well for me anyway). Would have thought that should be in the negatives at the top of the review. And brought the score down to 6.5.

AndKli • 6 years ago

man, thats a shame, i had high hopes for this.
The Aim Controller would be the way to go, it was awesome with Farpoint.
I hope they go back and patch it to work more naturally.
I´ll hold off buying this till they do.

T2814 • 6 years ago

Do not go by this review, it is incredibly one-sided; Aim control is just fine; DS4 control is amazing; graphics are excellent. The reviewer says the Vive port is superior even though it has no full locomotion support; he loses all credibility right there.

Brian Brown • 6 years ago

With a controller the Vive version has locomotion. Also, every game that's both on the Vive and PSVR is superior on the Vive. By a wide margin. Just because you own PSVR doesn't make it better.

T2814 • 6 years ago

My point is that the PSVR version is MUCH better than what the reviewer says. I don't have a Vive and can't comment on that version (I hope people who have it enjoy it) but if all you have is a PSVR then this is an outstanding title that looks and plays great.