On the one hand, happy to get the opportunity… on the other hand, this kind of just increases the testing overhead needed to finalise the preview version and ship the final version to more devices. Win some, lose some.
Yeah, but let’s be real here, it would totally be just like Valve to make a GPU and somehow be like one of the best ones at the time and never make another one again.
Yup, Intel is struggling to enter the market, and they’ve been building similar chips for years. This just isn’t an area for someone like Valve to break into.
Maybe they could make a good cooler design or something, but they’re going to be using off the shelf chips, or maybe slightly altered custom chips like they did with the Steam Deck.
That’s not damning. That’s how franchises work. Sequels come with an audience built-in, so they can pull a bigger budget on expected sales and spend less of it on marketing.
How recently was this not true?
Seriously. Ten-ish years ago, the big releases were Halo, Elder Scrolls, GTA, Bioshock, Deus Ex, Xcom, Zelda. If not all ten years old at that point - spiritual successors to much older games. Twenty years ago, the big releases were Tony Hawk, Mario Kart, Prince of Persia, Ninja Gaiden, Sonic… Elder Scrolls, GTA, Zelda. Thirty years ago, when home video games were just barely fifteen years old, half the big names were either direct sequels or media adaptations, and most would become long-running franchises. Shockingly, one title was already a decade-old franchise: Super Bomberman.
Now consider the games he’s talking about, today. Halo’s not on that list anymore. It’s there. But it’s not big. Deus Ex is dead again. The specific aforementioned Tony Hawk game killed Tony Hawk games. Prince of Persia and Ninja Gaiden came and went. GTA and the Elder Scrolls haven’t released a game since, technically speaking.
Meanwhile the last two Zelda games are a more radical departure than anything since that awkward NES sidescroller. FromSoft keeps doing FromSoft stuff, but that’s more of a genre than a franchise. Baldur’s Gate III is a sequel twenty-three years later, in a genre that was niche then and niche-er since. There’s big-budget remakes of stuff from the PS1 / PS2 era, but they’re practically brand-new games. Tony Hawk, ironically, less so.
Some of the big-ass games ten years from now will be surprise hits and slow-burn successes from the last few years. Some games will get a quality-bump sequel that takes off, and then if we’re being brutally honest, a publisher like Microsoft will squeeze the life out of the studio by forcing them to crank out more of that until they hate everything. And people in 2033 will complain on probably-not-Lemmy that Sea Of Stars V is such a tired rehash after the highs of IV, and why does nothing new ever come along?
When I had my rig I got a boxing game and it fucking zoomed in and put totally unexpectedly and nearly made me lose my shit. I could only do an hour before my eyes would start to feel like they were going to melt.
Does anybody know if it’s the same cause as when on a car? Like I have yet to get into buying VR but I never get nausea on a car looking at phone inside/outside doesn’t matter. Just trying to see if I might be affected.
I'm still holding our hope they just patch in a shared inventory system slike to the one in wrath of the righteous (or we get a mod for it). Inventory managment has always been a huge chore in DOS1 and 2 and something that would actively hamper my enjoyment of these games.
I only got a VR setup this year. I find I am quite susceptible to the motion sickness issues. However, if the game has a good comfort rating and options, I don't have any problems. For example, I need "instant snap" for turning with the control stick and "teleport" or "blink" for movement.
Those options work well for some kinds of games but I will probably never play ones where you need to "move" smoothly without actually moving. Perhaps that is preventing me from adapting to it, but I still say "no thanks" to motion sickness.
Back in the 90's I owned a Forte VFX1 headset (shout out to my config.sys and autoexec.bat bros) and that truly tested your stomach but it was "the future" so everyone seemed to put up with the near constant nausea and vomiting. Things are so much better now, but there's one fundamental aspect of VR in my view that will always hold it back. It's not the cost, cos that eventually comes down. It's that you'll never get away from the fact that you are wearing a giant plastic thing on your head. You can't itch your face. It gets hot and sweaty and generally not a fun time after a while. The minute someone figures out how to safely somehow beam the experience into your brain, without having to wear a high tech casserole dish on your head for hours then it'll become the new global thing.
It's not something you can force yourself through, unfortunately. The only way to get over VR motion sickness is to work up to it.
If you get motion sick after 5 minutes, spend 4 minutes every day doing basic things. After a couple weeks, you'll very likely be able to go about 10-15 minutes. So then spend 10 minutes every day.
The moment you get any sort of motion sickness, stop immediately. Nothing you can do will alleviate it and playing more isn't an option that day.
I do think most people are able to work up to and work through it, but most just try to brute force their way or expect that they'll immediately be able to do everything. VR is analogous to a craft, both vehicle and hobby. While you can just get right into a car or roller coaster and send it, chances are your body needs to adjust and learn a few things about it. And while you can just pick up painting right away, chances are you'll need to practice to learn techniques.
VR is very much a mix of both. Many people definitely can just get right on and pick it up pretty quickly, but that doesn't mean there isn't some amount of necessary adjustments.
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