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.
I don't believe that stat, based on my own personal experience. I've been a VR user for close to 10 years now and I've introduced many, many people to it. I've only had one person feel sick in any way in that entire time.
The game was great for from day one.I can’t recall any significant issues. The Xbox one and PS4 stuff was dumb as all hell and shouldn’t have happened but everyone overreacted on the rest.
I’m really excited to play with all these changes. I have just shy of 200 hours for 2 playthroughs, and virtually every change they’ve made here seems like it’ll improve things a lot.
Soma is pretty awesome, features a mode where you can't be hurt by the enemies, I enjoyed it immensely on its environmental and story merits while playing on that mode.
The game just has two too many buttons. I played it on both, and it feels much better on controller. Holding down both triggers to unload twin Gatling guns right into the spider’s pinecone ass is just satisfying in a way that mouse and keyboard isn’t. That being said, the fact that you need six easy-access buttons and constant camera control makes it really awkward/borderline unplayable unless you have a controller with back paddles.
Yeah, I’m loving AC6, but the design decisions that make the game so much better on the KB+M are actually kind of baffling from a console-first company like FROM. I played the hell out of the AC1 games back in the day and while that series’ aiming controls were a joke, the fact that you cycled through your ranged weapons instead of having all 3 accessible at the same time, combined with the fact that the game used only one button for “boost” which covered both jumping and dodging, meant the weapons and boosting actions fit nicely on the 4 face-buttons. Now, AC1’s weapons were very flawed in that there was often minimal reason to cycle through them - they didn’t generally have cooldowns or meters so putting a weapon away wasn’t super useful. Best strategy was a 1-weapon mech, generally. But still, the simpler controls were a lot more pleasant on a game controller.
And author is quite right about how rotation rate has grossly changed the game’s strategy and feel. For example, if somebody got behind you in old AC, the strategy was to get to cover while you ponderously rotate, or to burn energy like a fiend boosting backwards to get them into your cone of fire.
Not that I dislike AC6 - I love the game - but I hope this renewed interest in the AC series will lead us to a simplified spin-off or copycat 3rd-party game that properly fits onto the controller.
I just think there was some good gameplay lost.
But yeah, I’m playing it on KB+mouse, and I’m a PC gamer primarily.
Yes. Hated it. The flying mechanics were joyless, the plot was tedious, the weaker enemy units were harmless filler, and there were too many overly-scripted fights.
pcgamer.com
Ważne