The only reason I’m not playing more VR is that it’s more involved than playing without. You have to make space to play. If you’re playing from PC (which I would recommend) you have to set that and the games up. And then it’s usually more fun to play standing for which I don’t always have the energy.
My Quest 1 is not logged in to Meta so I only play free games from Sidequest or whatever free games I used to get from Meta. Plenty to play with that and PCVR.
“Smaller” games like Moon Rider are usually more fun. At least in the long run. Full games like Alyx are few and far between. But ports of older games work well. I dare say that VR is the best way to play Doom 3.
Huh? I wanted to see whether Portal 1 and 2 are free as well to recommend them to family and friends but for the life of me I can’t figure it out. They don’t show any info on purchasing them whether I’m logged in or not.
Aiming in MP3 is done through the IR pointer. I loved that game. It has the best FPS controls on the Wii. But it has absolutely nothing to do with gyro aiming.
With gyro aiming you do the large movements traditionally with the right joystick and only make micro adjustments with very small natural tilting of the controller. I thought I wasn’t using it until I deactivated it. It has nothing to do with picking up the controller and pointing it at the screen. It has nothing to do with making any gestures. An outside observer might not even notice that you’re using it.
With any luck they actually want to bring true innovations to either Windows or Xbox. Getting support for gyros, accelerometers, back buttons or touchpads into Xinput would even benefit gaming on Linux since most games seem to default to that as a lowest common denominator.
Physics based rendering. Basically good texture shaders that work like materials work in the real world. Since that has been developed artists working with computer graphics in movies and games more or less don’t have to worry about making something look realistic.
Every texture has values for color, reflectivity, subsurface scattering, fresnel, roughness and probably a ton more values I forgot. That gives you everything real light does when hitting a surface.
I think Wreck it Ralph was one of the first movies to use the techniques. I remember reading something to that effect alongside tutorials on how to get PBR into Blender. I think it took very little time for PBR to get into basically every graphics software. And nowadays when you buy textures they all come with different textures to set the correct values for PBR.