- Joined
- Apr 19, 2019
They made them too small but they look like they're modeled after 2N107s. Basically they look like Tiny top hats.I can't see a single transistor in that image
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They made them too small but they look like they're modeled after 2N107s. Basically they look like Tiny top hats.I can't see a single transistor in that image
Fuck VR, it's a shitty gimmick and will always be motion controls 2.0. I'm glad this is just a prequel, if this was HL3 I'd be legit mad; as it is I'm just hoping this perform poorly enough to put the final nail in VR coffin.
If I got an Index for Christmas I'd thank them politely and get rid of it. Zero interest in motion control crap. It's a step in the wrong direction for video gaming and I don't care how many people think I'm mad at the internet for thinking so.Someone's mad they're not getting an Index for Christmas.
If I got an Index for Christmas I'd thank them politely and get rid of it. Zero interest in motion control crap. It's a step in the wrong direction for video gaming and I don't care how many people think I'm mad at the internet for thinking so.
I think in this analogy it's more like I never wanted, expected, or asked for a car, and then they give me an electric. Gee, thanks.You're like a spoiled 16 year old girl crying that they got a car in the wrong color for their birthday present.
It’s more like they get you a god damn Ferrari.I think in this analogy it's more like I never wanted, expected, or asked for a car, and then they give me an electric. Gee, thanks.
So have you actually tried it out or are you just dismissing it on the basis that the wii & kinect were shit?If I got an Index for Christmas I'd thank them politely and get rid of it. Zero interest in motion control crap. It's a step in the wrong direction for video gaming and I don't care how many people think I'm mad at the internet for thinking so.
Yes, briefly. I was not impressed. As I've said, it's just motion controls 2.0. Same flaws and limitations.So have you actually tried it out or are you just dismissing it on the basis that the wii & kinect were shit?
Those being? I find the 1:1 hand and head tracking with a 3d monitor strapped to my face nicely clear up all my issues with previous motion control efforts.Yes, briefly. I was not impressed. As I've said, it's just motion controls 2.0. Same flaws and limitations.
I really want to say it. It’s overused, and the meme’s not funny and dead, but I REALLY wanna say it.As if a gamepad or kb+m aren't immersive.
Once you're into a good game they feel perfectly natural and become an extension of yourself.
People are so obsessed with new graphics and input technology but I can start up an old game like Doom and be more immersed in it than any fancy modern game because Doom is actually fun.
Pointing and shooting works fine. The problem is any genre of game that doesn't involve shooting things. Consider an RPG. You can be the sneaky fast guy with light fast weapons, or the slow hulking brute with the two handed axe, but with 1:1 motion control how are you going to balance that out? If my character is using a slow weapon, there's nothing stopping me from flailing my arm wildly in real life. How do you balance for that without going back to the Wii method where you do a waggle and the game plays out a swing animation? And if you're going to do that, just have it control like a normal game and stop trying to reinvent the damn wheel. I play a lot of games like Devil May Cry and God Hand, how you gonna do that in VR? With a normal damn controller, that's how, only now you've got your monitor strapped to your face and you might get nauseous if you play too long.Those being? I find the 1:1 hand and head tracking with a 3d monitor strapped to my face nicely clear up all my issues with previous motion control efforts.
I want to know so I can baader-meinhoff my way into hating VR.
Fatty. Play Beat Saber.My real body should not affect my ability to succeed at the game beyond what is necessary, i.e my fingers and thumbs.
1. I'm not fat, but I am unathletic. Beat Saber? Eh, I got my fill of those kind of games somewhere around the billionth entry of Guitar Hero.Fatty. Play Beat Saber.
Also who wants a VR RPG???
Also, there is such a thing as having VR weapons with actual weight to them.
No, no.VR weapons with actual weight, so now I need a weighted peripheral axe so I can play the game properly? When I decide to change classes do I just order one on Amazon?
So is there a section of this heavily edited 20 minute video of a tech demo where the guy who is play acting to sell the product stops pretending the hammer is actually heavy then?No, no.
He’s not pretending. Look at the face cam. He’s not moving it at all when he’s holding it up with one hand.So is there a section of this heavily edited 20 minute video of a tech demo where the guy who is play acting to sell the product stops pretending the hammer is actually heavy then?
Oh god yeah, VR isn't the be-all and end-all for immersion and either the technology isn't quite there or games are squandering it, but it basically gives a free bonus to immersion in the same way a true 3d game like quake feels like a more believable space than wolfenstein 3d, for example.As if a gamepad or kb+m aren't immersive.
Once you're into a good game they feel perfectly natural and become an extension of yourself.
People are so obsessed with new graphics and input technology but I can start up an old game like Doom and be more immersed in it than any fancy modern game because Doom is actually fun.
For waggleswording, most melee games I've seen are taking care of that by making the weapons physics objects with weight to them, and having the player avatar lag behind if you try to move your controllers faster than it can move the object it's holding. Blade & Sorcery's weapons have a great feeling of weight to them, the claymore and maul will twist your virtual wrist if you try to 1-hand them and require you to take big swings and work up momentum to deliver optimal blows, while the dagger and buckler will move just as fast as you can move your controllers. In Gorn, the weapons all sorta behave like rubber, the handle moves 1:1 and the head lags behind. They'll bend if you swing them too fast and again won't deliver optimal blows.Pointing and shooting works fine. The problem is any genre of game that doesn't involve shooting things. Consider an RPG. You can be the sneaky fast guy with light fast weapons, or the slow hulking brute with the two handed axe, but with 1:1 motion control how are you going to balance that out? If my character is using a slow weapon, there's nothing stopping me from flailing my arm wildly in real life. How do you balance for that without going back to the Wii method where you do a waggle and the game plays out a swing animation? And if you're going to do that, just have it control like a normal game and stop trying to reinvent the damn wheel. I play a lot of games like Devil May Cry and God Hand, how you gonna do that in VR? With a normal damn controller, that's how, only now you've got your monitor strapped to your face and you might get nauseous if you play too long.
Most video games are about doing things you can't do in real life. Trying to tie them to the limitations of what you can do with your human body feels very backwards to me. Don't even get me started on games that want you to actually walk around to move the character. My real body should not affect my ability to succeed at the game beyond what is necessary, i.e my fingers and thumbs.
For the most part it doesn't, beyond the ability to hold up the controllers and move them at moderate speed, the rest is just how much the game wants to make you pretend it's real.My real body should not affect my ability to succeed at the game beyond what is necessary, i.e my fingers and thumbs.