this post was submitted on 01 Jun 2023
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Do you play VR? (beehaw.org)
submitted 1 year ago* (last edited 1 year ago) by runekn@beehaw.org to c/gaming@beehaw.org
 

Wondering whether there is a VR community here. What systems? What games?

My first and only headset is a Valve Index which I think I bought when it was released in summer 2019. Prior to this I had followed VR development since the Vive was released. Luckily I am immune to VR nausea, so I proceeded to dive straight into everything it had to offer. Would say VR is at least half of playtime.

The Index package is still fantastic. The controllers are really comfortable with great features. The lighthouse tracking is very precise, reliable, and has no blind spots when setup properly. The headset itself is comfortable with great FOV and good enough display. So far I have only found two general lackings in terms of hardware. One is controller quality control. When you get a set of controllers that work, then they work great. But in the past, and maybe still now, there's was an unfortunate high change that you would get one with some malfunction that meant you either had worse experience, or had to go through RMA. I've had a particular unfortunate streak of controllers that I constantly had to send back. Luckily the valve RMA process is easy and generous. The other downside is of course the tether. I have the best cable-management system I could find, but that is still no wireless. But that might change soon as the nofio wireless adapter is soon to release.

As for games, I quickly found my preference for physics-based games where the primary gameplay emerge from the physics interactions with the game-world, in contrast to more traditional gameplay systems. Examples of this include Boneworks, Blade and Sorcery, Hotdogs Horseshoes and Handgrenades, and somewhat Half-Life: Alyx. I also frequent short-form or rythm games, such as Eleven Table Tennis, Unplugged, Beast Saber, and Drums Rock. I also wanna give a highlight to Contractors VR. While I don't particular like the vanilla gameplay, I have found the modding community to be absolute magic. SW: Battlefront, COD Zombies, TF2, and Halo are among the popular games that have been faithfully recreated as Contractors VR mods with amazing similarity to the original games. Seriously, if you liked any of those old popular games and haven't checked out Contractors I highly recommend you do.

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[–] Onihikage@beehaw.org 9 points 1 year ago (6 children)

I do, but not as often as I'd like. Valve Index, like you, though I've had no trouble with the controllers. Lately I'm getting through either Moss or Doom VFR depending on what I feel like at the time, but my VR backlog continues to grow.

Top tier that I've played:

  • Half-Life: Alyx (Valve gamedev is the GOAT as usual)
  • Ancient Dungeon VR - a dungeon crawler with a Minecraft aesthetic and knife-throwing mechanics that are so good every single game should copy it. I actually have more than twice the hours in this as I do HL:A, but then, I haven't gotten into HL:A's community maps and modes yet.
  • Gorn (the game that taught me throwing a fast enough punch will hurt just from the fluid pressure in your hand)
  • Until You Fall (pretty graphics, responsive melee combat, roguelite mechanics, what's not to love?)
  • Skyrim VR - modded of course, but even then, it's still Skyrim, with all the good, bad, and ugly
  • Doom VFR - very playable for me with the community guide for better controls. Having gotten used to free movement, I can't go back to teleporting. And hey, it's Doom! Only played one session so far, not sure how far I am in it.
  • Vanishing Realms - The climbing mechanics, combat, and lore are all a lot of fun for me. It looks gorgeous while still running well. Only downside is it's very short.

Mid tier:

  • Moss - very cute, but it doesn't really take advantage of VR as much as I feel like it should. Based on marketing, I actually thought most of the gameplay would be controlling the little blue spirit thing to guide the main character who acts independently, but you're actually controlling the main character directly. It feels weird considering the characters directly address the player's existence. Haven't finished it yet.
  • Superfly - it has potential, but the controls, enemy AI, and even some of the abilities are still in a pretty rough state. Something to keep an eye on.
  • The Last Clockwinder - Nice storytelling and puzzle style, but some of the challenges seem to be more about how precisely you can lob an object rather than how well you can think outside the box. Haven't finished this one yet. Graphics are very noticeably Quest-tier.
  • Beat Saber - I like music, but not being able to use my own, the rough state of mods, and the massive stack of DLC I'd need to buy if I want official variety were big sticking points I couldn't look past. I'm apparently also just not into rhythm games.
  • Pistol Whip - I found this more fun than Beat Saber, but in the end it's still a rhythm game, so my interest faded quickly.
  • PowerBeatsVR - A great option for getting in some exercise, but unfortunately I'm allergic to that.
  • Jet Island - Extremely fun movement mechanics, but the world is very big and very empty, and the progression is very unstructured. I basically just bumble around hoping I stumble on the way to reach the next target, then bumble around some more until I can destroy it.
  • Neverout - It seems like an okay puzzle game, but I'm not that into puzzle games.

Didn't like:

  • Boneworks - performs poorly on my hardware, and in general feels like they forgot to give it actual gameplay beyond letting the player dick around in sterile, mostly empty environments. It's not my style.
  • Into The Radius - Not optimized quite well enough for my hardware, and I didn't like the level of realism with weapon handling. I fumble things enough IRL, it's not fun to do it in a game when a monster's bearing down on you. Maybe with haptic VR gloves, but not with controllers.
  • Budget Cuts 2: Mission Insolvency - Literally unplayable. I don't know what the problem was, but even on minimum graphical settings, I got terrible reprojection on the first mission, and the controls were very much not to my preference.
  • The Walking Dead: Saints and Sinners - Ran decently well, but fun was taken out back and murdered by a crack team of bugs and developer choices. Any gun I tried to use would weeble-wobble all over the place regardless of how steady my actual hand was, so it was basically impossible to shoot things from a distance, which becomes mandatory when you have to deal with raiders who shoot back and zombies that have a toxic cloud around them. Kitchen knives have horrendous durability and will shatter into a thousand pieces after stabbing three zombies, but any random blunt object you pick up can smash zombie heads in with three hits and has infinite durability - oh, but you might as well not bother because every blunt impact has about a 0.5% chance to crash the game, a bug that had gone unfixed for more than a year when I played it. Also, as mentioned before, melee becomes all but irrelevant later in the game, which I never reached due to all the crashing. A cheat mode exists, but it disables story progression, again because fun police.
  • No Man's Sky - Lousy VR experience with the menus stuck to your hands and stuff. I heard that's been overhauled in the time since I tried it, but I haven't tried the new system yet, maybe ever.
  • Subnautica - First-person VR, but still using a mouse and keyboard. No thank you, I played it flat enough times already.
  • Slinger VR - Feels like they had a good idea and then immediately ran out of ideas.
[–] hybridhavoc@darkfriend.social 3 points 1 year ago

@Onihikage

The No Man’s Sky overhaul was just for the PS5 I think, bringing the controls on that platform more in line with others. The menus stuck to hands is still a thing, and it’s still way too cumbersome IMO.

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