PC Half-Life: Alyx [OT] Welcome back to CiTy 17

Necrokiller

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Apr 16, 2009
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I thought Shikari finally started playing this but idhar to bohat hi burre haalat Hain LMAO
 

manigamer

Respect Ma AuthoritA!!!
Global Mod
Jun 28, 2007
52,087
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On earth...Lahore
played this one at a friends place last night, oculus and the pc ran 8k and all that. the VR was very good. accuracy was real good too all this comparing to PSVR this was really good.

thought that VR cannot replace real gaming is still here. i couldn't play it more than 15 minutes or so. vr is a fad
 

Necrokiller

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Apr 16, 2009
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We want the next-gen console version. Sony should be throwing money here for PS5 VR.
Well, PS5 players should forget about this for a good while.

“I think we’re more than a few minutes from the future of VR,” Ryan said. “PlayStation believes in VR. Sony believes in VR, and we definitely believe at some point in the future, VR will represent a meaningful component of interactive entertainment. Will it be this year? No. Will it be next year? No. But will it come at some stage? We believe that. And we’re very pleased with all the experience that we’ve gained with PlayStation VR, and we look forwarding to seeing where that takes us in the future.”

Don't stop, believin' :ROFLMAO:
 

Necrokiller

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Apr 16, 2009
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A once in a lifetime experience and a quality bar that every VR developer should look up to. Fully well deserved (y)



VR Game of the Year

Winner: Half-Life: Alyx by Valve

Focusing on the use of Virtual Reality within games is the VR game of the year award. This combines the ingenuity and creativity that it takes to make a successful game along with the innovative use of movement that makes an experience worth while.

Finalists

Sanzaru Games
– Asgard’s Wrath

Stress Level Zero – Boneworks

Cortopia Studios – Down the Rabbit Hole

Valve – Half-Life: Alyx

nDreams – Phantom: Covert Ops

Cloudhead Games – Pistol Whip

Insomniac Games – Stormland

Kluge Interactive – Synth Riders

Fast Travel Games – The Curious Tale of the Stolen Pets

Fireproof Studios Ltd – The Room VR: A Dark Matter

Skydance Interactive – The Walking Dead: Saints & Sinners

Schell Games – Until You Fall
 

CerebralTiger

Expert
Apr 12, 2007
19,839
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Islamabad

Features still WIP.

**Most Important Issues & Improvements**

-Grabbing objects cause an unwanted stuttering effect (I'm working on a fix).
-Most important thing is to fix collisions with prop_physics entities.
-Some animations were improved, but anyway they need more enhancements.
 

CerebralTiger

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Apr 12, 2007
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Islamabad
Yar aese khelna bekar hai honestly...I'll wait for the day I can afford a VR headset 😓
Playing in VR with gimped locomotion isn't ideal for me. Using the continuous movement option leads to motion sickness (mileage varies from person to person), and using either blink or shift (teleportation, basically) breaks the immersion that VR sets out to achieve in the first place. I've played a dozen VR games that use teleportation, and I don't find it fun at all.

I'd much rather play it the same way Black Mesa and HL2 are played. The mod is doing just that, and it's doing it really well.
 
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Necrokiller

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Apr 16, 2009
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Yar aese khelna bekar hai honestly..
Yep. The game has excellent accessibility options and all forms of locomotion. There isn't a game that has implemented "the perfect locomotion" system in VR. But Valve has gone farther than any developer to balance comfort and immersion.

Comfort is a big concern for Valve, and it shows. Alyx is littered with different options to accommodate as many people as possible. You can choose between a traditional “Blink” teleport, a “Shift” where the camera dashes to the next point, or “Continuous” aka smooth locomotion directed either by your head or hand. Each of these options can be further tuned to your preferences. The game even has a one-handed option mode. Whatever comfort or space concerns you have, chances are Half-Life: Alyx has an option for you.

And regarding immersion, this was said in this thread:

CerebralTiger said:
Half-Life: Alyx is the most immersive VR game to date.


Lack of appropriate locomotion options isn't the issue. The issue is the game not being available on PSVR. 🤷‍♂️
 
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Katashi

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Apr 15, 2009
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Karachi, Pakistan
Playing this without VR will completely ruin the experience imo. The whole game was developed from the ground up with VR in mind hence the slow paced gameplay, emphasis on exploration (you literally need to check every corner in every room) and the holographic puzzles. Plus the boss fight at the end will lose its entire impact if it's played on a monitor. The game cannot be compared to previous half life games in terms of gameplay and pacing. Playing it without a vr headset will lead to you skimming through and finishing the game in like 3 hours.

I'd advise everyone to just wait a bit and see if they can invest in a VR headset or borrow one rather than playing it through no VR mods. The game offers a slew of accessibility options to make the game comfortable. If you're still unable to have a good experience after trying out all the different options, then unfortunately this game and VR in general is not for you and you're better off just enjoying the story by watching a let's play or something.
 

CerebralTiger

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Apr 12, 2007
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None of the accessibility/comfort settings resolve the issue, and they've been available in other first-person VR games since 2016. On one hand, you have continuous movement (locomotion in the direction of your viewpoint), which results in motion sickness and nausea for a lot of people. On the other hand, there's blink or shift (locomotion based on teleportation), which does away with the sickness but also takes away the sense of immersion that VR tries to create. Having to teleport to move is not my idea of fun.

This is not a Half-Life: Alyx issue. It's a VR issue. Unless there's some major breakthrough in VR locomotion, it'll remain as such.
 
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Katashi

Active member
Apr 15, 2009
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Karachi, Pakistan
None of the accessibility/comfort settings resolve the issue, and they've been available in other first-person VR games since 2016. On one hand, you have continuous movement (locomotion in the direction of your viewpoint), which results in motion sickness and nausea for a lot of people. On the other hand, there's blink or shift (locomotion based on teleportation), which does away with the sickness but also takes away the sense of immersion that VR tries to create. Having to teleport to move is not my idea of fun.

This is not a Half-Life: Alyx issue. It's a VR issue. Unless there's some major breakthrough in VR locomotion, it'll remain as such.
My first few times playing, free locomotion was disorienting for me as well. And you're right, it's a general VR issue.
It DOES go away with time though. Having used VR enough, it no longer bothers me.

One more solution is to play while seated. I used to do that earlier when standing up while using free locomotion was making me sick. You can play pretty much all of Alyx comfortably while seated because of the Gravity Gloves. Also, using snap-turn instead of smooth turn helps alot.
 
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