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But, if you want to play a VR game, you shouldn't be FORCED to exercise. Adventure games w joystick locomotion are usually not roomscale mandatory (those two things are basically the same design choices: VR studios who hate smooth loco are pretty screwed now, basically. ok, bye!)
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The upside to all this is that "VR only" game design, roomscale required, teleportation, all that will have to go bye bye to make hybrid 2D/VR game design coherent. VR games need to be seated-friendly, and support dual analog stick smooth locomotion, if you want to make money.
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Roomscale was the "null solution": don't even bother trying to fix camera movement / sim sickness, avoid it completely. This was also daft because most people really wanted VR to do what they couldn't IRL: race in Formula 1, Dogfight in WW II, explore SkyrimVR mountains dungeons.
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Does it work with roomscale?
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Uh.. not having proper roomscale boundaries and locomotion makes me sick to my stomach. It's not okay. You need 6dof just for the vestibular to not vom.
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Replying to @twelvetoedtom
Unfortunately it's not yet, only flat. I haven't seen any modders even touching first entry of Sprawl, and this one is just coming out soon. At the time developers don't plan on official VR support. I agree 100% that @SPRAWLfps would be a BANGER in roomscale with true 6dof!
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Nouvelle vidéo et c'est un petit test rapide sur la dernière expérience des salles @eva_competitive: Les Lapins Crétins: Color Chaos ! youtube.com/watch?v=Lb2JEqOk… Un Splatoon like à faire en roomscale et c'est trop cool ^^
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POOLS VR has good roomscale locomotion the game will let me walk up and down stairwells but theres this constant negative acceleration bugging it out. 🤮 There appears to be a "gravity" based comfort setting for standing only, there's an "unrestricted" option but it does nothing.
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Bug 1 (Constant ambience music): To fix - try to change from roomscale play area (boundary) to stationary mode. Bug 2: If your headset constantly returning to roomscale every YuoTube VR app launch - try to delete saved roomscale area in the Quest settings>Environment>Boundary
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BetterVR is a mod that adds full roomscale VR with tracked hands and arms to Breath of the Wild running in the Cemu emulator. - Fully stereo-rendered with 6DOF and roomscale support - Full hands and arms support with weapon wielding and gestures - Motion controls for puzzles, combat, and interacting with the world - Compatible with most other mods since it only modifies code, not game data
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Replying to @gingasvr
I think we make pretty good use of roomscale in GONZO (ducking, hiding, dragging, throwing, crouch/crawling):
GONZO is a VR stealth adventure inspired by Metal Gear Solid and Splinter Cell -- sneak, distract, fight, hide, and unravel an absurd conspiracy that takes you to Area 51, a Titan-II missile silo and the Moon. Available now on Steam #virtualreality #gamedev #indiedev #unity3d
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Despite this port being kinda outdated and wonky it still was one of my best VR experiences because of how powerful Quake 2 gameplay is itself and how important are roomscale and true 6dof controls for real immersion. It will always hold a special precious jank place in my heart.
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May 20
Replying to @SteelWoolStudio
You can't just handwave the broken data diver with the roomscale excuse. We should be allowed to turn and move around in a vr game without being punished. I dont like fighting a game to feel immersed, but that's what I have to do for SOTM VR in its current state. It would be/
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Replying to @Mayo_And_Chip
mfw I make the freeroam game not roomscale
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May 15
fuck virtual reality I'm now into real estate roomscale is harder to achieve now
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Just want to clarify something here. Talemann has made HMD movement a thing, but do NOT expect roomscale that's not in there.
Huge Resident Evil Requiem VR Mod update with roomscale HMD movement and manual reloading releasing Saturday!
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Huge Resident Evil Requiem VR Mod update with roomscale HMD movement and manual reloading releasing Saturday!
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Survios holds a special place in my past. Weird to see all the news after being there at the very beginning. Unfortunately a common trend right now... It was a magical moment doing roomscale VR in 2013 before most could only dream of it. Here is one of my favorite shots from 2013 I took of us testing "Zombies on The Holodeck" remake I did with the founders. It truly captured a moment in time. This was aiso the first place I shared multiplayer space on a network in VR and we had what might have been the first virtual high-five in fully embodied avatars. We could feel how special it was fighting off enemies using fully interactive weapons and roomscale design. This is way before the dynamic was commonplace. It is also fun to see the old VR hardware like Razer Hydra base station on the table and a PS Move leveraged for the tracking system using backpack PC prototypes. Wild to see this photo again. Time flies!
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