
Maker of VR-focused videos on YouTube // Author of 'The Memory Engine' // Host of @RecenteredPod - a VR/AR podcast // email: [email protected]
UK
Joined November 2020
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I was 36 yo when @NoMansSky launched & I've played around 30-hrs per year on average since then (a vast majority in VR). If NMS had launched when I was 10 then I think it's safe 2 say that my decade of playing would have EASILY racked up about 50x my current average. Such is life
If you love AI or hate AI, referring to everything associated to AI as "slop" is outdated and nonsense at this point.
It's difficult not to wonder about the impact on the built-for-VR game devs right now with this wave of VR mods. Even without these mods, the market for paid-for VR seems too small 2 support most studios. The mods are great, but does it meaningfully add to the VR gaming industry?
I haven’t got mine yet, but I’m reading plenty of reports from others on the Steam Frame. Part of the hardware experience I’m seeing almost reminds me of the transition from Rift CV1 to Rift S. Is the Frame a refined, yet also cut-back (compromised) Index?
Specifically, I was just reading someone talking about the audio not being great on the Frame. This was absolutely one of the highlights of the Index of course. This makes sense in cost cutting, in a similar way to the various corners which were cut on the Rift S.
The Titanfall 2 VR mod by @CircuitLord is absolutely exceptional! Give it a try here: github.com/CircuitLord/Circu…
Sometimes I wonder if my (very minor) frustrations with the VR community stems from the fact that I consider myself a "VR enthusiast" first and a "Gamer" second. I think most in the community would consider themselves the exact opposite of that.
I'm still waiting for my number to come up for the Steam Frame (and settling in for the long-haul) so, bored on a Sunday evening, decided to dig out this bad boy for some 2018 magic. It's still pretty impressive. @magicleap @rabovitz
I wonder if Valve toyed with the idea of adding a trackpad to the Frame controllers (like a Steam Controller cut in half) in order to get complete continuity between all their hardware? Not completely necessary I guess, due to controllers acting like laser pointers anyway?
People running Half Life: Alyx on a Quest 3 reminds me of running Quake on my DX2/66 PC in 1996 with the screen reduced to the size of a postage stamp. "see it can do it, this proves it".
I’ve been playing @NoMansSky for 10-years and have always been sold on it. I love exploration and wondered about more incentives for scanning fauna. How about something simple such as online leaderboards for stats like “largest wingspan”, “heaviest”, “fastest underwater” etc?
It's a different time now, and a lot has happened in VR over the past decade which makes things not quite identical, but honestly, waiting for my Steam Frame order email and watching the excitement online really feels like those launch days of Rift CV1 and Vive back in 2016.
Thoughts on playing flat games on the Steam Frame? I have to admit that I'm sort of interested in using it as a standalone flat-gaming device. I'm currently playing Return to Monkey Island, so that type of game should be a breeze at 1080p on that big, floating screen.
All these VR mods are great, and people giving up their free time to develop them is admirable. I also think that PROPERLY pointing out their flaws and limitations in their current form shouldn't be seen as "being negative". It should be seen as avoiding future disillusionment.
More than ever I think the lack of adoption in VR gaming is down solely to friction & effort. Most "Gamers" seem to just want to sit on a couch, pick up a controller, look at a screen, & occasionally - easily - glance at their phone. VR is simply too much effort for most people.



