Interested if the price isn’t up there with the Vive Pro.

Cool to see new headsets coming along. Seems like the ones released around the same time might be much of a muchness though. The wireless and tracker-free approaches are defintely welcome.

A glowing preview about No Man’s Sky in VR:

Well, it’s glowing, but the writer just casually drops this paragraph in between the compliments:

Well for what it’s worth, similar mentions have been said about Subnautica, Skyrim and Fallout 4 VR. I mean, you can’t change the base game design and inventory management is part of it.

I get the critique, but for an add-on VR to a game I don’t find it valid. If it was just way TOO hosed in VR, sure. Something akin to Subnautica’s PDA overlay where it caused issues with people due to motion behind the PDA screen would be a valid comment for inventory and menu screens. But NMS has a lot of inventory management, so do a lot of other games being ported with VR.

To expect a complete redesign of that part of the game for a VR retrofit seems … overreaching.

That’s true, and the writer doesn’t expect this which is why the preview as a whole is so positive. It’s just as someone who hasn’t played NMS before, hearing about the VR add-on makes me wonder ‘is this a game I want to play in VR’, and so knowing about how significant parts of the game design are not well suited to VR is something I would like to read about front and centre and not just as an aside.

Oh well, I bought the game at the last discount in anticipation of the VR functionality so I will be there with bells on regardless.

There’s been a lot of changes to NMS to be fair and I have yet to go back and replay it after launch. I had 60 some hours just from launch so I guess I’m saving up for a good excuse to reload it. Maybe VR will be that push?

EG seems to think that the inventory is improved in VR

The inventory, always a bit fussy in the base game, suddenly makes a lot more sense when it’s a 3D presence before you and you’re swiping through screens, picking up items by hand and then dropping them in place.

The problem I had with Subnautica VR wasn’t that there was too much inventory management, it was that the inventory was out of focus. I think it was because current consumer VR uses a set focal point. The Rift has a 2 meter focal point and the Subnautica PDA/Inventory was way closer than that. For me it was pretty much unreadable and unusable.

It’s odd that they never fixed that. Seems like such an easy fix.

You know, that along with not having VR at all for the second title make me think either the internal resource they had coding that or whatever external partner the may have used is no longer available. It’s another title that would shine so well with VR if applied correctly.

Samsung have the Odyssey+ on sale for $299!

So what’s the current state of VR? Has a clear best headset emerged? Have games that actually take full advantage emerged? Is this a good time to buy in or is substantially better hardware around the corner?

I briefly tried the Oculus and Vive at work around their launch, but haven’t followed the space since then due to lack of an appropriate PC. I’m going to be building a new rig in the next couple of months, though, so I can budget for a headset if it’s reaching its potential now.

Better hardware is around the corner. Couple of new Oculus models plus the Valve Index. Plus AR stuff I don’t know anything about.

Valve Index next month. No details yet, other than it comes with the badass-looking Knuckles controller (I haven’t watched the video, just the first one that came up on a google search):

I have a Rift but I’m really wanting an upgrade, especially with resolution. Oculus has (smartly, likely) taken the more affordable mass-market route, but I really want the next step. Hoping Valve can deliver a 1.5 type of experience without breaking the bank.

Yes they have. Flight simulators. DCS. Il-2. Aerofly fs2, Xplane.

Flying a helicopter in VR is absolutely the best. Nothing comes close. Same for a ww1 dogfight. There’s no way anyone who’s into that would ever go back to 2D from VR.

So what are those outside rails on the knuckles controller? Handguards to protect the hands and controller when the gamer is wildly flailing around immersed in VR?

They probably have IR lights or something for position and tracking sensors in the goggles to pick up.

I’m going to buy a new VR headset next month, but haven’t decided which one to get. I have an Oculus Go that I’ve been using the past year, and I still think it is the best value as far as VR goes. I’m split between getting an Oculus Quest and Oculus Rift S. On one hand, it would be nice to finally get a premium PC headset with the improved graphics, especially now that the Rift S has inside-out tracking. On the other hand, I love how portable and convenient the Oculus Go is (i often bring it to work to use during lunchtime), and it looks like the Quest will be a natural next step in that direction. Right now, I’m leaning more towards the Quest, but that may change when the actual units are released.

I’m a bit suspicious of the Valve Index headset. Valve isn’t exactly known for high-quality hardware design, and some of the Index’s design choices seem a bit backwards. Also, its suspicious that they haven’t released hardware specs for something that it being released so soon.

Although it’s presumably not what they’re for, impact absorption is certainly something the equivalent things on the Rift ‘help’ with.

Might as well at least wait for all three to come out before you decide.