Whoa, is a base assault as cool as I’m imaging it might be?

The whole game is awesome in VR. I installed a few graphics mods as well as a few QoL mods. This, and Borderlands 3 were my most played games of 2020.

You DON’T mean the Borderlands 2 VR port, correct? I’d read THAT was terrible an best avoided even by Borderlands freaks.

Thanks,
Diego

I meant BL3, however, Borderlands 2 VR is Borderlands 2 in VR. It’s an awesome game. I just checked Steam and I put 30 hours in it last year and everyone of those was a blast. I really don’t get the hate for the game.

I mean I LOVE Borderlands & have bought & played t it on so many platforms. But EVERYTHING I’ve read was that the BL2 VR port is the worst kind of un-optimized & lazy cash grab.

Star Wars Squadrons

So I’m more setup with my throttle/hotas and VR, and lets’ not mix words… I am beyond terrible in this game and I just don’t understand why. Maybe it’s the swimmy feeling of the joystick and the fact I have to move it to far bounds to get max turn rates. Or when I do move quick I overshoot my turns to stay on target. Also, trying to quickly switch targets while managing everything is very difficult. I should love this game, but it’s just been a source of frustration so far. Any tips?

OpenXR is only used by MSFS atm (barring some newer indie stuff I’m unaware of).

For future OpenXR games, OpenXR will not affect SteamVR games for you, since you do not have a SteamVR headset (Vive, Index) - unless you change your OpenXR runtime to SteamVR. I don’t know why you would want to do this!

Understand that SteamVR is a platform, and OpenXR is an API. Below is my understanding of the status quo.

There are 3 major platforms:

  • SteamVR - Vives, Index.
  • Oculus - Rifts, Quests via Link
  • WMR - G2, Odyssey etc

There are 3 major APIs. Games are built using these targets to support the various platforms:

  • OpenVR - the native SteamVR API. If you use Oculus, SteamVR will translate this to Oculus SDK calls automatically. If you use WMR, ‘WMR for SteamVR’ does the translation.
  • Oculus SDK - the native Oculus API. If you use SteamVR, using Revive will translate this to OpenVR calls. Same with WMR, with the extra step of then going through ‘WMR for SteamVR’ as well.
  • OpenXR - the way forward, the API of the future! The 3 major platforms all provide runtimes to interpret this into native calls, meaning devs can build games using this one target, and all the platforms get native performance without translation.

I finished HL: Alyx today and it was glorious. I can’t wait for Valve’s next VR game. Either back to The Room VR, or time to start The Walking Dead: Saints and Sinners.

Steam VR is compatible with all devices, as you say later with the OpenVR explanation. Saying “Vives, Index” will only create confusion.

Those are the facts! SteamVR may support Oculus (via translating OpenVR calls to Oculus SDK calls), but an Oculus is not a SteamVR headset.

Beautiful. That’s exactly what I needed. Thanks!

Good one to move on to. Obviously not as AAA as HL:A, but the devs definitely took in the lessons that Valve taught everyone. I prefer the way that TWD handles grabbing things, and its “holsters”, much better than Alyx.

Someone here mentioned a game they thought did archery extremely well. Anyone remember what it was?

In Death!

Cool thanks!
————

Anyone ever thought of putting weights on their wrists or arms when using the controllers for swordplay, boxing, or ping pong? I can’t get used to the “nothing but air” feeling/response when I’m supposed to hit something, especially something with mass. I wondered if some weights might at least take me out of “default human” setup while I’m in VR to help with this.

I hit my desk and a cabinet while playing, so putting weights on me is probably a bad idea :-)

I think my brain buys into the being there aspect of VR since several times I’ve tried to lean on things that aren’t there :-)

I started playing TWD Saints and Sinners and so far it’s pretty good. The save system is annoying as it only saves on fast travel and sleeping, and when you sleep the zombies increase and supplies decrease - so I don’t want to waste sleeping.

I seems like it’s going to capture the feeling of needing to scavenge pretty well since the backpack is limited and you have to leave a lot behind in an area. So, I’ll need to go out and make scavenging trips just for materials.

Have you tried something like Half-Life: Alyx or Until You Fall?

These games (and I’m sure there are others) simulate mass by adding some drag to heavier objects, so you can’t freely wave around a heavy thing as if it were a feather. If you do try, the object lags way behind your hand position.

I find the brain kind of buys into the whole thing, and it feels a lot better than older methods like Skyrim VR for example.

Got Squadrons up and running - that was fun :)

You using hotas or gamepad? I’m still struggling mightily with it (I suck).

Pad. I’m sure I suck too, but so what :)