Ven VR is out. Reviews are positive in Steam

Also in Viveport Infinity

Woah, once you get into Gold ranking, Blaston is a different game! Some people are really good, and it makes you sweat in a few minutes. In fact, Oculus Move really isn’t make the best job in guessing calories spent, because 10 minutes of playing Blaston tires me more than 15 minutes of Beat Saber, and still it gives me less calories than not 15, but 10 minutes of BS. Crouching to the ground and jumping around with the full body is more complete excercise than just flailing around your arms.

BTW, I love how creative you can get with the VR equivalent of victory dances/dancing emotes. You can not talk in the game, there is no mic, but you still can express yourself by amusing gestures like:
spinning around
egyptian dance
thumbs up or down
shaking the head
hands to the groin
fist bump
hands to the head
etc. You get the idea.

I’m not sure I understand the draw of playing a platformer in VR?

I haven’t played the VR platformer game Moss but it is highly praised. Maybe it gives the player a better perception of the platform environment as you guide your little buddy around the level?

Someone should make Banjo Kazooie VR!

Yeah the range and expressiveness of the gestures people are doing in this is really impressive!

Need to put some more time into it. Only got up to silver rank so far.

It’s not bad, if you’re a platformer person then it’s worth trying. There’s something extra charming about a platformer in VR, akin to watching real mice in a maze rather than on a TV. It’s not a VR showcase by any means, but it does seem to have a little added to it.

I haven’t played Astrobot, but it’s one of the best regarded VR games.

To be honest, VR doesn’t really add anything to the gameplay of a platformer, but it actually happens that the extra immersion factor doesn’t only work with first person games, it also works with third person games like this. You feel as if you are there, watching some guy jump.

The Ssnctum tower defence games are a bit like that.

Platformers are great in VR. VR adds the same thing to platformers it does for any other genre, immersion. I have a super hard time getting invested in platformers on flat screens, but find the extra immersion of VR does the trick for me. Like all things in VR the immersion comes with the cost of all the negatives of VR (resolution, comfort, blocked off from the rest of the world, etc) so whether extra immersion in a platformer is worth it to you largely depends on why you play platformers, IMO.

***I think I replied to the wrong person ******

Yeah, it’s hard to explain what VR adds to a platformer until you actually try it. The experience is so much better for it. Or an RTS like Brass Tactics - being able to move around the battlefield and watching your guys follow your orders is immensely satisfying.

https://www.roadtovr.com/steam-survey-vr-monthly-active-user-2-million-milestone/

Quest update

If this means what I think it means, woohoo!

So all VR ever needed was a little pandemic??

I’ve been playing the Beat Saber Campaign and it took me a couple tries to get past the disappearing arrows. I don’t like those at all, but everything else has been a ton of fun. I think I’m at mission 11 or 12 now. If there are more disappearing arrows and there is an alternate route I’ll pass on the arrows for sure.

I’ve been playing the quarters minigame of the Eleven Table Tennis and like that quite a bit. I’m almost in the top 1000 after starting off around 16000. I can beat the medium ai in a game but can’t beat hard. I’ve come close a handful of times. Other times it crushes me.

AI seems to have a weakness, fast shots to the middle of the table. Which I guess in real life it’s also harder to receive there, but with the AI there is a even bigger difference, in comparison with a fast shot to one side.

It’s been so long since I played the campaign that I don’t recall exactly, but I think they only (dis)appear on a couple of the early campaign levels. On normal (non-campaign) play, disappearing arrows is a significant point booster and will definitely help you climb the score charts. And it’s not really that bad. You get used to how the charts are laid out. Later in the campaign, I got tripped up by the levels that require you to complete tough charts on Expert with no bad cuts and high score. (I probably played Rum n Bass about 100 times to finish one of the very last levels–and even so I still love to play the song.)

OK, so I’m still a little confused on resolution settings. I was playing Project Cars 2 VR on the Quest 2. The in game resolution is set to 1920 x 1080. It doesn’t have the option to go higher, but it can go lower. I had the Oculus program graphics render resolution set to 5408 x 2736 (1.3x) , the highest it can go for me. It recommends leaving it at 4128 x 2096 (1.0x), which I set it back to. It’s also set at 72Hz refresh rate. I think I left the Steam VR resolution at 100%

Is there any reason to change the resolution in PC2 from 1920 x 1080? Why can’t it go higher if the Oculus resolution is higher? Is it best to leave the Oculus render resolution at the recommended value?

Resolutions in VR are confusing, yeah…

In most games, resolution settings that you would normally use when playing on desktop only really set the size of the VR mirror and have nothing to do with the VR resolution that you get in the headset.

Many people say to set this as low as possible, though in practice I don’t think it typically has much effect.

Project Cars 2 is one of the exceptions, where I believe the in-game resolution setting affects the quality of the UI. I don’t know why you can’t set it higher, but 1080p is good. You could try 720p as well.

I’m not that familiar with the Quest render resolution setting since I don’t use Link, but I’d start with it high and tweak downwards for performance. I’d try for 90Hz instead of 72.

Only 1080p and can’t go higher? That sounds like the normal, 2d, non-vr resolution. Maybe the game is picking the VR resolution from the vr api directly, and ignoring the 1080p one.