11-18-2019 04:15 PM
03-24-2020 02:04 PM
MowTin said:
My guess is that HL:Alyx lack melee because the kind of physics based melee found in Boneworks and S&S would kill performance and force them to reduce visual fidelity.
I get the feeling they put a lot of work into optimizing everything to get this kind of amazing performance.
03-24-2020 02:22 PM
MowTin said:Actually, it's usually the young who innovate because they're not limited by the traditions and rules of the past. They see the world with fresh eyes.
I've never seen anyone argue against applying knowledge, experience, and wisdom.
Also, Fresh perspective != eyes of a child
Yep, and those people are able to spend more time doing other things in life that are far more rewarding than remaining stuck watching the same regurgitated films. I know a lot of people who are easily enthralled by monotony.
Nope. Margins can be measured.
Completely disagree. The Index has known flaws and is tethered. I still use my Rift CV1 but being untethered with Quest is far more "next gen" than what the Index currently offers. Especially since Quest, and soon Rift-S, can track your bare hands (zero controllers) in VR.
Maybe too much power for you personally, but that is purely subjective on your part.
Hmm, most rumors on FB and Reddit seem to indicate that VR is now becoming MORE mainstream due to the pandemic and requirements to self-quarantine. But yeah, considering the marginal upgrades Index provides, $1000 may be better off spent with something like Quest or Rift-S with plenty left over to expand your VR Library.
03-24-2020 02:54 PM
The thing is, HL has a fairly sophisticated physics engine in place, probably more so than S&S. You can I think throw objects at enemies and they will interact with them, they just generally don't do any damage while doing so. I think Valve just thought physics-based melee couldn't be done without inducing nausea in VR novices. They probably looked at Boneworks, which is horrendous in terms of comfort and user-friendliness, and thought okay, we are not doing that. By the time S&S came out, and single-handedly revolutionized VR melee and interface IMO, HL: Alyx was already in post-production which is fair play, I guess. But they could at least have introduced rudimentary punching options or hell, allow you to zap enemies with multitool or sth if you are in a tight spot. But the engine seems greatly optimized and my hope is other developers can use it to create more advanced VR games in the future (Please note I'm only 4 hours into the game, so maybe something changes later on, but from what I've gathered there are no melee options whatsoever).
03-24-2020 02:56 PM
Wildt said:
C'est fini!
What a ride.. despite the flaws and shortcomings already voiced in this thread, it's still the best video game experience I've ever had.
Kudos Valve! First true AAA VR title in my book.
03-24-2020 03:13 PM
MowTin said:
Wildt said:
C'est fini!
What a ride.. despite the flaws and shortcomings already voiced in this thread, it's still the best video game experience I've ever had.
Kudos Valve! First true AAA VR title in my book.
Wow, you zip through games. I don't want it to ever end. What difficulty did you play on?
03-24-2020 03:50 PM
Wildt said:
MowTin said:
Wildt said:
C'est fini!
What a ride.. despite the flaws and shortcomings already voiced in this thread, it's still the best video game experience I've ever had.
Kudos Valve! First true AAA VR title in my book.
Wow, you zip through games. I don't want it to ever end. What difficulty did you play on?
Normal - took me 12 hours.
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD
"Ask not what VR can do for you, but what you can do for VR"
03-24-2020 05:56 PM
Wildt said:Normal - took me 12 hours.
03-24-2020 07:27 PM
03-24-2020 07:46 PM
03-24-2020 10:01 PM
bitzie said:
What is probably the most iconic aspect of the Half-Life franchise? The crowbar. Smashing crates, windows, boards, and most importantly, headcrabs. Why Valve didn't include what is basically a core mechanic of the franchise is beyond me.
No native Oculus support, it's purely a SteamVR game. Sadly, because SteamVR's setup is crap. This morning it wouldn't let me start Alyx because my 2080TI didn't have enough GPU ram to play it. I rebooted, tried again, and the coordinate system was way off (had me standing over 2m to the right of the origin). It took multiple calibrations to try to get the damn thing lined up the way I wanted. (If this was a native oculus game, I'd just do Reset View in Dash and it would have been fixed in seconds)
RuneSR2 said:
kojack said:
Has nobody at Valve (in the last 4 years) on the Oculus support in SteamVR team actually used a CV1?
How about native Oculus support? Can you start the game from Oculus Home without starting SteamVR? (Yeah, I know, what are the odds...)