How do you VR while POOR Yea Forums ?

how do you VR while POOR Yea Forums ?

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store.steampowered.com/app/572540/Tin_Hearts/
youtu.be/FLb9EIiSyG8?t=31
youtube.com/watch?v=PcCAlmYDpHE
youtube.com/watch?v=OK2y4Z5IkZ0
youtube.com/watch?v=NspPu01hKWs
youtu.be/NspPu01hKWs
twitter.com/AnonBabble

They're poor for a good reason.

By going to the arcade

I wouldn't even do VR if I was rich

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cardboard VR

By going outside.

Gonna have to settle for the R instead.

I don't because VR is fucking stupid and shitty.

literal gimmick. You just call us poor because you know its a waste of money and it'll never succeed.

Well at least salt is cheap.

>3D porn
>weeb porn
>second life for ERP niggers
>turret simulators
>walking (teleportation) simulators
>all of it ranging in quality from "Buffalo Diarrhea Dump in the Ear" to "Mediocre"
There isn't a single VR "experience" that isn't entirely forgettable. Even if it was free it'd be too much.

Labo by nintendo

I'm afraid they can't

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Oculus Rift S.
Failing that if you have a shit PC, PSVR with a PS4 Pro.
Failing that if you don't have a Pro, Quest. It's better than phone VR at least.

CYBERPUNK 2077.jpg

Not him. While I think the VR games library is basically not even at the level of 80's gaming yet, there's some interesting stuff that's starting to appear for it. I just came across this today:

store.steampowered.com/app/572540/Tin_Hearts/

That looks pretty fucking cool to me.

MY VISIONS AUGMENTED

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I bought a Vive. Just because you're poor, that doesn't mean you can't spend a few hundred bucks on something.

Just let the meme gimmick fad pass and continue saving up money for when VR is actually VR and not stereoscope with motion controls.

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>when VR is actually VR
When's that?

And what the fuck is VR supposed to be then?
Fucking
>Wah VR is a tangible thing that has physical parts instead of a impossible fantasy we can't even comprehend
fags.

Soon

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youtu.be/FLb9EIiSyG8?t=31
>2009
It's about time

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That headline is so full of buzzwords it's almost meaningless. First of, brain READING does nothing for VR, that's literally the exact opposite of what you're trying to do. And we've have brain reading helmets and caps for decades now, pic related, all it's doing is reading electrical activity in the direction each probe is pointing at, hardly anything /that/ special. And what the hell does AI have anything to do with it? Interpreting the data? Good job, it can do basic pattern recognition, exactly what dumb computers have been doing for about the same amount of time the brain reading caps have been around.

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>flagrant error? virus = very yes?

The point is that true VR would be using your thoughts as inputs rather than dumb waggle controllers, and technology is already emerging that can do this, albeit rudimentarily... for now.

>This level of COPE

>Ok, I want to make /this/ input, not /that/ input.
>Fuck, why is it doing /that/, I told it to do /this/
>Finally, it didn't do /that/-
>FUCK, stop /that/, don't fucking do /that/,
Ad nauseam. You though waggle was bad for accuracy (actual Wii waggle, not the 1:1 of actual motion tracking modern VR has), wait until it's what Microsoft was promising with the Kinect, except it's susceptible to every fleeting thought, conscious and unconscious.

i dont get why you can't just use motion tracker gloves to play vr instead of the gay little knuckle things

The accuracy will be improved over time as long as people focus less on trying to improve gay ass fucking clunky Kinect bullshit they have to put on and wear every time they want to play a game which no one human wants to do.

If anything VR fags are the ones coping with how much money they spent to play an inferior version of Missile Command.

They'd probably get funky after just a couple of uses due to sweat.

>The accuracy will be improved
No it won't. It can't. Why? Because of a thing called having cranial fluid, a skull, skin and hair (depending on the person) between your actual brain and the surface of whatever sensor array you want to put on your head. The level of precision needed to get something like activity for specific motor function is far too outside the possible resolution of something that has to go through all the layers just listed. It's be like taking a photo of a sidewalk with a early 2000's cameraphone from the 30th floor and expecting to be able to pick out specific people from their faces alone. It ain't happening.
And if you think drilling holes into peoples heads to get a decent connection is remotely reasonable, then I have a hearty fuck you for you.
Face the fact that having physical hardware on the thing moving, with reference to a static location of some sort, is the only reasonable way to get tracking data off of something in motion.

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>It can't.
Well, not with that attitude, at least. Hopefully not all scientists and engineers have an attitude as shitty as yours though, and maybe we'll eventually see tech that isn't merely a gimmick.

> actually putting the picture of you in the bathroom unconscious with your dick out on twitter
>going into depth about what you tried to do to yourself

I get people like information, but holy shit I wouldn't be able to look at my friends in the eye afterwards

What the fuck

>Hur dur lets fucking ignore the practical principles of electromagnetic interference through permeable materials because "We just need to keep trying".
Next you'll say we can somehow figure out how people living on mars in the future won't have the shittiest / zero internet because "It's just lightspeed guys, we can get that ping down!" And before anyone says quantum entanglement, that shit is impractical at best and you know it.

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literally pic related

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>it's the VR's fault that I asphyxiwanked myself into a small coma

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>shaky, low resolution 11 fps VR "experience"
whoa so this... this is the power... of VR (virtual reality)...

...
...
s...sugoi...

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>Hur dur let's keep investing in faggot tech no one gives a fuck about
Sounds like a great idea, let's keep squandering our resources and not at least try to do something desirable with them.

I wish I could at least TRY VR

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I will also second what they are saying. Understanding limitations and why they exist is also a part of science. The problem with EEG is a limitation of your head rather than the technology. The electrical signals coming from a 3D volume interact with each other in unpredictable ways and then get smeared over the surface of your head as this user said. Adding more sensors/resolution to something that is inherently blurry cannot not make things more clear. You just get a high resolution blurry output. Being able to control a video game will definitely be intrusive and probably not worth it. Ignoring technical limitations, you also don't want an outside party to be able to directly insert and extract content from your brain.

>how do you VR while POOR

$30 VR headset that you place your phone into, then go to pornhub and search "vr porn." It's not bad, it even has full head-tracking, I really feel immersed into the scene. The only problem I've had is being unable to focus on close up objects. Like, I watched this one vr porn where the woman had me eating out her pussy and I couldn't see her pussy very clearly being so close to my eyes.

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this game looks pretty fun. but im not going to buy VR any time soon because im relatively poor and would rather save for a downpayment on a house

youtube.com/watch?v=PcCAlmYDpHE

tape the monitor to your head and move your mouse around
that would be $999 please +shippin

>full head-tracking
no way this POS has positional

wow it's almost like it's a joke...
no... surely that's just too farfetched...

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There's trying harder, and there's knowing what the limits are. To go back to the previous example, you don't see scientists "Trying to make stuff move faster than light speed" because that'd be fucking retarded, because we know lightspeed is the absolute hard limit with a fuckton of maths and lots of experiments proving the maths. Do screwy things with space time that approximates going faster than lightspeed without actually going faster in theory, but we ain't ever going faster than 299,792,458 m/s.
Also what said far more eloquently than I did.

Every phone has a gyroscope nowadays.

go to one of those old fashioned gaming stores for a demo
seething

the head-tracking stuff was in my phone, not that headset. What I'm getting at is that I experienced vr porn where I could freely look around the scene by moving my head.

>focus on close up objects
there is no adjustable focus yet, all headsets are like this, the focus is roughly in an area where most people would bring an object near their heads to examine, if you bring it next to your eyeballs it gets blurry

that's not positional

then it has no positional

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i am seething and mad because how shitty it turned out to be

VR is only good for porn so save your money. Alternatively, go to one of those warehouse-scale VR attractions where you pay 50 bucks and you get to run around with a few other people and shoot zombies or robots or whatever. Those are actually pretty fun to do once and give a good impression.

Should I get a pre-owned Vive or a pre-owned CV1 Rift if I want to get into VR? The Rift is quite a bit cheaper but I'd have to set up a cable through across the room for roomscale. The Vive's more expensive but I'd be able to reuse the hardware if I ever migrated to the Index later down the line.

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hah gottem he actually bought one lads
neither
SDE is unusable on 2016 sets
just wait for "Index later down the line" instead of buying two headsets for no reason

this kind of shit seems pointless to me until haptic feedback gloves become standard. ignore the stupid as fuck title, its a good video

youtube.com/watch?v=OK2y4Z5IkZ0

Positional means you can lean to the side and stuff and it will track it. Phone gyros can only do rotation. That said, it's not going to make any difference with vr videos since they're pre-rendered/filmed from a fixed point anyway.

Vive, for exactly the reason you stated. The lighthouses are still stupid expensive for whatever retarded reason, so going cheap with a used Vive set and then getting a Index by itself later, or some other lighthouse compatible VR headset, means you can spread out the amount while having a (shittier) headset in the intermediate time to play on.
That's exactly what I intend to do, except with a Pimax 5k instead of a Index because I don't like ski goggle vision.

Just get a mixed reality headset and some velcro straps. It's the best bang for buck if you're wanting to hold out.

Rift cv1 I'd probably gonna be your best option. People are dumping them and upgrading to rift s
.

>People are dumping them and upgrading to rift s
That I find hard to believe, given the LCD panels, no IPD adjust, shittier tracking, and literally being a WMR with Oculus's name slapped on it.

How good is VR porn? Is it worth it to try this?

I am somewhat convinced i am in a VR game already. It even blocks your memories for the session. Man, i am gonna write a negative review on this shit when i get out.

Save up for a WMR headset.

Then find another way to do it. Whatever the case, the current motion sensing crap we're getting is not desirable.

Vr is not worth it yet.

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>Motion sensing crap
In the past, and with PS move, that would have been fair enough. But in the current year, motion tracking is pretty much absolutely perfect, assuming whatever it's using as a static reference point isn't occluded. If you're mad that you have to use your hands, then I hate to break it to you but having a physical object in hand to physically move about in space will always be the superior way to capture motion, because there's absolutely zero question of where it is in space. Anything that isn't "Here's a hard point, here's another hard point, where is one in relation to the other" is /always/ going to be inferior.

>upgrading
what did he mean by this

>But in the current year, motion tracking is pretty much absolutely perfect
It's the opposite of perfect, and here's why: because motion sensing means substituting game mechanics for physical movements, which means dumbing down the complexity ceiling of games so that they can work to the limitations of the physical. Every single VR game could have been made without VR and could have been made much better without VR. Every single one, and it's because of this dreadful fact of motion sensing.

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I would argue the exact opposite. Motion controls give you a greater amount of inputs with more intuitive control. If you want to convert a VR game into a regular game, you would have to dumb it down to deal with the limited controls. The game ends up having to take over for many of the things you can do manually in VR. If you want to verify this, try mapping the controls of a basic VR first person shooter to keyboard and mouse without having to dumb it down.

This isn't directly related to the content of your post, but could you offer some insight on what leads people to develop strong opinions on things they've never used? Sometimes this question keeps me up at night.

I genuinely don't mean to bait, but are you actually legitimately retarded?
What do you think a perfect brain scanning system that would be perfectly replicating your motor functions be doing? /Literally exactly what you're saying you don't want./ It'd be taking the motion from what you intend your limbs to do, and what feedback from those limbs your brain is getting, instead of directly from the physical movement you get from motion controls to move virtual hands and limbs in game. You get the /exact/ same experience, except without the positive of having physical buttons on the controllers to work with. Which the Knuckles and Touch still have. /Because they know there's things that will still need physical sticks and buttons./
There's VR games that work better with static controllers, simulators being a perfect example, and guess what? YOU CAN USE STATIC CONTROLLERS IN THOSE GAMES. There's also games where the entire point is "You're actually there", where a gamepad would be fucking retarded because you can't use your hands, like you can IRL.

>tfw backed 5k+ for 350

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Just don't limit then lol

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Damn you got a great deal, I'm jealous
Pimax controls look great too

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>Motion controls give you a greater amount of inputs with more intuitive control.
What greater amount of inputs? Nothing has more inputs than a mouse and keyboard.

>The game ends up having to take over for many of the things you can do manually in VR.
Having to do things manually in VR means you can only do things that your own body can do, at the speed your body can do them. You can't do things that a super-human or a non-human fictional character might be able to do.

>If you want to verify this, try mapping the controls of a basic VR first person shooter to keyboard and mouse without having to dumb it down.
You don't seem to understand what complexity in games actually entails. Manually reloading your gun in a VR shooter isn't adding complexity to games at all, it's only adding a greater delay between the player's input and his in-game actions. There's no difference in game complexity between pressing a button to watch a reload animation and having to reload it yourself besides that the latter takes longer to do and also tires you out faster. This is why webms of VR shooters look so unbelievably slow and boring to people who play FPS games on the regular.

>What do you think a perfect brain scanning system that would be perfectly replicating your motor functions be doing?
Your mind can imagine things that your body itself might not be able to do physically. It can imagine how to operate in the world with the physical might of Arnold, even if you aren't Arnold. Create a system that can also give your mind the feedback it needs to convincingly feel like it IS in Arnold's body, and there you go, you have tech that is far more immersive without hindering game complexity like motion sensing does.

fug that I'm getting knuckles
they had their chance

Do they? They're huge and it looks like the fins would get in the way for some games.

What is VR actually adding there? Letting you flip upside down? That can be done already, Shattered Horizon for example. Letting you manually aim your gun? Like I said in my other post, this isn't adding any complexity to the game, just creating a delay between the player's inputs and their in-game actions. Letting you aim at 2 enemies at once? Perhaps the only thing, though light gun games already existed and a lock on system probably exists out there that achieved that already. Going fast and jumping around like crazy? No, FPS have been like that, in fact MUCH faster than that, for decades. The sense of vertigo from the headset tracking? The only thing I'd say is being added to the experience here, but that doesn't do anything for making the game more complex, and this game could be a lot more advanced if it wasn't tied to VR. Want proof? Just look at the most advanced non-VR FPS games on the market. You won't be able to adapt them to VR without dumbing things down.

>I'm getting knuckles
why

Goes both ways really
youtube.com/watch?v=NspPu01hKWs
The control you get over how you can handle your weapon adds something new to FPS which I think jaded boomers need after a decade of the same WASD control scheme

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I don't see where he blamed VR

fuck vive wands
trackpad a shit

>What is VR actually adding there? Letting you flip upside down?
you turn upside down in that game because youre supposed to be a nanja
>Letting you manually aim your gun? Like I said in my other post, this isn't adding any complexity to the game,
that adds immersion
>just creating a delay between the player's inputs and their in-game actions.
gives you better control than a mouse or a controller
>Letting you aim at 2 enemies at once?
this is an overdone VR meme because it looked cool, 2 hand grip is better
>You won't be able to adapt them to VR without dumbing things down.
you can adapt any FPS to VR bitch

but why not the sword sense

I was stretching the truth to be mildly humorous user. He does sort of imply that it was out of his control.

mainly that massive ring

at first when i saw this I thought it was a scripted event for some surrealist vr horror title ala scarecrow from the bat man games

>that adds immersion
It makes what you're getting immersed in dumber though.

>gives you better control than a mouse or a controller
For FPS? Nah, mouse easily wins in terms of precision.

>you can adapt any FPS to VR bitch
Sure... as long as you dumb them down first.

So you're yet another "VR isn't good enough unless it's literally the matrix." Fuck off. I ain't jacking into shit to play games, and all your "You can't be like Arnie" is bullshit because nothing in VR is real, you can pick up that cargo container like it's nothing, or have the game limit what you can do in game if need be. Just because games seem like they're lesser than their 2D counterparts when viewed on a 2D screen doesn't mean they're actually lesser when played. All your pissfarting around about "But things take longer" is because it's virtual fucking reality, where you can ACTUALLY do the cool shit that's usually tied to canned animations in a traditional 2D displayed game. Things seem like move slower not because VR games literally can't go at that speed, it's because you practically can't comprehend it when you're actually literally in the game.
It's the same amount of difference between jumping from 2D to 3D in the late 90's, there's some things you can't do in 3D that you can in 2D, and the inverse is also the case. You could make a VR FPS that has everything mapped to the physical buttons for "Muh reaction time" if you really wanted, but that'd be fucking boring, you want to DO stuff in VR, not watch stuff happen when you press a button.
>Motion controls less accurate
From a pure numbers standpoint, that's incorrect by an absurd magnitude. The number of individual locations in 3D space a motion controller can be DWARFS the number of keystrokes that can be made on a keyboard and mouse locations in 2D space, talking astronomical scale differences here.

>What greater amount of inputs? Nothing has more inputs than a mouse and keyboard.
You would need 9 mice to be able to recreate the inputs of VR.

>Having to do things manually in VR means you can only do things that your own body can do...
This is partially true, but also misleading. There are plenty of ways a game can allow you to perform better than you could in real life to make you feel special. Movement that makes use of your hands is an example. In VR I can easily use two grappling hooks to swing through the environment using somewhat believable physics. In PS4 Spiderman I just press a button that will auto lock on the nearest target and I can use the analog stick to guide me rather than the web tension since I don't have a second hand to keep me on path in a more realistic way.

>You don't seem to understand what complexity in games actually entails.
How you perform actions definitely affects the game's complexity. If the players ability to do things in a game doesn't matter, the mouse and buttons are also an inefficient waste and everything should just be menu driven. Having to actually move the mouse over someone's head in a FPS or do the right move in a fighting game just add extra time that serves no purpose after all.

Not him but I don't know what game wouldn't work
Movement has just been held back by pussy devs worried about the motion sickness meme, which even Valve has realized isn't an issue as shown by going from trackpad to stick

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>It makes what you're getting immersed in dumber though.
the competitive skill cap for VR games is higher you absolute retard, but besides, you can go overdose on a MLG dorito because what actually matters is gaming

>For FPS? Nah, mouse easily wins in terms of precision.
mouse doesn't even come fucking close, there is no comparison in between using the tip of your finger and your entire body within all degrees of freedom

>Sure... as long as you dumb them down first.
not like it would matter to you, youre pretty dumb already

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i just couldn't play this quake mod on a trackpad, i'd get stuck all the fucking time, bouncing from wall to wall, it was a chore

What game?

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>being this retarded

Feel free to prove that I am rather than making a baseless statement. Lets see your control mapping.

Finally I can find the women that let me have sex.

Agreed trackpads are absolutely fucking disgusting
Valve initially wanted to avoid artificial locomotion at all so we've been stuck with this shit

What's the solution for moving with a glove?

>For FPS? Nah, mouse easily wins in terms of precision.
Even Wii pointer aiming is more precise than a mouse. VR controllers are even more advanced than that in terms of tracking and precision.

Thumbsticks

Fpbp

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>be french
>Too lazy to work
>ask for welfare (rsa)
>Wait for two months accumulating free money, eating pasta to avoid wasting my precious bucks
>can buy the vr station I forever dreamed about

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i love how there was oculus cope back in 2016 but then they ended up getting the best controller for the rest of the gen KEK

"aren't you guys against the motion control meme"
"oh, uh... times have changed, you know..."

>So you're yet another "VR isn't good enough unless it's literally the matrix."
Yes and no. Obviously that would be the best, but I'm more of a "current VR is irredeemably flawed because motion sensing is inherently flawed" kind of guy.

>it's virtual fucking reality, where you can ACTUALLY do the cool shit
Like? You can't do Ryu's or Dante's moves because you aren't physically able to.

>You would need 9 mice to be able to recreate the inputs of VR.
Show me a game then that utilizes all these inputs.

>How you perform actions definitely affects the game's complexity.
It does, except only if your actions are done by the fingers alone. Using more of your muscles takes away from the game's complexity and substitutes game mechanics with your physical body's limitations.

>the competitive skill cap for VR games is higher you absolute retard
How the fuck is it? Your skill cap becomes tied to your own body rather than your mind and your ability to think and react.

>there is no comparison in between using the tip of your finger and your entire body within all degrees of freedom
So the flick of your wrist and a single hand movement isn't as precise as having to use your entire arm to aim? You realize that competitive FPS players aim at pixel perfect precision at vastly higher aim sensitivities than your own body can pull off, right?

>Like? You can't do Ryu's or Dante's moves because you aren't physically able to.
Not him but neither can a controller then
Putting your virtual sword in a stinger stance and thrusting to zoom forwards would be a lot closer to "actually doing the cool shit" than pushing two buttons

>Not him but neither can a controller then
Here's Ryu's move list and the controller inputs to perform them. What would the inputs be for VR? There wouldn't be any, because you'd break your neck or vomit your fucking brains out if you tried, and the game would never get made.

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>Show me a game then that utilizes all these inputs.
Pick a VR game at random and that is likely to be your answer. You have 3 rotation and position inputs for each hand and your head for a total of 18 inputs. A mouse has two.

Some people don't have as precise finger movement as others. Finger movement limits your ability to play the game and is no longer allowed. Games that currently use finger movement are dumbed down and should have the intelligence to play themselves so my capabilities won't hinder my ability to play the game.

I don't know what an input in a video game is: the post

>Some people don't have as precise finger movement as others.
So? I guarantee you a competitive FPS player with a mouse and keyboard will push a VR FPS player's shit in so far it'll come back out as their uneaten breakfast.

PSVR. it goes on sale for 250 with the controllers every now and then

>How the fuck is it? Your skill cap becomes tied to your own body rather than your mind and your ability to think and react.
isn't your mind connected to your own body? are you a robot?

>So the flick of your wrist and a single hand movement isn't as precise as having to use your entire arm to aim?
yes, and this has been demonstrated before with the wii u (as shit as the hardware on that is)

>You realize that competitive FPS players aim at pixel perfect precision at vastly higher aim sensitivities than your own body can pull off, right?
LOL and who said you are obliged to turn your body IRL? i even have a program that bypass steamvr and allows me turn my character at ungodly multipliers

god, you're so retarded, you don't even know anything about VR gaming

>Show me a game then that utilizes all these inputs.
Literally any game that uses motion controllers and a tracked headset you 'tard. Do the maths, a mouse gets you 2 axis of movement, a 6dof headset or controller has six axis by itself, and that's one of three inputs minimum.
>Using more of your muscles takes away from the game's complexity and substitutes game mechanics with your physical body's limitations.
Unironically get good you fucking lard ass. Want to move faster? Physically build yourself up to moving faster with things like exercise and "Training", which in this case would just be playing the VR game.
>So the flick of your wrist and a single hand movement isn't as precise as having to use your entire arm to aim?
Yes. The more degrees of freedom you give something, the more accurate that thing can be. Also you can't compare "Pixel perfect precision" because there's no fucking pixels (not any that matter in relation to what we're talking about anyway), in VR you point and shoot the physical object at the other physical object.

An input is something you provide a game and then something in the game happens. Are you really trying to say that a mouse doesn't provide input to a game?

> I guarantee you a competitive FPS player with a mouse and keyboard will push a VR FPS player's shit in so far it'll come back out as their uneaten breakfast.
A mouse and keyboard player has aim assist since their game has been dumbed down to work with a mouse. Put them on an even playing field and VR will win every time.

I can't think of any first person game that has Tatsumaki style attacks regardless of VR, because that would be stupid. If you want to do that kind of action you make the game third person, which devs have already experimented with in VR without issues.
Something like a Shoryuken would be fine though.

moar?

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>Eating nothing but pasta for two months straight so you can buy VR
That sounds awful, why would you do that to yourself over a gimmick?

Don't quote me on this, but I seem to remember something about a VR FPS that also has a desktop mode, and it was the VR players that were wiping the floor, not the desktop players, because you literally can't aim with the same amount of precision on a 2D screen as you can when you're actually in the game.

third person shit doesn't bode well with VR

one thing developers can do is keep it FP and then change it to third person every time a crazy move happens but if that gets called literally every second, it takes you out of the game too much, and it is just not pleasant

>because you literally can't aim with the same amount of precision on a 2D screen as you can when you're actually in the game.
This is why I pointed out that 2D FPS have aim assist built in while the VR player has to do everything manually. It should be obvious that just comparing directly would favor the 2D player since it has less depth and room for error. This all goes back to the point of VR controls allowing more complexity.

Seen that but it was a video by VR devs so it's a bit of an extremely biased source
Also exposing just the weapon when firing is a cheeky advantage but doesn't prove too much as a direct comparison

>isn't your mind connected to your own body?
Dumb question that obviously means you don't get what I'm saying. A hand-eye coordinated input in order to make a character punch like Kenshiro will be faster than you trying to punch rapidly like that with your own arms. Your mind can THINK the input and perform it with a button press faster than it can perform it with your full body. This means that all of the scenarios previously possible in video games will now be slower and less dramatic in VR, because the player character's actions in a VR game are limited to the player's own full body.

>yes, and this has been demonstrated before with the wii u
See and get fucked.

>LOL and who said you are obliged to turn your body IRL? i even have a program that bypass steamvr and allows me turn my character at ungodly multipliers
Then you aren't even using motion sensing anymore and you've left the discussion. But I sincerely fucking doubt you can rotate the camera in VR as fast as someone just using a monitor can AND not get sick after some hours of use. If so, the robot here is you.

>Want to move faster? Physically build yourself up to moving faster with things like exercise and "Training", which in this case would just be playing the VR game.
No one can ever bulk up as much as a FICTIONAL CHARACTER can. Also, at this point, you aren't even playing video games anymore, you're playing a physical sport but with a stupid device strapped to your body. Might as well just get into sports then, because you obviously don't give a fuck about video games and what THEY offer uniquely that sports can't.

> Also you can't compare "Pixel perfect precision" because there's no fucking pixels
Are you not aware that the HMD is showing you screens? There's still pixels, dumbass.

They speak like faggots. These two guys speak like gays.

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>third person shit doesn't bode well with VR
???
The only problem with it is the shit SDE current headsets have

>third person shit doesn't bode well with VR
See,
>Moss
>Lucky's Tale
>That one Sony game with the robots
That's three 3rd person VR games right off the top of my head that do just fine being 3rd person and VR.

I'd say it's more of a libtard soiboi inflection
Little bit of an NPC dialect on the asian

no, dude was shitposting. If you actually search for him, you find that he constantly does this crazy bullshit.

Problem is, first person also has the same issue with motion sensing as third does. Developers are making players use sticks and other non-motion-sensing inputs to get around the fact that people themselves can't even walk around an open world game, much less do things like roll and slide in them. So the VR literally only retains the complexity of games when motion sensing inputs are abandoned. i.e., motion sensing inputs REDUCE the complexity of games and NEVER increase it.

>2D FPS have aim assist built in
Are you crazy? Not all FPS games have this.

nah you're gay son, deal with it

The cheapest way would be to get a second hand PS4 and a PSVR. If you look for deals, should be around $400. Anything lesser like a $5 headset for your phone and it's shit. Or, get a Lenovo Explorer for PC. They can be had for as cheap as $150. VR isn't that expensive unless you are that poor that $150 is an unachievable amount.

holy shit I was only joking when I posted I didn't think you were actually him

>Are you crazy? Not all FPS games have this.
They do though. You turn your head and the game automatically repositions the gun for you. The gun's alignment is always perfect since you have no input into it. With VR, you have to line the gun up yourself. If you were to force the mouse player to do the same, even a pro player would have no chance.

>No argument

I'm not him nor am I pretending to be, but I've obviously read that article, it's been posted here many times already.

>With VR, you have to line the gun up yourself.
You have to line the mouse cursor up yourself though.

Also, that's not aim assist, retard. Aim assist is when the cursor is magnetized onto targets to reduce the precision needed by your hand.

>Dumb question that obviously means you don't get what I'm saying. A hand-eye coordinated input in order to make a character punch like Kenshiro will be faster than you trying to punch rapidly like that with your own arms. Your mind can THINK the input and perform it with a button press faster than it can perform it with your full body. This means that all of the scenarios previously possible in video games will now be slower and less dramatic in VR, because the player character's actions in a VR game are limited to the player's own full body.

that's ridiculous, so you somehow believe that you're capable running faster than usain bolt by anecdotally thinking faster than him lol! your body is another layer of "skill". your whole point is so stupid, you have this fixation about being "gud", who the fuck cares about that

>See and get fucked.
"i am the truth" the post.
besides any crossplay is stupid, i am not advocating to be able to play side by side with console players just because i believe that mouse is superior. there are many key differences between the two and they just don't get along. same with VR

>Then you aren't even using motion sensing anymore and you've left the discussion. But I sincerely fucking doubt you can rotate the camera in VR as fast as someone just using a monitor can AND not get sick after some hours of use. If so, the robot here is you.
yes, i am, i used motion controls, and that's an actual binding for many VR games. what i mentioned was that i went as far as spicing up things a bit for "science", since youre an MLG type of guy, not that that is in any way relevant, and definitely not that i use that to give me an "edge"

>Your mind can THINK the input and perform it with a button press faster than it can perform it with your full body.
See >You could make a VR FPS that has everything mapped to the physical buttons for "Muh reaction time" if you really wanted, but that'd be fucking boring, you want to DO stuff in VR, not watch stuff happen when you press a button.
>get fucked.
>t. Clearly has never used superior gyro aiming.
>But I sincerely fucking doubt you can rotate the camera in VR as fast as someone just using a monitor can AND not get sick after some hours of use.
Not him, but you definitely can if you're not a pussy. As long as it's you conscientiously making the exaggerated movement, then your brain can take just about whatever.
>because you obviously don't give a fuck about video games and what THEY offer uniquely that sports can't.
Then YOU have clearly missed the point of VR. It's about BEING in the game, whether that's just your presence or you 'physically' with motion controlled inputs to interact with the world. It doesn't replace games on a 2D screen, it brings things otherwise impossible with such.
> There's still pixels, dumbass.
Did you not read literally what came right after that sentence? Pixels don't really matter because A, they're getting warped anyway because of how optics work with the lenses you need for VR to be VR, and B, you can get "significantly higher" resolution by moving your head ever so slightly because your head movements cause different collections of pixels representing that object to be rendered than it would be if it was perfectly static.

poor Robin Williams went out like this.

>spending money to lucid dream

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dude went HARD for his nut

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>You have to line the mouse cursor up yourself though.
The mouse cursor only has two degrees of freedom. That isn't enough to actually aim the gun yourself so the game takes care of the other necessary inputs for you.

Sure the term is typically used in video games to talk about something else, but the game is still assigning you with aiming. A less confusing turn would be better, but it isn't inaccurate.

>Developers are making players use sticks and other non-motion-sensing inputs to get around the fact that people themselves can't even walk around an open world game

not even sure if i understand you
it was never supposed to have anything other than a stick, the only reason it has is that some valve employees purposely wanted to shoehorn teleportation to reduce motion sickness

>your body is another layer of "skill"
Not skill as it's understood in video games, however. Whatever requires the skill of your full body isn't video games anymore but now sports.

>your whole point is so stupid, you have this fixation about being "gud"
No I don't. You could never have a game where you play as Ryu or Dante in full motion sensing VR (or even an HMD with a gamepad really, because I don't think people could stomach the rapid constant flips) which means you've now restricted what kinds of adventures you can put the player on. VR is actually artistically limiting to video games.

And the other thing is that HMDs are pure uncanny valley without being able to move yourself. It's actually more immersive to play a game on a monitor than with an HMD at the end of the day, because the movement with an HMD is uncanny compared to when you're just looking at it on a monitor in front of you. Most people who play tons of VR games probably won't agree with this at all, but I'm not sure the people who play tons of VR games do anything with themselves besides sit in their rooms all day, so what do they matter, really? They have Bizarro sensibilities anyway.

>yes, i am, i used motion controls
You said you used a program to rotate faster. You're using sticks to rotate rather than your own body. That's not motion controls anymore.

>It's about BEING in the game, whether that's just your presence or you 'physically' with motion controlled inputs to interact with the world.
I understand that, as I want to be in the games as well. But the end result is not actually supporting that desire even remotely. We're taking ourselves further and further away from being inside the games and making the games conform entirely to our own physical bodies. That's the OPPOSITE of what I wanted! And the opposite of what you really wanted too, at least I'm pretty sure.

depends on the site but at it's best it's VERY good
like you're literally there, no 360 pancake video bullshit

I think VR games will forever be limited in their gameplay. It's the ultimate act of bringing reality into games, no one's a fucking ninja. The step after that will be adding videogames into VR games because we want to do exciting things not drive a spaceship to work every day of the week.

Hey VR guys do you mind not doing the
>green text
white text
>green text
white text
It's ugly formatting and a chore to read, you can pick a point and respond to that instead don't worry we can all see the post you're responding to. You don't have to quote everything.

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I actually wrote a small control algorithm for a cheap EEG reader [Neurosky Mindset] nearly a decade ago. Worked somewhat fine for driving sims, but I usually went off the road when people were talking to me. Added quite the bit of challenge to Flatout 1/2.

>Nothing has more inputs than a mouse and keyboard

Absolute brainlet
>mouse = 2 axes of movement
>keyboard = binary inputs

>each vr controller has 3 axes of positional movement and 3 of rotation
>2 controllers + head tracking = 18 continuous axes of control

Let's try an example.
>throw grenade in VR
>throw over/underhand with any speed or arc, blind throw around corners, throw behind yourself, pull pin early if you want

>throw grenade with mouse and keyboard
>press butan to throw in center of vision
>might be able to hold down to throw harder, maybe

>You
How
>don't
about
>have
no
>to
you
>quote
double
>everything.
nigger

>I can't configure my screen or my browser to read comfortabely on the internet.
That's wholly on you.
>My eyes are weak
Tough shit buddy
>greentext
white text
>greentext
white text
>greentext
white text

it's called imagination user, you know the one that you had as a kid.

>suck
my
>my
suck
>my
cock
>cock

>those smug looks
that's hot senpai

>You're using sticks to rotate rather than your own body.
No, he said he's using a program to bypass SteamVR that takes his physical movements and multiplies them, exaggerating his actual movements.
>We're taking ourselves further and further away from being inside the games and making the games conform entirely to our own physical bodies.
That statement makes no sense. You want to be in the game. That means YOU are in the game. You can do things like exaggerate moments like the other user is doing, or abstract certain actions that are otherwise impractical, like making movement be an analog stick action, but at the end of the day, if YOU want to be in the game, you need to be ready to not be such a lard ass and do things.

VR, like polygon games and pixel games before it, have their strengths and weaknesses. There's things in any one of those mediums you can't do in the others, that's the fact of life. Don't fixate on what VR can't do compared to 2D displayed polygon games, like devs tried to do in the late 90's with the 3D transition, embrace what it can do, despite you not being Dante.

Let me rephrase your example so that it makes sense for people WITH sense:

>throw grenade in VR
>throw over/underhand with any speed or arc, blind throw around corners, throw behind yourself, pull pin early if you want

>throw grenade with mouse and keyboard
>press button to throw a grenade because that's all the player really wants to fucking do
>maybe hold it down to throw farther or keep it in your hand
>maybe hold another button down to throw it backwards
>or turn the camera around to throw it in another direction / throw the grenade sooner

In the end all these extra "inputs" aren't extra inputs at all but extra baggage people need to deal with to perform the same fucking thing, ultimately in a less precise and stylish way.

>throw grenade in vr
>glitchy, imprecise wiimote wannabes throw grenade straight up into the air, land on you, and you die
Fixed that for you. Jesus fuck, Nintendo and the Wii marketing sure did convince you kids that those fucked up pile of shit "controllers" were valid, didn't it?

>glitchy, imprecise wiimote wannabes
youtu.be/NspPu01hKWs

Is there another version of this that not recorded on a CRT monitor?

>exaggerating his actual movements.
That sounds fucking horrible and nauseating. No way you could have a complex game with such a horrendous input scheme.

>You want to be in the game. That means YOU are in the game.
I want to be in the game, but not as myself, obviously. Because I'm not capable of what a fictional character is capable of within a fictional world with its own physics and rules, nor is anyone on this planet. Instead, motion sensing is forcing video game worlds to be more like our worlds, and player characters to be more like ourselves; it's the opposite of what I and everyone else wanted.

But everything you listed in "Mouse and keyboard" can also be done in VR, with the addition of what's in the "VR" list, swapping the button and mouse inputs with actually physically doing it. More options is never a bad thing.

>wii
The wii is 13 years old. Most kids who played it are most likely over 18 by now.
>you kids
I'm 34, and manage to throw my grenades just fine. I'm struggling with the throwing knives though.

>Not skill as it's understood in video games, however. Whatever requires the skill of your full body isn't video games anymore but now sports.
i doubt it would ever be accepted in the olympics, i wish though, esports is gay

>VR is actually artistically limiting to video games.
yes it is, or, at least in regards to utilizing it to its full potential, it is, you will always need first person shit, but it doesn't need to be full sim either, something like quake can work still

and since i was never into anything other than FP on flat i don't care

>And the other thing is that HMDs are pure uncanny valley without being able to move yourself. It's actually more immersive to play a game on a monitor than with an HMD
by no means, a monitor doesn't give information about depth or scale of anything, it doesn't fill your field of view, it is no where as immersive

and with movement, i don't feel anything uncanny at all, it clicks in, from the moment i did full loco it clicked in so graciously, it fulfilled all my expectations. that's also a fight that happened within the VR community already, and that's how teleportation came to die

>You said you used a program to rotate faster. You're using sticks to rotate rather than your own body. That's not motion controls anymore.
yes, sticks and buttons
i can't play it naked can i?
you don't seen to understand how VR games are played, by rotating i am "panning" my view, this can be done for several reasons, like avoiding bumping cables/objects or merely for gameplay

>But everything you listed in "Mouse and keyboard" can also be done in VR
Correct, just there's now a longer delay between the player's input and the in-game action, as I said earlier in the thread. So VR is really not adding anything.

There are crap ones for your phone you can buy for like $30. I think google's cardboard one is lik $10.

>That's not motion controls anymore.
You know you can use M+KB in VR right?

I got this last year for very cheap, the best part is that they sent me a newer, better version instead of the one listed. There's no good games on that, but it's cool to watch movies and porn on it.

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Is it not?

hmmm you wont spend $250 dollars because youre saving up for a 20k down payment on something. neat

>poorfags so salty about not being able to afford VR they're writing essays on a Cambodian basket weaving board about why VR doesn't work despite never actually trying it.

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>That sounds fucking horrible and nauseating. No way you could have a complex game with such a horrendous input scheme.
AGAIN, >As long as it's you conscientiously making the exaggerated movement, then your brain can take just about whatever.
To add to this, you body is pretty inept at being accurate with exactly how much you rotate yourself, people have abused this for experimental locomotion schemes to make you think you've walked farther in one direction than you actually have.
>I want to be in the game, but not as myself
You don't have to self insert, but you have to take into consideration you can't shove your hand into your cranium whenever you feel like, even if some random character could. Again, VR has its limits, one of which being you can't just twist your arm backwards or something equally impossible as a gameplay mechanic. Plus things can still be creatively abstracted / exaggerated to create the sense of having abilities beyond your literal ones if the devs have the imagination to do it.
Ffs, you know animation playback is a thing right? Usually tries to replicate the amount of time it takes to actually do the thing IRL? You don't get that in VR, because you're literally actually doing it.

How poor are you and how low are your standards? Oculus Quest is 100% the best budget VR but it's still $400. Otherwise you can get a thing to slide your phone into but at that point it's not even worth it

Is the Pymax actually good? I've heard very mixed things about it

cheapest one if you already have a phone
you do have a phone right?

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I like mine
Needs a third party face foam thing to be comfy for gweilo noses though

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I don't think that's proper boxing attire.

>0:12
How do you even program such a cute moment?

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>Bullets shoot where you aim
>No spray patterns
0/10

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>You can't do Ryu's or Dante's moves because you aren't physically able to.
Take karate classes then you fat fuck

Not everyone is an obese motor scooter driving fuck, you know?

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The first few times you jerk off to it it'll be amazing, after that it's still better than regular videos. The problem is that there will still be types of videos or just specific videos you like that won't be available in VR, so you'll probably end up opting for the videos you want to jerk it to, whether it's in VR or not.

I got an oculus rift off ebay for 300 bucks like a year and a half ago. Played a dozen or so of the games that seemed compelling, now mainly use it for porn, and pirated everything. Not the worst investment.

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Where's the rape?

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let me know when a single worth game comes out for VR

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kek

t. fittest man in world history

is this safe for work guys

Index NDA lift when
What the fuck are they hiding

Like pic related