DOOM VFR Preview at E3

FrgMstr

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Bethesda has given the folks at E3 something to gawk over. The new DOOM:VFR (Virtual Effin' Reality?) game been being worked on for a while now, and it looks pretty slick. Of course combat mechanics will be the focus of the new game that is partnered with Vive. I personally cannot wait to get into the HMD and see Hell from a totally new perspective.


Check out the video.

"Developing a DOOM game specifically for virtual reality has provided an exciting opportunity to not only surround players with the world of DOOM like never before, but also let them experience and explore the UAC and Hell in new ways, playing as new characters with totally unique tools and abilities," says Robert Duffy, CTO at id Software.
 
Considering how good the recent Doom was, I certainly won't be complaining about more Doom. I am uncertain about the teleportation mechanism and whether or not that will still give that hectic fast paced feeling that you got from playing through the game with regular movement.
 
I'm really hoping real time 'demon ripping' is included in the game or somebody mods it in later. Using your actual hands to perform fatalities on demons is the thing dreams are made of.

They need to bring out Descent VR, it seems like the perfect game for VR. Dual joystick setup combined with VR in a sitting position.
 
I never played a VR game, so please forgive me. With the VR controllers, you won't be moving around like you would do in a regular FPS, you'll just jump/teleport around to different locations? Wont that take away from the realism?
 
I never played a VR game, so please forgive me. With the VR controllers, you won't be moving around like you would do in a regular FPS, you'll just jump/teleport around to different locations? Wont that take away from the realism?

There's three common ways to handle movement in a VR game. Teleportation where you point to where you want to go and then instantly move to that location, that generally doesn't cause motion sickness but basically results in stand in place shooter mechanics. Then there auto-location where you're constantly moving but that results in motion sickness issues, it ca take a while to get to used to even if you're not prone to motion sickness. There there's trackpad movement, controller movement that's more like a traditional game but can be more difficult to control. Looks like this was using teleportation.
 
I never played a VR game, so please forgive me. With the VR controllers, you won't be moving around like you would do in a regular FPS, you'll just jump/teleport around to different locations? Wont that take away from the realism?
Watch the video?
 
Why not foot pedals! Like a dance dance revolution style
 
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I'd like to see a proficient player moving around, to see if you could go faster than what this demo shows
 
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Why not foot pedals! Like a dance dance revolution style
I'd love to see someone try this, can't find anything online. I recall track meet on nes power pad being easy to get into to simulate running, but of course I can imagine tons of problems but who knows...
 
Eh. To me this just looks like yet another VR arena shooter, except with a Doom skin on it. The trailer did a really bad job showing off the game and making it seem special. Last year's Doom brought back a style of shooter that we rarely see these days and amped everything up to ridiculous levels. It really doesn't seem like all of that translates over to VFR. Hopefully its just a bad trailer.
 
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Eh. To me this just looks like yet another VR arena shooter, except with a Doom skin on it. The trailer did a really bad job showing off the game and making it seem special. Last year's Doom brought back a style of shooter that we rarely see these days and amped everything up to ridiculous levels. It really doesn't seem like all of that translates over to VFR. Hopefully its just a bad trailer.

2D videos never get the essence of a VR game. Shooting in VR FPS tends to be very satisfying in VR, movement is tougher to do well, especially for a twitch shooter like Doom.
 
Eh, no thanks. It would just ruin it for me to "teleport" around instead of running around. I'd rather play the non VR version if thats the case.

Just more proof imo that VR is a fad and is not ready for mainstream in any way.
 
Vr fallout 4 looks like they figured it out, enough that I am on the fence about getting a vive now. Vr doom looks cool but I dont like the teleport movement system. If I get a vive I will probably pick this up but not at launch. I would wait for it to go on sale, like 10$.
 
I never played a VR game, so please forgive me. With the VR controllers, you won't be moving around like you would do in a regular FPS, you'll just jump/teleport around to different locations? Wont that take away from the realism?

Robo recall did a great job with the teleportation. Took an old fart like me maybe an hour to master it.
 
Vr fallout 4 looks like they figured it out, enough that I am on the fence about getting a vive now. Vr doom looks cool but I dont like the teleport movement system. If I get a vive I will probably pick this up but not at launch. I would wait for it to go on sale, like 10$.

You have linkage? Wondering how they solved the motion sickness issue.
 
You have linkage? Wondering how they solved the motion sickness issue.
They have a video up on the hardocp, just above where this one was, showing fallout 4 vr that comes out later this year. They have the player moving around like normal in the video. Maybe it's presumptuous of me to assume it is fixed, but it looks that way.
 
"This game will make VR mainstream !" , is going to replace "this is the year of Linux on the desktop"
 
They have a video up on the hardocp, just above where this one was, showing fallout 4 vr that comes out later this year. They have the player moving around like normal in the video. Maybe it's presumptuous of me to assume it is fixed, but it looks that way.

Hmm...Looks like they are actually walking. Hope this works out. Never played any of the Fallout games...This may be my 1st one.
 
I've been playing Dead Effect 2 on my rift and it has full movement like a regular FPS. I think the fine folks at Bethesda will get the game sorted in that regard.
 
That teleport movement looks like puke o vision to me.
Any teleporting in games seems to prevent the motion sickness as it isn't like it warps the screen, you are in one spot, then in another. Locomotion is motion sickness inducing nearly instantly if not done right...
 
Any teleporting in games seems to prevent the motion sickness as it isn't like it warps the screen, you are in one spot, then in another. Locomotion is motion sickness inducing nearly instantly if not done right...

I made the fatal mistake to enable locomotion in Arizona Sunshine and nearly vomited all over myself no more than 5 seconds after starting to move in VR. Your body simply expects to move forward as your eyes and brain perceive forward motion, but it doesn't happen as you obviously stand still. I am not even one to get motion sick otherwise.

The first company to 'fix locomotion' without inducing immediate nausea will make a f'ing killing.
 
The first company to 'fix locomotion' without inducing immediate nausea will make a f'ing killing.

It's not going to be easy as it's matter of human physiology. It is something that one can adjust to, autolocomation made me feel very disoriented the first time but now it doesn't bother me, but it took some hours to adjust. I think the only real solution to this is to somehow simulate motion to accompany the visuals though making that a neat and simple package will be difficult.
 
It's not going to be easy as it's matter of human physiology. It is something that one can adjust to, autolocomation made me feel very disoriented the first time but now it doesn't bother me, but it took some hours to adjust. I think the only real solution to this is to somehow simulate motion to accompany the visuals though making that a neat and simple package will be difficult.
Agreed but if they can fix it without the motion sickness I would be happy. I would love to play games like Everspace for more than a few minutes as it is a blast to play but maaaan that left, right movement gets me in a split second. It would be sweet if they can put something in your ears that do some trickery with the inner ear to prevent the motion sickness. I have one kid that can play for a good while without issues and I'm jealous!
 
Teleport looks pretty nasty but excited about the rest.
Is there a controller that has e.g. thumbsticks/jump click button along with usual triggers? That would make it possible to move/shoot perhaps with some additional granularity provided by movement detection in movement zone too..... e.g. looking around corners etc
 
I would really like to try something similar to the Virtuix Omni. With some tweaking, I think, in theory, at least it could solve a number of issues with VR. Motion sickness and space constraints among them.




http://www.virtuix.com/
 
I would really like to try something similar to the Virtuix Omni. With some tweaking, I think, in theory, at least it could solve a number of issues with VR. Motion sickness and space constraints among them.




http://www.virtuix.com/

I've been wondering about some sort of hexagonal roller setup but that's pretty neat way to do it..
Would be sick for MP gaming with mates over.
 
I would really like to try something similar to the Virtuix Omni. With some tweaking, I think, in theory, at least it could solve a number of issues with VR. Motion sickness and space constraints among them.




http://www.virtuix.com/

Fuck that thing. Imagine the nightmare of trying to get support in games for such a niche product. Unless you want to play Skyrim or Fallout 4 in VR those're likely the only games to support a platform like this. It's way too niche to get any sort of support that would justify it's cost. Shit I sold my Vive after 6 months of playing tech demos and demos of games because I never felt like I got my $800 worth. With the PSVR however, I definitely got my money's worth in terms of cost:value.
 
Fuck that thing. Imagine the nightmare of trying to get support in games for such a niche product. Unless you want to play Skyrim or Fallout 4 in VR those're likely the only games to support a platform like this. It's way too niche to get any sort of support that would justify it's cost. Shit I sold my Vive after 6 months of playing tech demos and demos of games because I never felt like I got my $800 worth. With the PSVR however, I definitely got my money's worth in terms of cost:value.

What games made you feel that particular way about the cost:value ratio with the PSVR?
 
Teleport looks pretty nasty but excited about the rest.
Is there a controller that has e.g. thumbsticks/jump click button along with usual triggers? That would make it possible to move/shoot perhaps with some additional granularity provided by movement detection in movement zone too..... e.g. looking around corners etc
That's the way Resident Evil VII does it and I have no issues with it. I don't understand why this couldn't be done for Doom. I would have rather them just release VR support for the original game.
PLEASE ID/Bethesda release this for PSVR.
It's coming for PSVR. You can preorder it on the PSN Store right now.
 
What games made you feel that particular way about the cost:value ratio with the PSVR?

So, I will readily admit that the games haven't all been fantastic and are not likely to justify the cost of the PSVR for most however just the cost of getting started vs the others with the PSVR is a huge bonus. When I was looking at the Vive I had gotten away from PC gaming, but VR has always been a childhood dream of mine so I decided to build a PC to support it. So, after $1000 for the PC and then $800 for the Vive I was ready to go. And then of course when you first get it, you can't help but want to consume any bit of VR content that has marginally good reviews or possibilities. So I bought a couple VR games and maybe spent another $150 at least altogether for the games that I thought would be worthwhile. Now, there were some compelling games that I played but fuck me if it didn't feel like I was playing tech demos the whole time. The games were either incredibly over-simplified versions of otherwise good games to make it work in VR, or there are some really fantastic and incredible games that are way too fucking expensive for how short they are. Call of the Starseed comes to mind which only Ep.1 was out at the time and they wanted $30 for it. Definitely the most polished VR game I played other than Valve's The Lab, but I beat Starseed in about a hour or less. Was it a compelling VR experience? You bet your ass it was, but I was very sour about the price. And because it's VR, there seems to be a kind of rose-colored-glasses effect when you buy games because if there is a compelling experience but short in length then those VR titles tend to be really expensive. I mean, those same games wouldn't even be acceptable as a release title for a regular PC user.

So anyway, onto PSVR... the compelling nature of PSVR is the fact that Sony not only built the most comfortable VR headset out of all of them out there but they did it in a way that made all the right compromises in all the right places. The decision to not use Fresnel lenses is a huge plus and gives you a better picture quality minus the god-ray effects, and the headset design is made so that the weight of the headset is on your forehead and the lower back of your cranium so no weight or pressure is felt on your face which I had to mod with the Vive for it to be more comfortable. The biggest selling point is obviously the fact that you essentially have a PS4 userbase of 50 million that have VR-ready machines. And before you ask; no, switching to the PS4 Pro doesn't make a huge difference if at all which I found out personally when I did it. To get VR to work on PS4-level hardware is nothing short of impressive on Sony's part. When I got the Vive, the percentage of people on Steam who had a VR-Ready PC was about half a percent. Not a good number if you are a game developer wanting to make a game for the Vive. Could the PSVR tracking in terms of the Move controllers use some improvements? Sure, but it doesn't take away from the game and isn't always a problem, and the headset tracking is actually problem/jitter-free. Using the Move controllers is totally serviceable. Also, another big selling point if you are trying to figure out cost:value for the PSVR is the content-partners. The Vive and Oculus have incredibly limited support; and from my experience with the Vive, the best experience I had were from third party developers. With Sony and PSVR you get folks like Crytek, Capcom, Bandai, and others coming to support the platform. PSVR has sold over a million units and more games are coming to it like the new Doom VR as well as Skyrim VR and others as well as Resident Evil 7 already fully playable in VR, Dirt Rally, and others. I personally am looking forward to playing Ace Combat 7 the most in VR.

While it's true that I haven't been using my PSVR that much, the rest of this year and next year seems poised to be a good year for PSVR and if you already have a PS4 and want to try VR I would suggest the PSVR over all the headsets in a heartbeat.
 
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So, I will readily admit that the games haven't all been fantastic...

This is what I don't understand about all the VR hype. I can think of a number of games that are fun to play in Eyefinity/Nv Surround. How many really good VR games are there at this point? How useful is VR outside of games? Can you imagine an AMD app store with Eyefinity Experiences priced at $5-20 apiece (and blocked from running on Nvidia hardware)? Is VR really 'that good' even with the high cost and physical limitations?

Some really cool games may eventually come of all this VR stuff, but it looks to me like the current players tried to appify an extremely niche display device and are running into difficulties.
 
This is what I don't understand about all the VR hype. I can think of a number of games that are fun to play in Eyefinity/Nv Surround. How many really good VR games are there at this point? How useful is VR outside of games? Can you imagine an AMD app store with Eyefinity Experiences priced at $5-20 apiece (and blocked from running on Nvidia hardware)? Is VR really 'that good' even with the high cost and physical limitations?

Some really cool games may eventually come of all this VR stuff, but it looks to me like the current players tried to appify an extremely niche display device and are running into difficulties.

VR is just a new experience. Well not new but new to most people using the current forms and they are far superior to prior attempts. I don't think even huge fans of it like me are saying there are no issues but I'm not having any problems finding content that's engaging and fun. Steam now has a library of over 1300 VR only games. Sure a lot of shovelware but that's a pretty good sized library after only 14 months and there's good stuff there. And yes larger and deeper games need to come and that's happening.

Sure it's a niche market, but all technology that's common today started out niche. VR may always remain niche but I doubt it's going away, people who like it will spend the money for the experience. As for uses besides gaming, there are certainly educational uses. I think AR has more potential for non-gaming uses than pure VR though. I've had a blast with the Vive in the last six months. Sure things can improve and it's not perfect but I don't regret the purchase on single bit and I'm a very happy customer.
 
My issue with VR at this point is I'm not really interested in all the room scale stuff. Just give me a "traditional" game allows me to turn my head 180 degrees and I'll be happy. The best part about VR that I like most is the "infinite" FOV.
 
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