Half Life Alyx should have been VR's big moment.

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uninspiredcup

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#151  Edited By uninspiredcup
Member since 2013 • 62909 Posts

@pinkribbonscars said:

Alyx is definitely designed for room scale. Seated mode is really glitchy (I got stuck in the enviroment a few times, and lifting up those shutters is really janky). There's not even a crouch toggle keybinding in the options menu. You have to go into SteamVR control config and create a crouch toggle button. It's not unplayable in seated mode, but it's nowhere near as polished as Boneworks seated mode which is literally perfect

It's the middle thumb stick lol

At least of the Rift S.

In the options set to it seated mod and automatically sets itself to artificial standing when crouched.

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deactivated-5f381b7b4ba30

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#152 deactivated-5f381b7b4ba30
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@uninspiredcup said:
@pinkribbonscars said:

Alyx is definitely designed for room scale. Seated mode is really glitchy (I got stuck in the enviroment a few times, and lifting up those shutters is really janky). There's not even a crouch toggle keybinding in the options menu. You have to go into SteamVR control config and create a crouch toggle button. It's not unplayable in seated mode, but it's nowhere near as polished as Boneworks seated mode which is literally perfect

It's the middle thumb stick lol

At least of the Rift S.

In the options set to it seated mod and automatically sets itself to artificial standing when crouched.

Did they patch that in, because I'm pretty sure that wasn't there at launch

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uninspiredcup

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#153 uninspiredcup
Member since 2013 • 62909 Posts

@pinkribbonscars said:
@uninspiredcup said:
@pinkribbonscars said:

Alyx is definitely designed for room scale. Seated mode is really glitchy (I got stuck in the enviroment a few times, and lifting up those shutters is really janky). There's not even a crouch toggle keybinding in the options menu. You have to go into SteamVR control config and create a crouch toggle button. It's not unplayable in seated mode, but it's nowhere near as polished as Boneworks seated mode which is literally perfect

It's the middle thumb stick lol

At least of the Rift S.

In the options set to it seated mod and automatically sets itself to artificial standing when crouched.

Did they patch that in, because I'm pretty sure that wasn't there at launch

Can't remember, mostly played my first run standing, then got lazy.

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Sevenizz

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#154  Edited By Sevenizz
Member since 2010 • 6462 Posts

@uninspiredcup: @virusvaccine21: @commander: @subspecies: Can you people stop lazily copying other replies in full? Reply to the individual and copy the part of their post you want to chat about. It benefits you, the replyee, and everyone else browsing the thread. I guarantee you most people (including the intended replyee) aren’t reading your mountainous replies.

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deactivated-5f381b7b4ba30

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#155 deactivated-5f381b7b4ba30
Member since 2019 • 1049 Posts

@uninspiredcup said:
@pinkribbonscars said:
@uninspiredcup said:
@pinkribbonscars said:

Alyx is definitely designed for room scale. Seated mode is really glitchy (I got stuck in the enviroment a few times, and lifting up those shutters is really janky). There's not even a crouch toggle keybinding in the options menu. You have to go into SteamVR control config and create a crouch toggle button. It's not unplayable in seated mode, but it's nowhere near as polished as Boneworks seated mode which is literally perfect

It's the middle thumb stick lol

At least of the Rift S.

In the options set to it seated mod and automatically sets itself to artificial standing when crouched.

Did they patch that in, because I'm pretty sure that wasn't there at launch

Can't remember, mostly played my first run standing, then got lazy.

Yeah I think it had to be fixed with a patch (like how the option to disable snap turning did nothing). Or maybe it's because I'm left handed and left analog click is switch weapon and I just never tried right analog click to crouch. Pretty sure I tried every button though

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#156 commander
Member since 2010 • 16217 Posts

@uninspiredcup said:
@commander said:
@uninspiredcup said:
@mane_basic said:

the focus on roomscale is what holding vr back... most people don't want to move around just to play video games... I gave my oculus rift away because I hated how unsupported seated play was.. only a few games and devs take in account that some will play there game seated and gave great options to do so but most half-assed it by just adding a height adjustment. I might give vr a try again but only when I see more devs thinking about the seated vr gamer

The only two games I own that require room-scale to be played properly is Superhot and Serous Sam VR. Both of which can largely be played standing in place.

Even stuff like Creed can be played pretty much standing in one place.

I also partially played this (Alyx) on my second through laying down in bed.

Not sure what games you bought, but very few of the games I own actually do require it.

standing and seated is still a major difference. I never play seated but I thought all games supported this, after all, all you need is like snap turn or analog stick turnning, I don't think i've seen a game without any of these options.

Eh, I get use to either. Generally aren't actually physically walking, so artificial height after a few mins becomes as natural as as standing. And if sitting on the comp chair can swivel anyways.

Only issue is when laying in bed and something requires literally bending down, which can occasionally lead to having to actually get up, which for me is no biggie, but if you're in a wheel-chair or whatever, probably a biggie.

lol you actually play vr in bed, maybe i should try this, but how do you turn then, you use snap turn or what

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#157 uninspiredcup
Member since 2013 • 62909 Posts

@commander said:
@uninspiredcup said:
@commander said:
@uninspiredcup said:
@mane_basic said:

the focus on roomscale is what holding vr back... most people don't want to move around just to play video games... I gave my oculus rift away because I hated how unsupported seated play was.. only a few games and devs take in account that some will play there game seated and gave great options to do so but most half-assed it by just adding a height adjustment. I might give vr a try again but only when I see more devs thinking about the seated vr gamer

The only two games I own that require room-scale to be played properly is Superhot and Serous Sam VR. Both of which can largely be played standing in place.

Even stuff like Creed can be played pretty much standing in one place.

I also partially played this (Alyx) on my second through laying down in bed.

Not sure what games you bought, but very few of the games I own actually do require it.

standing and seated is still a major difference. I never play seated but I thought all games supported this, after all, all you need is like snap turn or analog stick turnning, I don't think i've seen a game without any of these options.

Eh, I get use to either. Generally aren't actually physically walking, so artificial height after a few mins becomes as natural as as standing. And if sitting on the comp chair can swivel anyways.

Only issue is when laying in bed and something requires literally bending down, which can occasionally lead to having to actually get up, which for me is no biggie, but if you're in a wheel-chair or whatever, probably a biggie.

lol you actually play vr in bed, maybe i should try this, but how do you turn then, you use snap turn or what

Yea, snap turn.