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Doom vfr steam
Doom vfr steam














My guess so far about this is that it seems to need more dramatic motion to get enough data from the IMU in order to combine it with the light-tracked sensor data from the camera to orient the rest of the controller. In Skyrim, you spend a lot of time slowly making orientation changes with the move wands as you move by pointing them, and what seems to fix the "drift" is shaking the controllers (reengaging the gyroscope data). By this, I mean where the tracked part of the controller (the ball) remains in the right place, but the orientation of the rest of the controller drifts so it's tilting varying degrees in the wrong direction. I didn't notice any "controller drift" like I seem to experience with the move wands in Skyrim VR or the aim in Farpoint. Unfortunately, this in no way made up for the lack of smooth locomotion, or the immersion of holding a gun IRL. That's not surprising given the pinpoint accuracy of the Vive's tracking. I did notice that while shooting accurately enough was by no means difficult with the aim controller, it did seem more precise with the Vive wand. I know PSVR is slightly lower resolution than the Vive.maybe the reduced SDE helped? I've also found that the "sweet spot" on the PSVR is slightly more forgiving than it is on the Vive, so that might have been a factor as well. The visuals on PSVR (PS4 Pro) actually seem better somehow, which really surprised me. The controls felt so effortless that I was able to really engage with the game itself. I'm using snap turning (smooth rotation makes me a little discomforted in VR), but unlike in Skyrim, in Doom VFR you can hold a direction down and it will continue to turn through rotations, which makes it fluid to use. With PSVR+Aim? Within a few minutes I felt like a total badass, dodging nimbly out of the way of fireballs, teleporting into an enemy for a kill then smoothly shuffling backwards. I constantly felt like I was frantically teleporting awkwardly to a place I could "turtle" and take a few pot shots. The challenge was with the awkward controls rather than the game. The training room area where you get an endless spawn of enemies? On Steam/Vive, it was a struggle to survive it. The only part of me that hates this game is my body's adrenal gland. And I'm not even a person who particularly likes FPS games. This is one of the most engaging experiences I've had in VR, and I've been doing VR since the Oculus DK2. The difference the gun controller and the smooth locomotion makes is staggering. I then bought a farpoint+aim bundle, and just finished trying Doom with PSVR+Aim. While I don't mind teleport for some types of games, for Doom it was just too awkward with the fast pace of the game, so I returned it. Then it was released without smooth locomotion. I bought Doom VFR on Steam, thinking that the best experience would be on the Vive with its better tracking. Game Discussions Previous AMAs PSVR Dev? Send us a message!.Legacy Side-Projects: Vue - PSTV Subscribe to upcoming events here.

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Doom vfr steam