New 'Doom 3' Mod Successfully Ports It Into Virtual Reality (vice.com) 42
When it comes to VR ports of popular games, "Doom 3's fluid weapon handling, interactivity, and general creepiness put it in a different class entirely," writes Motherboard. An anonymous reader quotes their report:
Using the graphically enhanced "BFG" version of 2004's Doom 3, the mod from "Codes4Fun" skillfully ports to game to the HTC Vive, generally making it look as though it was designed for the platform all along. Swedish YouTuber SweViver recently posted a video showing off his first spin with it... SweViver walks and runs about naturally using only the Vive controller's touchpad...the video shows him jumping and using the mod's impressive hand-tracking to handle his gun and flashlight separately as they float before him in place of the controllers in his hands. At one point, he even whips out virtual fists that let him pummel things with the controllers' left and right triggers.
His conclusion? "This is probably the first AAA game that actually works on the Vive."
His conclusion? "This is probably the first AAA game that actually works on the Vive."
Motion Sickness Ahoy! (Score:1)
I'd be barfing like a landlubber doing what he does in that vid.
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The initials composing the weapon's name stand for "Big Fucking Gun", and in Irish, it is often called the "Big Fecking Gun"; it officially stands for "Bio Force Gun" in the 2005 movie. Alternatively, it also stands for "Big Friggin' Gun".
VR is fake news (Score:2)
What proof do we have that any of this is real?
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That's exactly what a purveyor of fake news would say.
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That's just what someone who spreads fake news would say. Interesting.
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What proof do we have that any of this is real?
The article provides links where you can download the mod to try it yourself. HTC Vive, not included.
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That's what they want you to believe.
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I actually felt the games initial levels had some clever scares and settings, but by the time you got the "Even More Delta Labs 97" it was clear the level designers had lost interest in the same way as the player had and they were just looking to get this over with. I feel like the overall experience would have been improved if a lot of those levels were edited out. Obviously there were some unique levels at the end but that huge slog in the middle did them no favors.
Nausea. (Score:2)
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The solution to this is to slow the fuck down to realistic levels in FPS games.
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He ain't kidding...
I got motion sick as HELL when I got my vive and made my own Unity games in VR, and it felt like I wouldn't get over it.
Then Google Earth VR came, and I turned off the safety "blurring" and was just a little weirde
Exactly. Terrible idea. (Score:3)
We already know what works and what doesn't work in VR.
In general, vehicular games are awesome. Flying, driving, magic carpets, etc.
Running games are pretty weak as it never feels like you're running.
And worst of all are "twitch" games which involve high velocity turns and mouse-looks.
Doom 3 is a twitch game, and a running game. It's a terrible idea for a VR port.
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While it's true that the original Doom 3 requires high velocity turns and mouse looks, and while it's true those can be the worst in VR, you're ignoring the fact that this is for Vive roomscale VR. There is no mouse looking; you look where you look, which your stomach is fine with. The high velocity turns are real turns with your real body in your real space, which your stomach is also fine with. The controller motion is only forward, backward, and strafe, which a lot of people can handle just fine in VR
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We already know what works and what doesn't work in VR.
In general, vehicular games are awesome. Flying, driving, magic carpets, etc.
Running games are pretty weak as it never feels like you're running.
And worst of all are "twitch" games which involve high velocity turns and mouse-looks.
Doom 3 is a twitch game, and a running game. It's a terrible idea for a VR port.
I used to think this. Now I'm convinced it is mostly a load of bunk.
Twitching is replaced not with stick inputs but people actually moving their heads and looking around. Pointing at things where they want to shoot with their own appendages. When you decouple look/movement/firing the result is an experience that agrees enough inertially with reality to actually be fun and work naturally without making you sick if you can keep the framerate up.
What is making people sick in current VR FPS games is the gen
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It really isn't. While some people are fine with any decoupled motion, moving the camera sideways or backwards in VR is the easily fastest way to make a lot of people immediately queasy. Restricting it to forward & occasional rotational movement (with an "instant spin 180" button) is significantly more tolerable, particularly if you ensure all accelerations are low, but many will still find that uncomfortable before long. Putting a static frame around the view helps a lot (like a cockpit, or Google Eart
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Oh absolutely some people are fine with it, and I agree many can build good tolerance, with graduated regular exposure. I'm certainly not arguing that decoupled motion should never be offered even as an option. I've been playing FPS games since the late 80s and I've built some tolerance, but I've seen people manage both more motion and a lot less, when playing in VR. There's been a great deal of research [wikipedia.org] into this over the last couple of year, and susceptibility can vary widely.
Comes down to the fact that i
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