VR and the world of Fallout

Post » Tue Dec 01, 2015 6:06 pm

Sorry upfront if there is a thread for this already…VR MOD!?

Solving the aiming dilemma...Would it not make sense to disconnect the head-movement from the normal aiming controls of the mouse? The avatar would be similar to a tank…tracks/body movement is controlled by the WDSA Keys, gun-position handled by the mouse (one trick, will be to limit the 360-turn so you don’t break your VR-neck), and the view handled by the VR headset.

The limiting of the mouse from your VH-head to not be able to completely spin the mouse around your virtual body, will also be more life-like. Take a hand gun and aim it behind you with your right-hand and you can still shoot backwards while looking ahead (even looking left). This will also help players not “loose” their gun sight. I would imagine if you call looking straight ahead is zero degrees, you could limit the aim -270d to the right and +270d to the left. I hope that make some sort of sense to a Dev/Modder…

Think about the mechanics of holding a gun in real life. I could easily imagine, in the heat of the battle…

An enemy is spotted, taking aim (not scoped...that is below), but you hear a noise off to the left. You turn your head to take a look but never MOVE your weapon from the original target. Oh what’s this, that thing you heard was another enemy flanking you. You start to panic, begin firing at the first enemy and start running away. You would run, but have your weapon (probably in one hand) firing frantically behind you but mostly looking where you are retreating to, occasionally glancing back to refine your panic fire. Not the current FPS where you have to run backwards but look forward to keep a target on the computer screen. Guess that is why so many use third-person.

I would love to see gone…the days of frantically backing up while firing forward, keeping shots limited to the viewable screen.

Just like you see the real world…in first person…but can fire (most) any direction without having to adjust your screen (eyes) to do it. Granted, your accuracy will probably be off but such is life.

Using the scope? Well, simply continue to use and hold the Shift key. In real life, when you use the scope of a rifle…you head and gun become one. You would not be able to turn your head while looking through the scope, so if you want to turn and look at that sound you heard, you’ll have to let off the Shift key. For all intense purposes, the shift key will override the VR controls and lock the view to the standard control of the mouse. When released view-controls will, seamlessly, return to the VR headset - reset from the point of where you were using the scoped-view.

Optionally, turn off the VATS animation and/or have it be in a pop-up, while having a pop-up for the target selection be “as is”.

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Aman Bhattal
 
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Post » Wed Dec 02, 2015 12:52 am

Some interesting thoughts on the mechanics of VR in FPS games.

However, I suspect that the whole responsiveness of the game would need to be tuned for VR use (how fast your character accelerates and moves in different directions, how fast it turns) to try and minimise nausea, and even then it might not be enough for many people.

Still, I'm sure the things you mention are the sort of issues that VR drivers like Vireio and VorpX would have to deal with - assuming they implement support for FO4 :)

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Vicki Blondie
 
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Post » Tue Dec 01, 2015 12:12 pm

Still, I'm sure the things you mention are the sort of issues that VR drivers like Vireio and VorpX would have to deal with - assuming they implement support for FO4 :smile:

Andyw...

I agree that there are probably tons of tweaks that would need to be done. In the posts I have read outside of Bethesda, nobody ever gets past the simple (in my mind) mechanics of character control...I am certain there are so many things that I don't know about, which go into making a good VR experience, though, a few of us would try and endure the pain of a not-so-perfect mod. However, my feeble attempt is to get some eyes and thoughts going for the guru's that can create the coding necessary to make something like this a reality...

I just hope the right person...I am sure many have already thought, FO4 would be great in VR...will take up the challenge to make it their passion to get this on our heads. Fingers crossed, because I don't have the skill. Perhaps with the right vision of the controls, the experience will follow...

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Angela Woods
 
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Post » Tue Dec 01, 2015 10:12 pm

VR the big gimmick...
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Ysabelle
 
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Post » Tue Dec 01, 2015 1:43 pm

Agreed, it's a pretty nifty thing but I will always consider it to just be the "motion controls" of this generation.

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FITTAS
 
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Post » Wed Dec 02, 2015 4:18 am

Not a gimmick. If you could see what new stuff is coming down the line you would be much more excited. Also it's the evolution of technology of course new things are gonna have speed bumps and hickups. Think more positively for what it leads to in 10 years.

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Jack
 
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Post » Wed Dec 02, 2015 2:52 am

So...you are saying that nobody should even try and push the envelope of experience (we will keep that to simply gaming)? We should all just be happy in 8-bit graphics and whatnot? Trying to figure out the next best thing is what the point IS, right? Try now, so we can have it working later, yeah? Nobody should even think the world is round!

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lucile davignon
 
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Post » Tue Dec 01, 2015 11:35 pm

You know nintendo made a vr head set a waays back ago....it uh it did not do good
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Dale Johnson
 
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Post » Tue Dec 01, 2015 12:49 pm

Lol, the Virtual Boy?
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Britta Gronkowski
 
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Post » Wed Dec 02, 2015 3:04 am


I think people are thinking VR is something that's just around the corner. Things like Oculus etc IMO are pretty gimmicky and not main stream. VR? Who knows...When we get a holodeck let me know lol. More info then likely FO won't even be in development anymore when VR is a main stream thing and will be replaced by something else. And nobody knows when that'll be. It's nice to dream but be realistic.
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sas
 
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Post » Tue Dec 01, 2015 1:04 pm

I'd be interested in knowing how many of the people who say it's just a gimmick have actually tried it - because it seems that the majority of people who try it (especially in games/demos actually written for it) are very, very enthusiastic and hopeful.

Of course. The https://en.wikipedia.org/wiki/History_of_the_automobile#Early_automobiles, conceived before the technology existed to do them right, didn't do too well either. Obviously automobiles were, and remained, a gimmick :wink:

Sometimes a less than perfect first pass at a technology can still go mainstream. The first mobile 'phones to go mainstream were a far cry from the best achievable now, and people are still trying to improve on the basic concept, having extended them far beyond the basic "make a 'phone call on the move" concept. Are you still holding out for the perfect mobile communications, entertainment and information system? What is that? Direct brain implants, I presume?

Not saying that the first round of VR kit won't go obsolete very quickly (actually, everybody with any brains expects they will, and certainly Oculus is up-front about predicting it), and the whole thing may flop - but enough people are interested and enthusiastic that I'm not going to dismiss VR out of hand. I guess time will tell :smile:

[edit]

Incidentally, I don't think FO4 will ever make for a good VR experience. There seems to be just so much difference between classic game design and good VR game design that games really have to be designed from VR right from the start to be really good.

But there are enough people who have said they really enjoy playing Skyrim in VR that I'm sure a smattering of enthusiastic, tough stomached individuals (or people who are happy to dose themselves up with anti-nausea pills :D) will have fun messing around with FO4 and VR drivers :)

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Maria Garcia
 
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Post » Tue Dec 01, 2015 1:26 pm

I'm sure there will be a lot of VR adopters.. as well as AR. But I think what we'll find is that people won't want to wear something on their head that completely closes off the outside world for any lengthy period of time. Especially someone with prank playing roommates or evil siblings who will easily be able to take advantage of the persons unaware status..

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Amber Hubbard
 
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Post » Tue Dec 01, 2015 9:34 pm

That is a good point; until there's larger scale adoption of VR we won't know how often that's a real problem. I certainly wouldn't want to use it if I was on my own in a house - or at least I'd want a good loud smoke alarm :D.

Personally I think the technology, if it takes off, is going to move towards primarily AR with the option of blocking out the outside world as and when people want full game-world immersion; possibly with some sort of audio/proximity safety cut-out. But as with any new technology there's going to be quite a long period while we learn about the risks and then decide on the level of risk we'll accept.

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Nauty
 
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Post » Tue Dec 01, 2015 11:21 pm

....but so highly entertaining to watch someone trying to use it....

I dare say comparing VR to the Automobile is almost as amusing....Seriously?

VR has real world applications in training simulations, but the attempt to apply it to gaming will be the true GEEK joke of the 21st century.

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emma sweeney
 
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Post » Tue Dec 01, 2015 2:02 pm

lol I got major deja vu when he started comparing cars and the vr I swear I had that conversation some where in the bethesda forums.
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Paula Rose
 
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Post » Wed Dec 02, 2015 4:43 am

Heh, not comparing them in terms of utility or functionality - that really would be mad :D

Just making the point that sometimes an idea has many failed starts and clumsy early efforts because the idea comes along way before the underlying technology needed to implement it. Automobiles are an easy example because people were trying to make something useful long before they could do so - by a couple of centuries.

And by anology (rather than direct comparison - people do still know what an anology is, don't they :)?), people were (and maybe still are) trying to make VR before the underlying tech made it possible. But the early failures don't necessarily mean that the idea is bad. Just those over optimistic implementations.

Heck, I remember when people were making (and selling) stereoscopic headmount displays with the high definition of 800x600 pixels per eye and FOV of 40 degrees, for the low, low price of £800! :D

The current attempts at VR are perhaps the first ones that a fair number of people can actually enjoy, at a halfway affordable price. They're not a guarantee of a future, but perhaps a validation that those hopeless early attempts were onto something, in the same way (again, by anology) that those 17th century steam cars were onto something.

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Richard Thompson
 
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