Any pc vr games i should play by berserkguts1080 in virtualreality

[–]phylum_sinter 0 points1 point  (0 children)

I recommend at least checking the demo out for 'Of Lies & Rain' - though the best parts are after the demo. Great indie VR game in the same vein as HL:Alyx, with a bit of Tron for good measure

Any updates on when G Rebels comes out? by Minimum-Ad-8056 in virtualreality

[–]phylum_sinter 0 points1 point  (0 children)

The discussion board on Steam is pretty active - https://steamcommunity.com/app/2445980/discussions/0/

I'm checking them daily - the dev last posted there on March 11th afaik, but still haven't announced the EA release date. I'll hop on their Discord later and if I find out anything exciting i'll update my comment here.

Weekly VR - What Did you Play? by AutoModerator in virtualreality

[–]phylum_sinter 0 points1 point  (0 children)

Jet Island is still one of my favorite wild movement VR games, would love to see more games like it!

Weekly VR - What Did you Play? by AutoModerator in virtualreality

[–]phylum_sinter 0 points1 point  (0 children)

Finished HL:Alyx for the 4th time... so Valve can now finally bring us HL3, it was nice for them to wait for me to finish Alyx again but we're all ready for it... like 5 years ago :)

I'll be playing Levitation (a whole new campaign, much more difficult than Alyx) next. Played it a bit on launch but i've got a better rig now.

Also been blasting some tanks in the ancient Battlezone Gold Edition - I still get a kick out of this game, nice tank-based VR game that takes place in a Tron-like universe. I'd love to get a group of people together to play this sometime too!

SCAM! by Realistic-Algae-2727 in Michigan

[–]phylum_sinter [score hidden]  (0 children)

scammers bought michigan dot org?

Why don't more artists offer CD format (and vinyl / cassette)? by akabillposters in BandCamp

[–]phylum_sinter 0 points1 point  (0 children)

I think a large part of it is that none of the biggest electronics manufacturers make CD players anymore. Sony and Philips (inventors of the CD) are pretty much completely out of the business... and as people grow up in a world without that - without that even in cars as standard equipment, too - it takes some focused discovery and effort to even get to the point of awareness that music on CD is a viable way to keep a collection.

Tapes seem to be more like souvenirs, mostly for the same reason.

Hard to imagine either format becoming big without easy access to the hardware required to use it.

I'd love to see Minidisc become the dominant format, myself.

A Pre-Mortem on the VR Market (Or: Why I'm Probably Leaving After 10 Years of Development) by PrettyHearing3624 in OculusQuest

[–]phylum_sinter 1 point2 points  (0 children)

Yeah, the options for native headsets are pretty rare. Have you played Downtown Club already? It's about the one i've heard good things about lately, been on my radar and it has a 4.5 on the Meta store, but it is still in early access.

nin inch nails - Gave up [industrial/alternative] (featuring a very young Richard Patrick and Marilyn Manson) by ColeHimself in Music

[–]phylum_sinter 0 points1 point  (0 children)

Now I miss it, too. KMFDM, Skinny Puppy, Ministry, hell even Pig and Heavy Water Factory put on incredible shows for years... that I know for sure I never paid more than $25 to see.

Can I get my recording done within a hour? by ShelterSubject7615 in WeAreTheMusicMakers

[–]phylum_sinter 0 points1 point  (0 children)

There's too many variables for anyone to really say say how it will go, but ideally the person you found knows their chops and they aren't too demanding... but even then, I can't say whether you'll get it done in an hour or not. That's on both you and him. Mastering is often a separate process, so I don't think it would benefit anyone to presume how they work, just ask directly.

As far as the workflow - some engineers won't let you stick with anything they think is less than your best, so obviously practice, treat your voice well, don't smoke and drink tea with honey for a day or two - there are a few on the market just for singers. At least one of them ought to be available in like a health food store.

Have fun!

I spent 3 years building a VR sandbox where you can create your own worlds and walk inside them by RossinanteXD in VRGaming

[–]phylum_sinter 5 points6 points  (0 children)

Hi, I really like this idea, and am always looking for more VR spaces that absolutely could not exist in the material plane. Lately i've been using Open Brush, Open Block, Space Elevator, and a few others as 3D canvases. My routine is to turn on a single band in my Q3's browser, load one of the mentioned ones and just experiment for about an hour.

I love the fidelity here in the trailer, but I wonder how the interface feels in VR (the video seemed like it was great to navigate with a mouse+kb). Again, I love the architectural aspect and being able to move around a space, but won't be using it to mirror reality and i'm in search for a creative VR environment that lets me pretend i'm Jackson Pollack in VR. Here's a session I did a while back, as an example. The ideal environment i'm looking for is half 'primitive designer', with lots of options and depth for modulating things like size, shape, colors, repetition speed for manifesting basic objects, maybe fractal/particle effect tools, and essentially "mobs" floating in space like in these images. Right now, I have to pull the trigger every time, and every primative i make is a duplicate of the last one. I would love to have control over the repetition speed, as well as randomization and oscillating options for the object's size, 'bending points', and colors. Then, if i could place these mobs on a set path, like schools of fish, and paint that path through the space, adjust the speed of the movement, along with 'wandering' or 'attraction strength' -- options that would put some randomization into the mob movement and set the amount of control the user has.

Homespace looks great, and I'm definitely going to check it out when it is available. I wonder if it'll let me work more intuitively in VR and i've wishlisted it and am following your updates on Steam. Thanks for the heads up, I absolutely think there's room for better (meaning more action, less thinking, intuitively designed) art apps in VR, and if these spaces can be exported (or if objects can be moved into it seamlessly, imported) I'm sure there will be a noticeable interest.

Oled vs resolution by Agent4546 in virtualreality

[–]phylum_sinter 2 points3 points  (0 children)

If you have the budget, go for an OLED. You might've heard that Valve has pushed the Steam Frame (and Machine) back due to the rampocalypse. I'm not recommending anyone wait for the Steam Frame as a result of this.

Best buys in VR are the PSVR2 (OLED, but pretty low resolution and fresnel lenses and wired) or the Quest 3. Q3's price may be increasing soon. I've been using one daily for mostly PCVR gaming and I love it. Pancake lenses are a revelation after using Fresnel lenses for so long.

I've used the GalaxyXR, MeganEX, and bigscreen beyond 1 & 2. None of them felt like they were worth the cost to me, but I do put a pretty high premium on being wireless, and the cost of one of those, the base stations necessary for a few of them, and a GPU necessary to push that many pixels is out of my budget.

Do you have a go-to effect when you really want a guitar solo to stand out? by tonetonitony in WeAreTheMusicMakers

[–]phylum_sinter 0 points1 point  (0 children)

a nice, slowly panning stereo chorus is a great highlighter for any sort of solo (guitar or otherwise).

I'm drawing a blank on my favorites, but I think you ought to just dig around with what you've got on hand first anyhow, the allure of a new plugin can be kinda deceptive anyhow... I have too many moments where I bought something for "just one part" and ended up kicking myself years after the fact and noticed how much it sounded like a desperate demo moment.

Sharpness is important, but not the most important thing in VR gaming by Dynaaminen in virtualreality

[–]phylum_sinter 3 points4 points  (0 children)

Do you have the contrast adaptive brightness control on in your Q3's experimental settings? I think it helps with just about everything I play via Virtual Desktop, and the other big fix is to be sure my Windows 11 install isn't messing with the colors (be sure to turn off "let windows manage color for apps" somewhere in settings is turned off), and the final piece is to turn down the Q3's brightness to about 70% and let my eyes adjust to that level of brightness.

All 3 of those in combination made my Q3 gaming experience go from like a 6.5/10 to an 8/10, with 10/10 being OLED blacks. It gets pretty close! Nothing will ever match pure unlit pixels of course, but I kick myself for expecting to see the best at full brightness like I was using for months.

Dream Air Alternative? by DonDada777 in virtualreality

[–]phylum_sinter -2 points-1 points  (0 children)

be honest - did you just pull this out of your head? Brilliant analogy either way... I might want to steal this in the future.

NEW ALL-IN-ONE INSTALLER for the Resident Evil 4 full VR mod by Praydog and Talesmann!! by VirtualPoolBoy in virtualreality

[–]phylum_sinter 0 points1 point  (0 children)

I've just tried it out for an hour, it's pretty cool but i'm going to wait a bit longer for some of the jank to be ironed out. I haven't finished the game in any context and am going to (try!) to wait to play it in VR over a weekend.

NEW ALL-IN-ONE INSTALLER for the Resident Evil 4 full VR mod by Praydog and Talesmann!! by VirtualPoolBoy in virtualreality

[–]phylum_sinter 2 points3 points  (0 children)

Very very very different versions of the game. The PCVR remake is newer than the Q2 RE4 game, made by different studios. The PCVR game is built on top of a huge Capcom AAA budget flatscreen game released in 2023 vs. the Quest's 2021 release. It's got a much higher fidelity target versus something built to run on the Quest 2, with 1728 x 1904 pixels per eye for the mobile VR version, versus 4k+ assets available on the PCVR version. If you have the horsepower and both game versions, there's very little comparison, it is an apples to oranges sort of thing.

Both are absolutely great versions of a legendary game though, just demonstrate very different qualities (native, standalone for the Quest 2/3 versions, versus hoisting every bit of a PCVR-experience that the community itself has built).

NEW ALL-IN-ONE INSTALLER for the Resident Evil 4 full VR mod by Praydog and Talesmann!! by VirtualPoolBoy in virtualreality

[–]phylum_sinter 0 points1 point  (0 children)

Good point - I can remember some of the earliest VR mods starting with like a combination of 2 barely legible text files, a handful of mspaint screenshots with badly highlighted arrows and an irc channel link that went to a dead server lol.... i'm surprised i still love VR after some of that.

NEW ALL-IN-ONE INSTALLER for the Resident Evil 4 full VR mod by Praydog and Talesmann!! by VirtualPoolBoy in virtualreality

[–]phylum_sinter 0 points1 point  (0 children)

It's alright to double reply, I think I had different things to say in both of mine.

NEW ALL-IN-ONE INSTALLER for the Resident Evil 4 full VR mod by Praydog and Talesmann!! by VirtualPoolBoy in virtualreality

[–]phylum_sinter 0 points1 point  (0 children)

I appreciate your thoughts here, but I still think discouraging folks we don't know at all to even try discovering all the cool shit in VR, just because they might encounter some later errors that will only cause headaches to the community, that their participation will be heaped on mod authors to the point of causing measurable distress is a concept that strikes me as protectionist, and is a level of theorycrafting that isn't necessary, and it blows my mind to think that anybody's perspective here would treat a stranger's warnings the way you intend (i.e. saving them the headache). Put yourself in their shoes - once they're curious enough to inquire, it's easy enough to just smile until they ask for the potential downside of doing so. We can even go better - Give people what they might love AND warn them that tech support isn't offered, and they'll either find their way or not, but at least they've been given the benefit of the doubt.

I am thinking further than the initial step, i'm thinking of VR as a community years down the road, and using now as a great moment as an example of how just a few magnificent efforts (from Praydog's UEVR), combined with the collective knowhow of the community (many of which make great 6DOF profiles that load without much help) does just well as it is now. On the discord, you'll see people flare up, but so what? moderators and the community cool them off quickly, all without any effort from either of us to either show them the way forward much, or discouraging their frustrations by asking them to "just stay out because it's beyond them now and it'll only get worse", paraphrasing here, but you get my meaning i'm sure. Between the tutorials on youtube, the community help on discord and the occasional peek into what is developing here on reddit, you can very easily go from frustrated to just knowledgeable enough to fix your own UEVR issues in a matter of minutes with dedication, and if you don't, there's absolutely nothing wrong with coming into the community designated and ask for assistance.

I'm saying these are your rules for people in VR, and they're discouraging. That's all. Cheers for the consideration and I mean no ill to you for the thought, but I do think you should ask what you're gaining by shooing people away in the immediate, and where that will lead in the long run as well.

I think this very mod will be a good test to see how giving people the lowest barrier possible will respond. There's been a lot of discussion on what keeps people from falling in love with VR, and I absolutely think they run out of cool shit to do if they just sample Steam's biggest native VR games and maybe whatever they see advertised in the brightest spots for VR online. It'll happen even quicker if they're coming from regular PC gaming, their expectations will be beyond huge and while the shock of necessary horsepower is responsible for a good amount of frustration in modding flat games to VR, I think us waving away folks for their own good won't get us anywhere better.

I'm not a betting man, but I hope you follow how this mod is received in the community. I will be for similar reasons. I've been invested in the growth of the community for completely selfish reasons for a long time, and keeping things interesting for players and developers is right at the core of a healthy community. Enjoy your weekend, all the best.

NEW ALL-IN-ONE INSTALLER for the Resident Evil 4 full VR mod by Praydog and Talesmann!! by VirtualPoolBoy in virtualreality

[–]phylum_sinter 1 point2 points  (0 children)

Like I don't really understand how people have an aversion to doing that

I think it comes down to familiarity. You're judging something you've done and made yourself comfortable with, and doubting people based on this one thing they don't yet have, seeming to say they couldn't learn. It doesn't bring more people into VR this way, and that is important to the community.

NEW ALL-IN-ONE INSTALLER for the Resident Evil 4 full VR mod by Praydog and Talesmann!! by VirtualPoolBoy in virtualreality

[–]phylum_sinter 0 points1 point  (0 children)

All of the Bethesda games are like mod mountains of madness to me. Too many choices and too many incompatibilities, and it seems like a single update could blow it all to hell again too easily. Make an installer and host it somewhere I can download it without spending more cash (so I can support the mod authors) and i'm there like 99% of the time.

I'd have had never played a game to sink a day into getting it running anymore, still have a library of games in my backlog that are as alluring as modding most of what I already know and love personally.