Page 13 of 25

Re: Half-Life: Alyx l OUT NOW!

Posted: Tue Mar 24, 2020 12:59 am
by CitizenErased
Victor Mildew wrote:Standing for me along with the smooth teleport (not blink). I tried the stick movement and I almost threw up my own pelvis bone.


I initially went with 'shift' movement but I have to say once you get used to stick movement (if you can stomach it) it's the best way to play. I'm playing sitting down and so far so good.

That torch bit. :|

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 7:42 am
by Victor Mildew
If I was playing seated, I could probably hack the stick movement, but standing it just feels like I'm on a skateboard that's flying all over the place and I'm always facing the wrong way.

I can't wait to play this tonight, it's so strawberry floating good. I just love the gravity gloves, whipping a clip from across the room, loading it straight in to a gun, chambering a round and headshotting an enemy is :datass:

Only downer is the window on the pc screen isn't full screen for some reason. I want to record a bit of footage here and there, and at the moment I'd have to crop it.

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 7:51 am
by Knoyleo
Victor Mildew wrote:If I was playing seated, I could probably hack the stick movement, but standing it just feels like I'm on a skateboard that's flying all over the place and I'm always facing the wrong way.

I can't wait to play this tonight, it's so strawberry floating good. I just love the gravity gloves, whipping a clip from across the room, loading it straight in to a gun, chambering a round and headshotting an enemy is :datass:

Only downer is the window on the pc screen isn't full screen for some reason. I want to record a bit of footage here and there, and at the moment I'd have to crop it.


Not sure if the settings that Valve talk about in the below might help?

https://support.steampowered.com/kb_art ... -QDNM-8600

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 7:54 am
by Victor Mildew
Thanks, it doesn't mention the screen resolution there. I may turn on the head smoothing though as it'd make any videos look that bit better.

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 9:47 am
by Knoyleo
So, apparently my 9 year old i5-2500k overclocks to better performance than the minimum recommended i5-4590 :shifty:

Do I try it now, running on the absolute lowest settings, or wait a few months for a decent CPU upgrade, then go in?

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 9:50 am
by Victor Mildew
Knoyleo wrote:So, apparently my 9 year old i5-2500k overclocks to better performance than the minimum recommended i5-4590 :shifty:

Do I try it now, running on the absolute lowest settings, or wait a few months for a decent CPU upgrade, then go in?


I'm playing maxed out on i5-6600k, 1070gtx and 32gb or ram, which is barely above the minimum specs. I've not overclocked anything either.

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 9:56 am
by Memento Mori
Are you all using Indexes for this?

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 10:00 am
by Victor Mildew
Memento Mori wrote:Are you all using Indexes for this?


OG Vive headset, with the deluxe strap, and index controllers. The controllers add so much that id imagine playing with the stock Vive wands would be pretty gooseberry fool, so I'm really glad I got them now.

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 10:10 am
by Memento Mori
Victor Mildew wrote:
Memento Mori wrote:Are you all using Indexes for this?


OG Vive headset, with the deluxe strap, and index controllers. The controllers add so much that id imagine playing with the stock Vive wands would be pretty gooseberry fool, so I'm really glad I got them now.

What base stations are you using?

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 10:15 am
by Victor Mildew
The V1 lighthouses that came with the Vive.

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 10:39 am
by Lagamorph
I'm running with this spec,

i5-4690k
16GB DDR3 RAM
1080ti GPU
Index Headset

The game itself defaulted to low settings but Nvidia GeForce Experience bumped things up to Ultra. Playing seems to be smooth, though during the gravity glove tutorial there was some slowdown so I probably need to do some tweaking and I suspect my CPU is the bottleneck.

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 3:37 pm
by CitizenErased
Memento Mori wrote:Are you all using Indexes for this?


Oculus Rift S here. I love the no fuss set-up of it. I'd be very interested to try this out with an Index one day too mind.

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 3:50 pm
by Buffalo
Victor Mildew wrote:The V1 lighthouses that came with the Vive.


Do you think this could come to something like the PS4, mate?

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 3:57 pm
by Victor Mildew
Buffalo wrote:
Victor Mildew wrote:The V1 lighthouses that came with the Vive.


Do you think this could come to something like the PS4, mate?


The tracking on the PSVR is so bad that while I'm sure visually it can be done, it would be a gooseberry fool show with those controllers. Perfect 1:1 tracking is needed and PSVR just can't do it.

@citizenerased. The rift controllers have full finger tracking don't they? I imagine you're experience to be the same as index mostly.

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 5:07 pm
by CitizenErased
Victor Mildew wrote:
Buffalo wrote:
Victor Mildew wrote:The V1 lighthouses that came with the Vive.


Do you think this could come to something like the PS4, mate?


The tracking on the PSVR is so bad that while I'm sure visually it can be done, it would be a gooseberry fool show with those controllers. Perfect 1:1 tracking is needed and PSVR just can't do it.

@citizenerased. The rift controllers have full finger tracking don't they? I imagine you're experience to be the same as index mostly.


The Quest currently has full finger tracking with no controller but the Rift S doesn't as of now. It does however seem the Index use in Alyx is mostly limited to squeezing cans etc so I don't feel I'm missing anything.

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 5:21 pm
by Victor Mildew
CitizenErased wrote:
Victor Mildew wrote:
Buffalo wrote:
Victor Mildew wrote:The V1 lighthouses that came with the Vive.


Do you think this could come to something like the PS4, mate?


The tracking on the PSVR is so bad that while I'm sure visually it can be done, it would be a gooseberry fool show with those controllers. Perfect 1:1 tracking is needed and PSVR just can't do it.

@citizenerased. The rift controllers have full finger tracking don't they? I imagine you're experience to be the same as index mostly.


The Quest currently has full finger tracking with no controller but the Rift S doesn't as of now. It does however seem the Index use in Alyx is mostly limited to squeezing cans etc so I don't feel I'm missing anything.


I meant the controller itself, I'm sure the oculus had finger tracking before the index did.

I didn't think about crushing stuff :o

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 5:30 pm
by Lagamorph
Victor Mildew wrote:
CitizenErased wrote:
Victor Mildew wrote:
Buffalo wrote:
Victor Mildew wrote:The V1 lighthouses that came with the Vive.


Do you think this could come to something like the PS4, mate?


The tracking on the PSVR is so bad that while I'm sure visually it can be done, it would be a gooseberry fool show with those controllers. Perfect 1:1 tracking is needed and PSVR just can't do it.

@citizenerased. The rift controllers have full finger tracking don't they? I imagine you're experience to be the same as index mostly.


The Quest currently has full finger tracking with no controller but the Rift S doesn't as of now. It does however seem the Index use in Alyx is mostly limited to squeezing cans etc so I don't feel I'm missing anything.


I meant the controller itself, I'm sure the oculus had finger tracking before the index did.

I didn't think about crushing stuff :o

Neve even thought about crushing cans, I just immediately started throwing them off the balcony right at the start.

The only thing I broke was the teacup when I threw it at the guy across the holographic map :lol:

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 5:36 pm
by Victor Mildew
I spent about 10 minutes messing about on that balcony. Pulling the Arial up, tuning the radio, throwing cans up with one hand and catching them in a pot in the other.

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 6:27 pm
by Lagamorph
Think I'm getting the hang of the gravity gloves now, getting used to pulling in ammo and resin then catching it. Still always a bit wary of putting it in the backpack, more than once I've got my arm in the wrong spot and ended up dropping it.

Replayed the first chapter to get more used to the control systems, think I'm going to stick with the blink teleportation movement for now since it's definitely the most comfortable for me. Just got up to opening the gate and going into the Quarantine Zone

Re: Half-Life: Alyx l Quarantine In City 17

Posted: Tue Mar 24, 2020 6:41 pm
by Knoyleo
Victor Mildew wrote:
CitizenErased wrote:
Victor Mildew wrote:
Buffalo wrote:
Victor Mildew wrote:The V1 lighthouses that came with the Vive.


Do you think this could come to something like the PS4, mate?


The tracking on the PSVR is so bad that while I'm sure visually it can be done, it would be a gooseberry fool show with those controllers. Perfect 1:1 tracking is needed and PSVR just can't do it.

@citizenerased. The rift controllers have full finger tracking don't they? I imagine you're experience to be the same as index mostly.


The Quest currently has full finger tracking with no controller but the Rift S doesn't as of now. It does however seem the Index use in Alyx is mostly limited to squeezing cans etc so I don't feel I'm missing anything.


I meant the controller itself, I'm sure the oculus had finger tracking before the index did.

I didn't think about crushing stuff :o

Quest has finger tracking, but not in any real games yet. It works on the main menu, and in some side loaded tech demos, but that's it.

The touch controllers can tell if you have your fingers on the button or not, so you have totally open hand, non - index fingers brought in, and non index fingers clenched, and the same separate levels for your index fingers, and thumbs on the joysticks.

____


I got the game running! It gave me a warning on boot up about the system not being up to snuff, but it runs fine on low, and even then it looks miles ahead of most of the VR stuff I've tried so far.

I've only ventured through the intro section, and gotten off the train after you leave Russell, but it's amazing. It feels terrifying, ceiling around, gun in hand, peering round corners, jumping at every noise. The barnacles are hideous in VR, and the atmosphere is just perfect. The world feels so convincing, its a real feat. Agree with comments about the gravity gloves in here, too, the flick and grab is a great way to use it rather than just pressing a button to pull towards you.

It's going to take me a long time to get through this, I'm just creeping through the levels, inch by inch. There's so much to take in, and I'm scared of rounding every corner.

I still fully plan to upgrade my PC this year, so I'll get to try it out in a better performing version, but I'm stoked that it works so well already.

That i5-2500k has to be the best value processor in history. :lol: