my set arrived and I've been playing with it a lot. The First Contact demo was an amazing way to show it off, I loved it, much more than all other "introductory" software I've tried since, like The Lab, everything worked so brilliantly and it was so polished I wish they developed it further to give it some replayability (just put you in that same room and have the robot start different mini games and tasks, like give you the gun for target practice with an actual scoreboard and things, they could even make DLC for the robot to get different diskettes to give you, ha). Anyway. I'm truly in awe, I've played several other games since and the feeling continues. I just finished SUPERHOT VR and it was shorter than I expected sadly but I really enjoyed the game and hope we get a VR version of the Mind Control Delete upcoming expandalone as well. I've played others like Robo Recall, In Death, Beat Saber, Moss, Onward, Skyrim VR (I never liked Skyrim and gameplay systems aren't much better in VR but it's cool to see such a world in VR, the scale is amazing), Blade & Sorcery, Lucky's Tale, Thumper and more but none of them too much, SUPERHOT VR was so good and with such instant gratification in a somewhat meaty package that I played it nonstop, haha!
Anyway, with all that aside, I do have one observation to make. You all know that little laser toy gun you get in Oculus Home (I guess it works a lot like the First Contact toy gun), right? So I find that when I use that I can do all kinds of crazy things like effortlessly aim at targets without even looking down the sight of the gun, I can hit the little table tennis balls from a reasonable distance, hit them again as they roll along in motion going off to the side, it just works so well it's crazy. I'm talking one shot one hit as intended most of the time, not to simply use the bright slow laser ball like a tracer round to make the next shot accurate after correcting my aim. I'm sure you've all felt that.
However, when I play a shooting game like Robo Recall which is supposed to be among the most polished, I find that I'm not nearly as accurate, I have to make an effort to line up the gun sights for distant targets (or use the many "cheat" accessories and sights various guns have) and occasionally can waste a whole pistol clip without hitting a robot that's not even moving around. Does anyone know what's with this disparity? I do get a bit better as I play more but the feeling of that toy laser gun was amazing, it felt like a real object. Are the guns in these other games simply not tracked as well or don't have the proper bullet paths/exit points coded? Or is the stereoscopic 3D they employ not as good to give you the correct depth perception to pull off such things? I don't understand so if anyone could give me a few pointers or maybe suggest a game that works as well as that toy gun or just give me a reason why the toy gun is easier to aim and tell me that it's possible to get just as good with Robo Recall but there are good reasons you don't start that way, I'll be relieved and appreciate it either way.
I suppose it was similar to Robo Recall in SUPERHOT VR but in that game you're in slow motion, can take your time to aim the pistols and other guns have a programmed spread/recoil so it's not really about aiming all that well anyway, some Robo Recall weapons also have recoil but I'm talking about standard old pistols that should be accurate, at least as long as you don't go crazy on the firing speed. It's also similar for the bow for me, it's impeccable in Oculus Home and fairly easy to line up targets but in a game like In Death (another with good reception with good reason, it seems quite nice) it took a lot of practice to hit anything and I still can't do it consistently, haha.
Feel free to also make this a general newbie response thread too, anything you'd suggest to any newbie is good for me regardless of the specific topic, from set up and hardware to games and other software I might not know of. One other question I have for example is, when I run a game off Steam, it seems to then run both the Steam Home and the Oculus Home, brought up with different buttons each, doesn't that put a strain on the PC resources for no reason and is it possible to actually disable either (or both) of these features (not just rebind the buttons but not have them load/run in the background at all) and dedicate all of your PC to the given game alone?
For some specs in case they make a difference, I'm using an Oculus Rift with Touch Controllers on an older i7 3770K overclocked to around 4GHz and a GTX1080 so most games run beautifully at max settings without a hitch as long as I don't crank up the supersampling. I'm using two sensors in a front facing setup for now but since my play area is rather small, once the active usb 3 extension cables I've ordered arrive I'll try to make it a 360 setup (like this guy
, though I imagine it can be done better since he did it before the official experimental support) and if that doesn't work well then I'll eventually get a 3rd sensor once there's a good deep sale on some European amazon I can import from (I can't find the sensors sold separately where I live).
Thanks for reading and it's good to be here, VR is every bit as good as I hoped for before finally buying a set and I'm glad I went for Oculus as currently it has the best price to features ratio (even compared to cheaper WMR or PSVR) and I feel it will remain competitive even when future sets are around, it doesn't run too high resolution which can be negative but also means your PC can run the games easier and the controllers might not have full hand/finger tracking like upcoming technologies but I feel games will be able to work with it well enough with its intuitive set up compared to something like Vive. I hope to be using this for several years without problems personally but I also understand others who buy the newest thing every year or two, I'm hopeful the current Rift will accommodate me well