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10% Of 'Resident Evil 7' Players Are Wearing VR Headsets (digitaltrends.com)

Released five days ago, Resident Evil 7: Biohazard already has over 800,000 players -- and 84,036 of them are using a PlayStation VR headset. An anonymous reader quotes Digital Trends: These numbers show that VR might have some real legs if compelling software is made... The numbers are also being updated live, so expect them to go up in the coming weeks. Earlier this week, numbers were in the 60-thousand range, meaning that positive buzz is driving gamers to pick up the game along with a VR headset. Unfortunately for many gamers, Resident Evil 7: Biohazard is a PSVR exclusive, meaning PC gamers that own an HTC Vive or Oculus Rift are unable to experience the game in VR... Luckily, patient PC gamers will be able to experience the game in VR next year, when Sony and Capcom's PSVR exclusivity deal expires.
It's the first Resident Evil game using the first-person point-of-view. Are there any Slashdot readers who have already tried gaming with a VR headset?

77 comments

  1. Not the first Resident Evil game using 1st p. by Anonymous Coward · · Score: 2, Informative

    It's the first Resident Evil game using the first-person point-of-view.

    Nope.

    Resident Evil Survivor was released on the PlayStation in Japan on January 27, 2000, in Europe on March 31, 2000 and in North America on August 30, 2000. This game was a major difference from the main Resident Evil series, substituting the third-person perspective of the previous games to a first-person view.

  2. Re:Reaching out to the community by amalcolm · · Score: 2

    Ask Paul Simon... I beleive he made a study of it

    --
    Time for bed, said Zebedee - boing
  3. The value of "proper" games by RogueyWon · · Score: 3, Insightful

    The big challenge for "alternative" ways of playing video games has always been "can you play a proper game that way". We've seen supposedly revolutionary new technologies come along before and then falter when it turns out that all they are good for is playing casual or party-games.

    The Wii's motion control sold a hell of a lot of consoles on the basis of Wii Sports. However, before too long, it dawned on people that Wii Sports was pretty much the limit of the device's capabilities. Similarly the Kinect had a lot of early success on the basis of some party games, but every attempt to integrate it into a proper game was either irrelevant or disastrous (Steel Battalion says hi). It's becoming increasingly clear that if any of these new technologies are going to "stick", then they need to be something you could realistically use to play a major AAA title; a Dragon Age or a Call of Duty (not that I'm a big fan of either of those).

    VR had looked like it was headed in the same direction as the Wii/Kinect; an initial burst of hype, then growing disillusionment. It generated a load of pretty but thin tech demos, a handful of novelty party games and, until recently, not much else. RE7 is interesting because it's an attempt to do a major release, from a well-known franchise, via VR, without diluting the thing beyond recognition. I've held off from buying a VR set myself so far; even if it takes off, the number of mutually-incompatible offerings on the market at the moment makes it a bit too likely I'd end up on the Betamax side of the divide. But I'd like to see it succeed and it's good that serious efforts are being made to adopt it in major games.

    I also find it interesting that it seems to be Sony that is spearheading this effort via PSVR (RE7 isn't even their first attempt; there were some "proper" games, even if not of the same profile, among the PSVR launch titles). While technically superior, the Oculus and Vive still seem to be mostly pushing minigames and tech demos so far.

    1. Re:The value of "proper" games by Opportunist · · Score: 4, Interesting

      Steam would have to put their money where their mouth is, so to speak, and release some of their own titles for Vive. I'm pretty sure a Vive version of Portal would be interesting.

      What the VR world is currently lacking is that must-have content. Yes, you're right: The VR market is currently mostly indie developers testing the waters and throwing ideas about to see what sticks. You have a lot of gimmicky games that showcase the whole virtual reality thing but very little substantial gameplay. That's not to mean that there ain't games that put you on your toes, Raw Data sure is a great and intense game but it lacks depth.

      In a nutshell, NONE of the games that currently reign in the VR market could survive or even be considered worth a dime without VR, essentially proving that all they are is VR. And that's simply not enough.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:The value of "proper" games by AmiMoJo · · Score: 1

      I wonder how far you can push the VR experience?

      VR has been used for years to help vets suffering from PTSD, and is now getting used in more and more treatments for mental illness. It's clearly a very powerful tool for affecting the mind. How far can you take it before the VR horror game experience starts causing actual psychological harm?

      My guess would be that RE is going to be mostly jump scares, like the previous games. I expect there will be videos of people playing the game with the headset on and someone tapping them on the shoulder, resulting in a PS4 being sent flying as they yank the cable, dragging the TV down with it.

      VR will keep getting better. Maybe holodeck level one day. It's going to be interesting to see where the limit is.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    3. Re:The value of "proper" games by Anonymous Coward · · Score: 0

      Metroid Prime used the wii controlled to excellent effect - it's the only 2D to 3D game series convert that I actually enjoyed playing. But you're absolutely right, naming exceptions is what proves the rule, there weren't many games that actually made excellent use of the control input, and plenty that didn't.

    4. Re:The value of "proper" games by Wescotte · · Score: 1

      From what I read it's not a game designed for VR. They simply were able to tack on VR support. You don't use motion controls and it's "look to aim". They could add this type of VR support to really any other game with minimal effort.

      I think the primary reason anybody is talking about it is because of the lack of VR content and that horror games work exceptionally very well in VR.

    5. Re:The value of "proper" games by RivenAleem · · Score: 2

      Elite Dangerous is a 'proper' game, almost. It has it's own set of faults which may take years to iron out (it is not a polished game). However, it is amazing to play it in VR.

      Other games, like fruit ninja, and others are very Arcade, and like you said seem to be mini games at best.

      What VR needs is for it to be backward compatible with 3D technology, as I've played games like Dark Souls, Divinity and WoW in 3d and they are amazing. While not true VR, it gives you a use for the helmet in almost all games thus access to a huge back catalogue. It would be like the PS4 being able to play all the PS3 games. While not utilising all its features, it does kick-start the platform with a large catalogue of games already out there.

      I've used the Oculus to create virtual "floating" screens, there's no reason why that floating screen can't be a 3D image.

    6. Re:The value of "proper" games by BaronAaron · · Score: 2, Informative

      Steam would have to put their money where their mouth is, so to speak, and release some of their own titles for Vive. I'm pretty sure a Vive version of Portal would be interesting.

      You mean like this?

    7. Re:The value of "proper" games by Wescotte · · Score: 1

      This is not made by Valve. It's just a Portal 2 mod made by fans. It's quite well done but also short having maybe 30 minutes of gameplay.

      Valve is working on multiple VR titles according to Gabe's latest AMA on Reddit though.

    8. Re:The value of "proper" games by Anonymous Coward · · Score: 0

      Nonsense. Skyward Sword showed that full-fat traditional games can be IMPROVED with motion controls. It's just that nobody really bothered to follow Nintendo's example.

      VR will go the same way. In many ways, it's more limiting than motion. And VR helmets are on an entire new level of discomfort above simply "moving your wrist around" which motion requires.

    9. Re:The value of "proper" games by Opportunist · · Score: 0

      They should showcase it a bit more. Imagine someone (like me) who considers that Reddit has too poor a signal-to-noise ratio to bother with, where should I get to hear about this?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    10. Re:The value of "proper" games by Anonymous Coward · · Score: 0

      I expect there will be videos of people playing the game with the headset on and someone tapping them on the shoulder, resulting in a PS4 being sent flying as they yank the cable, dragging the TV down with it.

      Very unlikely. PSVR has long cable and uses 'breakout box' connected in between console and the headset with HDMI and something that looks very much like HDMI but isn't. Even if you started running away with your headset on, you'd just pull the connectors from the box, they're not locked in any way.

    11. Re:The value of "proper" games by Anonymous Coward · · Score: 0

      By reading one of the many articles that wrote a quick summary of the AMA with Lord Gaben himself!

      You should also do some reading on what the current vr limitations are, since you are clearly interested in the technology, so you have a better understanding of why the games are being designed the way they are. It only takes a few minutes of searching and skim reading. I know, the thought of doing a little bit of research in this day and age is horrifying! .

    12. Re:The value of "proper" games by Wescotte · · Score: 2

      Reddit /r/Vive is my main source of information...

      However, I periodically listen to a podcast called "Everything Vive". The number of VR games currently being released on Steam is still low enough where it isn't very time consuming to just glance at every new release. The discussions pages on Steam seem pretty active for the more popular games as well.

    13. Re:The value of "proper" games by Opportunist · · Score: 1

      It's more a matter of time constraints rather than a lack of interest in doing research. So many thing that need my attention, so little time...

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    14. Re: The value of "proper" games by Anonymous Coward · · Score: 0

      Are you kidding? Skyward Sword would have played better if I didn't have to flap my wings to move the bird or pretend I was flying a paper airplane to steer the beetle. Traditional controls would have been fine, motion controls added nothing and removed precision and even comfort.

    15. Re:The value of "proper" games by Anonymous Coward · · Score: 0

      My personal killer app for the Kinect: Zumba World Party. Good workout "game".

    16. Re: The value of "proper" games by Anonymous Coward · · Score: 0

      Ahh you're one of those motor challenged individuals... I'm sorry.

      To us normal folk, the simplistic "press button for swing motion" was really hard to go back to after SS showed what was really possible.

    17. Re:The value of "proper" games by Ranbot · · Score: 1

      They should showcase it a bit more. Imagine someone (like me) who considers that Reddit has too poor a signal-to-noise ratio to bother with, where should I get to hear about this?

      Agreed. It's hard for "average" people to hear what Valve is working on. I'm surprised Valve doesn't use Steam better to make announcements to the community of what they are working on. Although considering the snail's pace their projects move, maybe they don't have much to announce? I'm a pretty active PC gamer, but when I hear "Valve" my mind only associates them with the Steam store and some games I haven't played in many years.

    18. Re:The value of "proper" games by Totally_Tux · · Score: 2

      > In a nutshell, NONE of the games that currently reign in the VR market could survive or even be considered worth a dime without VR, essentially proving that all they are is VR. And that's simply not enough.

      Elite Dangerous. I started playing this a week ago and it's simply a sublime experience. In VR it is SO immersive which adds on top of a great starship simulation game.

      My main gaming PC is offline, so I'm playing Elite Dangerous on a standard monitor. While it is still fun, the visuals and sounds rendered in VR is superb.

    19. Re:The value of "proper" games by arth1 · · Score: 1

      I wonder how far you can push the VR experience?

      As far as your neck can go, which isn't very far or fast.

      We play games to be able to do things we cannot do in real life. Restricting it to what we can do is then counter-productive.

      The mouse has enabled us to "move" much faster and more precise than our heads and torsos can. That's a main reason why it's been a winner. We should focus on interfaces that are even faster and more precise, and not ones that mimic our limitations.

    20. Re:The value of "proper" games by NoZart · · Score: 1

      i heard this argument before. There are different ways to consume games; competitive, exploratory, as an experience, and so on.... Not all of these methods require better or faster interfaces. Some of them become special _just because_ they are giving real restrictions. I am not a player, but the onward players seem to enjoy that a lot. VR sure has lesser viable game genres at the moment, and therefore for lot's of people VR just isn't their device, like the mouse is for the shooter and a stick is for the fighter.

    21. Re:The value of "proper" games by NoZart · · Score: 1

      yeah LOTS and a "for" too much. Saw it the moment i clicked submit :)

    22. Re: The value of "proper" games by Anonymous Coward · · Score: 1

      I guess you never experienced VR porn... Websites that currently produce VR porn are doing pretty well!

    23. Re:The value of "proper" games by JonnyCalcutta · · Score: 1

      The Wii's motion control sold a hell of a lot of consoles on the basis of Wii Sports. However, before too long, it dawned on people that Wii Sports was pretty much the limit of the device's capabilities.

      I don't really disagree with your overall point, but I actually thought the wii controller was really good for 1st person / shooting games. You had the thumb pad for movement and the 'stick' was a pointer. Since it was point and shoot you could more or less aim with the controller. There were just very few games to make use of it.

    24. Re:The value of "proper" games by Anonymous Coward · · Score: 0

      Motion control inspired by the Wii was... just a phase? And "Wii Sports" was the limit of the device's capabilities? What universe are you living in? Every system now supports motion control. I'd say that qualifies as technology that "sticks".

      I also disagree with your claim that alternative ways of playing games struggle with incorporating "proper" games into their ecosystem. First off, with motion control it's already been done. See: Metroid Prime. Using the Wiimote and nunchuk to control a FPS is way easier and more accurate than a traditional controller. I think I almost prefer it to keyboard/mouse and I'm primarily a PC gamer. Second, by definition these alternative ways encourage "improper" games to be developed for them. They're not meant for well-known game formats most of the time.

      The issue is a lot of developers don't want to drop everything they're doing and make a game for a new technology that has no precedence in the market. And if you don't have enough games lined up to showcase your technology, it's probably going to wither away and die unless the driving software behind it is so wildly successful that you get imitators. The Wii was successful because it had a combination of both.

      Besides, the main thing that matters is whether or not it is fun and engaging. You wouldn't take a DDR pad and try to integrate it with a "proper" game, would you? DDR was an alternative way of playing games and it blew UP! As long as a new interface to a game creates an experience that is both fun and engaging, people will consume it.

      How you got modded to +5, Insightful, is baffling.

    25. Re:The value of "proper" games by Anonymous Coward · · Score: 0

      The Wii also had several Resident Evil titles. RE4 worked really well with the Wii controls.

      So it's not that big an indicator.

    26. Re:The value of "proper" games by HornWumpus · · Score: 1

      'Assetto Corsa' rocks VR.

      'Alien Isolation' shows great promise, but I can't get the frame rate up to a non-pukey level.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    27. Re: The value of "proper" games by Anonymous Coward · · Score: 0

      Bitched don't know 'bout my FDL

      5 MULTICANNONS! AH AH AH

  4. Do the same poll in 2 month by Opportunist · · Score: 4, Insightful

    And we'll talk.

    VR is mostly a novelty that wears off VERY fast.

    --a VIVE owner of 3 months who didn't put it on for the past 2 months.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:Do the same poll in 2 month by Anonymous Coward · · Score: 0

      Lets face it, unless you like driving or space simulators, there is almost no AAA games, and mostly just demo crud on both the RIFT and the VIVE.

      Nothing good to play.

    2. Re:Do the same poll in 2 month by Opportunist · · Score: 1

      There are a few games that work pretty well in a VR setup, Raw Data sure is a great game to unwind. Nothing like beating the shit out of a few robots. And there's another game that I forgot the name of where you pretty much run around a town, climb up some walls in some kinda parcour style and shoot shit.

      That's capable of development. There's even a milsim game in development that looks quite promising. But that's basically the problem here: Everything's in development. There isn't anything you can point to and say "Look! This is it! The killer app, the must-have game!"

      Big studios have so far at least refrained from diving into the whole mess, not really knowing what's going to work and what isn't, and sinking a lot of money into a game idea that looks neat on paper but doesn't play well in the end is too big a risk for most big studios.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:Do the same poll in 2 month by Wescotte · · Score: 1

      Out of curiosity are you playing non VR games instead or just nothing at all?

      Vive owner since June and also have had streaks where I wouldn't touch it for a month. However, I wasn't playing any non VR games in it's place.

    4. Re:Do the same poll in 2 month by Opportunist · · Score: 1

      I play a fair lot, actually. I'd have to check my Steam profile to know just how much, but I fear I'd find out I spend more time playing than working.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    5. Re:Do the same poll in 2 month by severn2j · · Score: 1

      Arizona Sunshine (http://store.steampowered.com/app/342180/) is probably the biggest right now.. But yes, mostly I would agree with you a lack of killer apps.

    6. Re:Do the same poll in 2 month by Anonymous Coward · · Score: 0

      Whereas I'm a Vive owner of nine months and still use it nearly daily. Your boredom with the product isn't the case for all of us.

  5. The Next Generation by Anonymous Coward · · Score: 0

    Unfortunately for many gamers, Resident Evil 7: Biohazard is a PSVR exclusive, meaning PC gamers that own an HTC Vive or Oculus Rift are unable to experience the game in VR.

    Hey, remember the console wars, and how AMAZING those were for consumers? I do!

  6. Headline truncated by Hognoxious · · Score: 2, Funny

    The headline got truncated. There should be " - and nothing else" at the end.

    --
    Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    1. Re:Headline truncated by geekmux · · Score: 1

      The headline got truncated. There should be " - and nothing else" at the end.

      Wow.

      I've heard of a lot of sexual fetishes, but you have to admit that Pasty White Virgins Playing Resident Evil Naked in Moms Basement is one of the more odd ones...

    2. Re:Headline truncated by Anonymous Coward · · Score: 0

      No, it was supposed to end with " - in bed"

    3. Re:Headline truncated by Anonymous Coward · · Score: 0

      You sound like a PENIS!

  7. VR party games? by wisnoskij · · Score: 2

    What VR parties games? A VR headset really gets in the way of any sort of group experience. It seems fundamentally incongruous. The only thing I see VR really kicking off with is the pornographic industry.

    --
    Troll is not a replacement for I disagree.
  8. The level of "new revolutionnary" by DrYak · · Score: 1

    We've seen supposedly revolutionary new technologies come along before and then falter when it turns out that all they are good for is playing casual or party-games.
    The Wii's motion control sold a hell of a lot of consoles on the basis of Wii Sports. However, before too long, it dawned on people that Wii Sports was pretty much the limit of the device's capabilities. Similarly the Kinect had a lot of early success on the basis of some party games, but every attempt to integrate it into a proper game was either irrelevant or disastrous (Steel Battalion says hi). It's becoming increasingly clear that if any of these new technologies are going to "stick", then they need to be something you could realistically use to play a major AAA title; a Dragon Age or a Call of Duty (not that I'm a big fan of either of those).
    VR had looked like it was headed in the same direction as the Wii/Kinect; an initial burst of hype, then growing disillusionment.

    I don't necessarily agree with your last statement.

    Wii and Kinect (and countless other "revolutions in game play(tm)") share something that they don't have in common with VR.
    They completely change the way game are played, and that's a problem for an industry that has perfected other different way to play.
    That's not the case with VR.

    When you boil down to the core concepts, Wii and Kinect are about completely throwing the input interface out of the window and trying something completely different : you do NOT use a classical controller, i.e.: you do not push button on a pad/joystick or use a keyboard/mouse pair.
    Instead you use body motions (wave you hands around with wiimotes in them, jump around in front of Kinect's camera, etc.)
    The industry has spend decades finding ways to get them most out of a joystick/gamepad or out of a keybaord/mouse pair. With have vast libraries of games optimized for them. We have complete *genre* of game which seem to be married to some type of input interface
    (2D platformers are strongest on gamepads - optionally keyboard as a fall back. Whereas mouse/keyboard is the king for strategy games and FPS - with maybe analog sticks as a pale substiture for the second)
    There's just not enough know-how and enough experience in how to successfully take advantage of new types of "motion"-controllers.
    And you though that bringing FPS from the keyboard/mouse to the joypad was a difficult task ? That's why, except for a few very special games that were thaugh from the gound up, every other game feels like having the motion element show-horned into an unrelated and incompatible game.

    When you boil down to the core concept, VR is just... a game seen from the perspective of the hero. That's it.
    Like every single other FPS game since MidiMaze / Wolfenstein / Doom / Quake, etc.
    There's no fundamentally different idea that hasn't existed for the past few decade.
    That's why you've already seen tons of attempts of adding VR to games with first-person perspective.
    The difference is only in details.
    There are VAST amounts of details making VR much better as an output interface for first-person perspective, and also making the current crop of VR devices better than past attempts - but these are only details.
    But again you don't need to revolutionize the gaming industry to at least make attempts at using the technology.

    To make things short :
    - in 2017 you can simply decide to play Doom with a VR helmet instead of a computer screen. Beside the quality of the experience (immersion, etc.) no big deal, game design isn't profoundly affected by the choice.
    - in 2017 you cannot simply decide to play Doom by dancing in front of a Kinect instead of using a controller. You'd need a totally different type of game.

    The limiting factor of Wii/Kinect/etc. are :
    - can we suddenly now invent completely new way to play game to leverage these weird interfaces ?
    (hard problem)

    The limiting factor of VR :
    - will the quality be good enough so that people won't automa

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
    1. Re:The level of "new revolutionnary" by johannesg · · Score: 1

      We've been told the major reason that 3D failed is because people have to wear glasses. Now you're telling me that a technology requiring a much larger, heavier headset is going to succeed. Somehow I doubt it.

    2. Re:The level of "new revolutionnary" by JaredOfEuropa · · Score: 1

      3D TV mostly failed because of physics: the 3D effect (depth budget) on a TV will always be vastly inferior to what you get in the cinema, even if your TV covers the same field of view as the screen in the cinema. Having to wear glasses didn't help, but 3D cinema still seems popular enough: when there's a choice,the 3D option is way more popular. Apparently wearing glasses isn't that big of a deal when the reward is big enough.

      --
      If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
    3. Re:The level of "new revolutionnary" by Wescotte · · Score: 1

      in 2017 you can simply decide to play Doom with a VR helmet instead of a computer screen. Beside the quality of the experience (immersion, etc.) no big deal, game design isn't profoundly affected by the choice.

      This isn't exactly true... Any artificial locomotion (any camera movement disconnected from your physical movement) in VR is still a big problem for many people (myself included) because it makes them sick. The current best method for minimizing motion sickness is to use teleportation which absolutely impacts on game play and design. Lots of progress has been made but using a gamepad or a mouse and keyboard to move the camera in VR is still going to make more people sick than not.

    4. Re:The level of "new revolutionnary" by Wescotte · · Score: 1

      3D failed because the experience of watching a 3D TV adds almost no value over a 2D one. The vast majority of the 3D content was shot in 2D and added in post production and generally contributes very little to the story/overall experience. Never mind the higher costs and cumbersome glasses.

      The current high end (Vive, Rift, and PSVR in that order) consumer VR devices are pretty damn impressive and offer some very unique experiences. If you have the opportunity to test one out I highly recommend it.

    5. Re:The level of "new revolutionnary" by arth1 · · Score: 1

      3D failed because the experience of watching a 3D TV adds almost no value over a 2D one. The vast majority of the 3D content was shot in 2D and added in post production and generally contributes very little to the story/overall experience. Never mind the higher costs and cumbersome glasses.

      Also, all the Hollywood producers who can't seem to resist breaking the fourth wall with 3D effects, which kills the suspense of disbelief. That may be okay for comedies, but it ruins the immersement, which is all that 3D had going for it in the first place.

  9. They really missed the boat with kinect by Anonymous Coward · · Score: 0

    It needed a killer app that made it desirable for things other than gaming.

    They should have made an animation studio that would let you draw characters & then attach them to your own body movements & make your own cartoons. Kinect wouldve been a huge hit if itd just had something cool & creative like that you could do with it. But no, all we got instead was dance-dance-revolution.

  10. A new experience by Anonymous Coward · · Score: 0

    I've been playing it in VR and would recommend it it anyone with the cash to burn on the hardware. The game itself is masterfully done, and the constraints of the haunted house theme actually help mask the constraints of the PSVR hardware somewhat - very little screen-door noticeable and the lowish res graphics are ignored once you leave the outside at the start of the game.

    For me, at 40, it was worth the cash to enjoy a genuinely new life experience but I don't think the hardware is quite at the "must buy" level yet. VR 2.0 is going to be insane though, that's when I think it will crack the mass market. But if you have the PSVR gathering dust on the shelf right now, or the cash weighing down your wallet, then get this game and scare yourself shitless - you have played nothing like this before and it is truly awesome!

  11. Exclusive? Fuck you. by DontBeAMoran · · Score: 1

    Unfortunately for many gamers, Resident Evil 7: Biohazard is a PSVR exclusive, meaning PC gamers that own an HTC Vive or Oculus Rift are unable to experience the game in VR.

    What the fuck are they smoking? They think PC gamers will buy a damn console because of that? That's the same as asking someone driving a pick-up truck to also buy a damn car just to listen to exclusive radio content. It's not going to happen.

    --
    #DeleteFacebook
    1. Re:Exclusive? Fuck you. by Anonymous Coward · · Score: 0

      They think PC gamers will buy a damn console because of that?

      Not really. There's a large crowd of people who are not religiosly sticking to one gaming platform though and if they want to try out RE7 with VR, they just might go for PS4 version.

    2. Re:Exclusive? Fuck you. by Wescotte · · Score: 1

      It's a timed exclusive.... It'll come out for PC VR eventually.

      Oculus is doing a similar thing where they are paying developers to release for the Rift first and then 6 months later Vive/Steam. However, I think in the case of RE7 it was originally a non VR game and they added VR support very late in development. They simply didn't finish Vive/Rift support and Sony made it worth their while to release without it.

    3. Re:Exclusive? Fuck you. by Highdude702 · · Score: 1

      What I find funny about exclusives like this is it doesn't help he game title at all. People are going to now wait to buy it until they can play it on vr on pc but by the time that happens the game price will naturally fall and there should be better games better equipped for new drivers or whatnot that the hardware makers provide and it will be a shitty port that will get bad reviews and die shortly after release. Or at least that's what I've seen growing up with games over the last twenty-some years

  12. VR is almost there by olesk · · Score: 2

    I have an Oculus Rift and had a DK2, and to be honest I was skeptical of gaming in VR at the current iteration of the technology as it gets tiring in the long run and a lot of the games are more tech demos than real games.

    But then I played Elite:Dangerous (space sim) and later The Unspoken (fireball-tossing wizard duels in multiplayer). These are games where that sense of presence that VR offers is used to mind-blowing effect. Especially in E:D, as VR allows a real sense of *scale*. I never thought about this before I tried E:D, but flying into a space station that is over a km long really gives you a "holy crap that this is huge"-feeling. And you really feel that you are sitting *inside* of your ship, which is oddly pleasing.

    The same for The Unspoken. Using Oculus touch controllers you really feel that the hands you see in-game are your own, and the first time I saw my right hand burst into flame as I was charging up a fireball was another of those "holy crap" moments.

    Once developers get a better handle on how to make VR games it's going to become a serious segment of gaming. We see early signs of this already, as E:D and Unspoken demonstrates, but there is still some way to go (and possible a couple of HW iterations) before it becomes a serious platform in terms of users and revenue. And I'm not ruling out another short-term crash/flop if the next iteration takes too long, or developers can't come up with better experiences before users' patience runs out. We're not there yet, but VR is just too much fun to go away permanently.

    1. Re:VR is almost there by Anonymous Coward · · Score: 0

      You sound like a PENIS.

  13. 10%? by Anonymous Coward · · Score: 0

    Come on. That is a teeny percent. It means the overwhelming majority are NOT using headsets. That tells me that the sets are not an instant no brainer, which is what they will have to be to gain mass adoption. It is still too big a pain to strap what is essentially a helmet to your head, it has nothing to do with gameplay being 'normal' or not. That level of VR may or may not never come. I officially declare it the new 3D tv.

  14. Re:VR party games? by Anonymous Coward · · Score: 1

    There's 'Keep talking and nobody explodes' when the player wearing the headset needs to cooperate with the ''outstsiders'' to solve problems or stuff like PSVR Playroom when people without headsets play on TV while the guy wearing the headset chases them / runs away from them. There's plenty of ways to make this work.

  15. the right headline is by Anonymous Coward · · Score: 0

    the game is already cracked :P

  16. Re:VR party games? by Anonymous Coward · · Score: 0

    The best way is just do it over the internet. You don't need to be in the same room, that's one point of vr is being able to be in the "same space" without having to physically be in the same room. Just use Voip and it's all set and done. It's no different than grouping up online to play an mmo or other team game.

    The problem is people aren't willing to expand the definition of "social interaction" to anything besides face to face in the same physical room. Really is silly since so many people give exceptions to things like texting or group chats.

  17. I'm more interested in what percent of VR owners by Anonymous Coward · · Score: 0

    I'm more interested in what percent of VR owners are playing RE7. This looks to be the the first AAA VR game.
    Anyone know how many PS-VRs have sold?

  18. I havent played in VR but RE7 is AMAZING by Anonymous Coward · · Score: 0

    It brings the horror shooter genre to new heights. It s a bit like Outcast but with better production value. They should have done more daytime scenes to show off the engine a bit more cause running around in the dark for 10 hours was a bit much but the game play is just great. That's my only complaint. It was still $60 well spent for the 10 hours or so I killed yesterday running through the whole thing.

    Be warned that like all games it this genre is does have basically zero replay value once you beat it.

  19. 750k+ by SuperKendall · · Score: 1

    The only recent numbers I could find had a revised estimate of 750k sold at the end of 2016. I think the number may be a bit higher than that, probably not much... I have a PSVR unit myself, but don't have the RE game so it is interesting to wonder what the percent of VR owners will play RE7. I had not heard that it worked with the VR unit though, so as word spreads that the experience is good, the numbers will probably climb.

    Sony still seems like the best bet to me to make VR work for the mainstream, but I have to say the PS4 Pro is kind of a requirement. Not just for better graphics but because it solves a lot of cable issues that make attaching a PSVR unit to the old PS4 kind of a mess.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  20. VR IS AWESOME by DMJC · · Score: 2

    I have a PSVR. Seriously this will become a massive revolution in gaming. VR is a complete overhaul of the space, racing and flight sim genres. If people haven't tried it yet I highly recommend playing the Star Wars Battlefront VR mission. This thing is insane, you're in an X-Wing cockpit, all the controls/buttons activate. You can even turn the targetting computer on/off just like in the movies! Turn around and your R2 is in the back working away. There is no gaming experience like it. In my 25 years of space gaming nothing comes close to it. 6 months ago I would have said that VR is a nice to have and that Star Citizen shouldn't focus on it too much. Now I'd argue that it's 100% essential. VR should be a core design component of any game where you sit for extended periods inside a vehicle.The realism is completely unmatched by any other medium.

    1. Re:VR IS AWESOME by Joopsy · · Score: 1

      Word up - I really hope they make a mechwarrior style game for VR (along the lines of that hardcore one for the XBOX, with the seperate controls and perma-death)

    2. Re:VR IS AWESOME by HornWumpus · · Score: 1

      Mechwarrior Online supports VR.

      Mechwarrior Mercenaries supported the VFX1 in 1997.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    3. Re:VR IS AWESOME by abramN · · Score: 1

      I have a PSVR as well, and Resident Evil 7, and I tell you it is awesome. Are the graphics not quite as good as on the TV? Sure - especially since I only have the PS4 and not the PS4 Pro. (supposedly the PS4 Pro makes a difference with the graphics in RE7 - https://gamerant.com/resident-...). But regardless, the game is so immersive with VR that you almost feel lost in it. I find myself crouching and peeking around a corner to see if an enemy is there. With the 3D sound coming to the headphones, it sounds like you're there as well. I echo the sentiments on the Battlefront VR mission as well - my first time through I said "woah!" several times, and looked out the right side of my cockpit as my craft circled a star destroyer - I mean, truly amazing. I think the other challenge with VR is that some people just cannot play for extended periods of time - I don't have that problem; I played RE7 for several hours the other night (in fact I was shocked at the time when I finally disconnected - you lose time when you're in!) Finally, there is some inconvenience with plugging in the headset, and even wearing the headset (sheesh I look ridiculous!), but that's the price to play. All of these issues will lessen over time - graphics will get better, the headset will give you a better field of view, the headsets will be wireless, the headsets will morph into a direct neural link (ok, maybe that's a stretch), but this is the wave of the future.

  21. Long time gamer - RE7 blew me away. by Joopsy · · Score: 2

    Just logged in to respond to this, I usually just graze on comments.

    Resident Evil 7 in VR is jaw dropping - Capcom have made a lot of effort with the options for VR, and the effort really shows. This isn't a small bolt on extra mission - its the real deal.

    Moving round the house, the feeling of presence is immense - the graphics and 3d audio, coupled with the ability to quickly glance round a corner, or behind you. It is just brilliant.

    Check out the reddit comments on various threads including this one.
    https://www.reddit.com/r/PSVR/...

    Also, if you like Star Wars - the free battlefront X-Wing VR mission is a great 10 minutes.

    1. Re:Long time gamer - RE7 blew me away. by Juju · · Score: 1

      I second this.
      RE7 on VR is AMAZING. Simply the most fun/scare I have had playing games. And I have been playing video games over 30 years.
      It is so involving and intense. You are IN the game not just watching it... I believe playing it in VR, is the only real way to play the game.

      Can't wait for a plateform player. The robot mini-game just shows the potential. I was hoping they would make the Crash Bandicoot remaster a VR option, but it doesn't look likely. A new Armored Core by From Software is also an option for the next big VR title. I'd love to see Bloodborne 2 in VR as well (one can only hope.)

      --
      Black holes occur when God divides by zero.
  22. What VR needs to survive by nehumanuscrede · · Score: 1

    is for the developers to realize that deciding to make a game an exclusive for particular hardware is a bad idea in the long run.

    I have a VR unit ( a Vive ) and it was a rather expensive add on. I see plenty of games I would pay for in a moment, if only they were not Oculus or PSVR exclusives.

    No, I am NOT going to buy two or three different VR setups just to play a certain game. In the end, they'll just lose a lot of sales because of it, then declare that VR isn't worth developing for because of the poor sales figures, oblivious to the why behind it.

    End of VR.

    So!

    Quit trying to be the hardware standard.

    Make your games cross platform ( is a bonus for multiplayer games ) and let the consumers decide whose hardware is the better choice instead of trying to influence it with exclusive titles.

    1. Re:What VR needs to survive by vmfedor · · Score: 1

      Agree with you completely. It's such a shame, because for a couple months it seemed like the "open" direction was the one that Occulus and Vive were taking. Occulus is especially disappointing, because they had to create their own marketplace. Steam will continue to live whether or not the Vive survives, so I didn't have to invest in a different ecosystem when I bought my Vive.

      --

      I like my women how I like my sugar.. granulated.

  23. Incredible, but exhausting by vmfedor · · Score: 2

    I'm a Vive owner and I must say it's absolutely incredible. I've owned it for months and still play it almost every day.

    I would say that for me, the room-scale integration and motion tracking is key to enjoyment. Having the headset is a nice novelty, but being able to really "be" there, standing in a virtual space, is what's incredible.

    I play a lot of Minecraft (there's a free Vive VR plugin for it) and during the nighttime (in-game) I'll climb up on top of my little virtual house, sit down on the "roof" (i.e. my office floor) and just simply enjoy the view while I have a little snack, both in game and in real life. Not to mention actually looking around and mining/placing blocks that are as big as you are, and actually swinging your sword and actually shooting your bow at mobs. I've never had a comparable game experience in my life. And I can play in the same game as people using non-VR minecraft, so there's no restrictions.

    Onward, which is sort of VR Counter Strike, is another game that is incredible (but I suck really, really bad). You can peek around corners, duck behind things, crouch, go prone, and "really" reload your gun and throw grenades.

    Content is a bit of an issue, but there are plenty more great room-scale games other than Minecraft and Onward... Legend of Luca is one of my favorites, it's like VR meets classic NES Legend of Zelda. Holoball is VR pong and great fun, and you can really get a workout playing it. 5089 and Vanishing Realms are both excellent, immersive RPGs, Arizona Sunshine is the best zombie shooter I've ever played, Anyland is a unique building and community game that is a really different kind of experience, Out of Ammo is a fun FPS with a lot of RTS elements, and there are a few others. Perhaps it's just because Steam's catalog of Vive games lines up with my preferences, but I'm not disappointed in the selection.

    Besides content, there are other cons of the Vive that are, unfortunately, pretty bad The huge cable and the bulkiness are the biggest. I do know there is a wireless kit available that has been getting good reviews, but that's another $200 bucks for first-gen hardware. The cable is strange because although it never really gets in your way, you *feel* like it's going to get in your way, which is almost as bad. The headset being wireless would solve a lot of problems, however it's still very bulky and not easy to wear for long sessions (more than 45 minutes, say). It's sweaty, and it feels, for a lack of a better word, claustrophobic. Having two monitors about half an inch from your eyes is not comfortable either, and after long play sessions I feel... unusual. Not nauseous or sick or fatigued, exactly, but unusual. And keep in mind you need a really beefy PC to be able to run this stuff, so that drives up the price tag even more. Also, local multiplayer is basically non-existent because each person needs their own computer and their own 5 x 6 meter space to play in, although the games that have internet play function as good as you'd want them to be.

    It bears mentioning that I got a touch of motion sickness with some of the games that don't use teleportation, but you get used to it after about a half hour (and forevermore after that). And that's saying a lot, because I get motion sickness in vehicles very easily. But, your mileage may vary.

    With all that being said, do I think it's worth the roughly $900 (if you already have a nice PC)? Absolutely! And I'd buy another one if mine broke. Although the cons are easiest to put into words, the pros are not - it's an experience like no other. VR is not gimmicky like I thought it was going to be. However, I probably wouldn't be saying this if I didn't have the Vive with its motion tracking. Simply having the headset alone would be a bit of a novelty that would wear off fast.

    I'd recommend that if you've already got the money and the desire to buy something like a new TV or a surround-sound system or something, spend it on the Vive instead. Way more bang for your buck. It's a professional product and doesn't feel like a prototype, although if you want to wait for the 2nd generation I can only imagine how much better that will be.

    --

    I like my women how I like my sugar.. granulated.

  24. How many of these... by Anonymous Coward · · Score: 0

    How many of these people used it once and then never again? The statistics are sure to be embellished.

  25. Details vs. entirely new style by DrYak · · Score: 1

    This isn't exactly true... Any artificial locomotion (any camera movement disconnected from your physical movement) in VR is still a big problem for many people (myself included) because it makes them sick.

    Yes, there are a lot of *small details* that are getting refined. (and more so : most of them are subjective. I happen to be lucky enough not to suffer from kinetosis (sea-sickness). So I don't give such a big damn fuck about some of those details)

    But still you don't need to invent a whole new genre to be able to exploit them.
    - back at the time when Forte's VFX1 headset was available for testing at a local computer shop, I could simply load up Descent and play test it.
    (Though some of my fried had spacial orientations problems, it was still *just quirks* that needed working out).
    - back when I managed to get an indecently good price on eBay for eMagine's Z800 Visor, I could still pop in Quake3 and enjoy it.
    (apparently someone did buy it during the launch promotions, and was disappointed and looking to get rid of it for an even lower price. Totally worth it, even if I needed to swap an upgraded ROM. Got even some hacks to get Bino to play 3D movies on it).
    - nowadays, there exist games that in addition of a normal computer screen + mouse setup can be played with VR headsets like Occulus or Vive. I've mentioned Doom above.
    Nobody needed to invent Doom or RE7 as a new genre just to be able to actually use these headsets. Yes, you would need to iron a few quirks out, just to be able to increase the quality of the users' experience.
    But a genre suitable for first person perspective had existed for quite a lot of time before that could be directly tapped into.

    First person perspective already makes sense for tons of games which already exists (FPS, but also 3D puzzle games, etc.)

    Well of course, if you take some poor schmuck who suffers from seasickness, they'll be rather happy about the new development in VR-headset.
    And if the poor schmuck is REALLY affected A LOT by it, they'll still need more quirks to get ironed out.
    But nobody needs to wait for new type of games to get invented, the currently available genre are already good enough.
    (In fact, back in the days of Z800 3d visor and such, there was a small cottage industry of special custom drivers designed to enable stereo 3D in games that weren't designed for it. Just a proof that you don't need to invent news games for VR).

    Whereas, as I've stated above, motion games are an entirely new type of user input that needs new type of games to be adapted to it.
    That goes beyond the simple quirks to iron out (needing a way to avoid nintendo's equivalent of a tennis elbow).
    You need to invent new games where the whole concept of "dancing in front of a webcam" or "flailing your arms around" makes sense.
    There are some attempts : party games, sport games, DDR-like games (which seem to be the only tiny niche genre that already used motions before it was "a thing").

    So I stand by my above comment:
    VR headsets are in a much easier places (quirks that you mention)
    than motions games (actually find a interesting way to integrate the technology into some AAA games, in a way that doesn't feel tackled on).

    So VR headsets are definitely not the same kind of "passing fad" that motions controllers are currently, as the top poster implied.

    It's more a question of market size and profitability :
    - Can you bring it's owning costs...
    - ...and work around the quirks (motion sickness)
    - ...so that the technology gets accessible to a big enough mass of people
    - ...to be actually worth the resource spent on developing AAA games for it ?

    And if you look into it :
    1. costs
    - modern headsets try to offset the cost of device by using of-the-shelf parts (the price of high resolution small OLED screens has dramatically dropped, thanks to smartphone and tablets. Same for high rest cameras and accelerome

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]