Author Topic: Skyrim VR  (Read 186 times)

Spectere

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Skyrim VR
« on: April 11, 2018, 11:21:13 PM »
Yeah, I bought Skyrim again. Totally fucking worth it.

I only got about 90 minutes in before my legs just didn't want to stand anymore (side note: I need to play more VR) but yes. Yes. Yes yes yes. Yes. It feels so good to play. Big thank you to Zenimax for not trying to punish Rift users because they're butthurt about losing Carmack, might I add (they tried to intentionally block Rift users from playing Doom VFR, but Valve patched SteamVR to break their block--kudos to Valve for that!).

About the only things that I have to complain about so far are as follows:

1) Tilting up on the thumbstick moves you where your offhand controller is aiming. I prefer being able to control where my player's body is facing (i.e. HMD movement is totally separate from the player's body). I don't usually physically rotate my body in games with free locomotion.

2) It's based on Skyrim:SE, but the textures are still fairly low res. This can be fixed with mods, but I'm a little surprised that Bethesda is still riding on a "high resolution textures" pack that dates back to when 2GB of VRAM was considered a lot.

3) Their implementation of positional audio is pretty lousy. Kinda seems like they rolled their own instead of using a library designed for VR. The problem is that audio positioning is very harsh. If you're talking to someone and turn your head 90° to the left, you will only hear them on the right side. That's...not at all how sound propagates through the world, and it's extremely jarring in VR in particular. Apparently there is a mod that fixes this and further improves the game's audio.

4) Performance is better than vanilla, but it still stutters occasionally on my rig. That's kind of shocking, honestly, considering my system specs and the fact that I'm running it from an NVMe SSD. It wasn't enough to get me sick, but from what I've read it seems like I'm far more resilient to the effects of motion sickness than most people are.

Creating your character in S:VR is pretty magical. There are no controls to putz with the camera. No, instead you walk up to your avatar just look at them. The scale feels pretty close. Canonically, Argonians max out at right around my height (I'm 1.85m/6'1" tall) and I was more or less looking at him face-to-face.

OH YEAH, and the scene where Hadvar tells you to stay close to the wall, then Alduin mounts said wall and starts YOL TOOR SHULing everyone? AHHHH IT WAS SO COOL!

Aside from that, I wish that the game had something like Immersive First-Person mode built in. I want to look down and see my lovely Argonian bod, dammit. I kind of worry about using one of the S:SE mods that do that (if any exist--I've never played, let alone modded S:SE) since a lot of them like to throw in head bobbing. Yeahhh, head bobbing is definitely something you don't want to have in a VR title.

All in all, it's a much better showing on so many levels compared to Fallout 4 VR. FO4VR feels like a $60 beta in a lot of ways. Is Skyrim worth buying a headset for? Yeah, probably!

I'm probably going to throw some visual and QOL mods at the game and see how that goes. Dis gonna be fun.
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Zephlar

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Re: Skyrim VR
« Reply #1 on: April 12, 2018, 10:11:30 AM »
I played it for PS4 VR and I thought it was shit. Text is hard to read in a lot of areas and the "point and click" movement system was really clunky.

It must be different on the Rift.

Spectere

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Re: Skyrim VR
« Reply #2 on: April 12, 2018, 02:18:42 PM »
Yeah, PSVR is kinda crap. Roomscale really adds a lot to games like this. Plus, the target framerate on the Vive and Rift is a true 90hz, which is a marked improvement over the PS4's "interpolated 120hz" bullshit.

Like I mentioned in my post, one of the improvements is full locomotion. If you ever have the chance to try it out, though, make sure you have your VR legs. There's a good reason that teleportation locomotion is the default. :P
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