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Mr VR Voice
Великобритания
Добавлен 15 ноя 2021
The Secret to VR Games... | Mr Voice Clips
Matthewmatosis Mario 64 Review: ruclips.net/video/8S6myWz3Kzg/видео.htmlfeature=shared
❤️ SUPPORT ME (I ask for only £1 per creation)
- www.patreon.com/mrvrvoice
🎮 PRIVATE VR PLAYTESTING
- I offer a personal playtesting & feedback service for VR games, email me at: (thefutureisvrAToutlookDOTcom) for more information.
💷 ONE-TIME TIPS [95% goes to me this way, ty]
- streamelements.com/mrvrvoice/tip (+option for TTS message if tipping during live streams)
0:00 What could it be!?
9:35 Get to the point Mr V!
❤️ SUPPORT ME (I ask for only £1 per creation)
- www.patreon.com/mrvrvoice
🎮 PRIVATE VR PLAYTESTING
- I offer a personal playtesting & feedback service for VR games, email me at: (thefutureisvrAToutlookDOTcom) for more information.
💷 ONE-TIME TIPS [95% goes to me this way, ty]
- streamelements.com/mrvrvoice/tip (+option for TTS message if tipping during live streams)
0:00 What could it be!?
9:35 Get to the point Mr V!
Просмотров: 2 963
Видео
so rather than do an in-depth review...
Просмотров 1,4 тыс.14 дней назад
❤️ SUPPORT ME (I ask for only £1 per creation) - www.patreon.com/mrvrvoice 🎮 PRIVATE VR PLAYTESTING - I offer a personal playtesting & feedback service for VR games, email me at: (thefutureisvrAToutlookDOTcom) for more information. 💷 ONE-TIME TIPS [95% goes to me this way, ty] - streamelements.com/mrvrvoice/tip ( option for TTS message if tipping during live streams)
The Burst Early Impressions & Stream Highlights
Просмотров 1,5 тыс.Месяц назад
❤️ SUPPORT ME (I ask for only £1 per creation) - www.patreon.com/mrvrvoice 🎮 PRIVATE VR PLAYTESTING - I offer a personal playtesting & feedback service for VR games, email me at: (thefutureisvrAToutlookDOTcom) for more information. 💷 ONE-TIME TIPS [95% goes to me this way, ty] - streamelements.com/mrvrvoice/tip ( option for TTS message if tipping during live streams)
Genotype Impressions
Просмотров 1,5 тыс.Месяц назад
❤️ SUPPORT ME (I ask for only £1 per creation) - www.patreon.com/mrvrvoice 🎮 PRIVATE VR PLAYTESTING - I offer a personal playtesting & feedback service for VR games, email me at: (thefutureisvrAToutlookDOTcom) for more information. 💷 ONE-TIME TIPS [Preferred as 95% goes to me this way, ty] - streamelements.com/mrvrvoice/tip ( option for TTS message if tipping during live streams) 0:00 Beginning...
"If your VR game is accessible for everyone, it benefits everyone." (Or get sued!) | Mr Voice Clips
Просмотров 1,9 тыс.Месяц назад
"If your VR game is accessible for everyone, it benefits everyone." (Or get sued!) | Mr Voice Clips
Journey to Foundation Impressions (PCVR)
Просмотров 916Месяц назад
Journey to Foundation Impressions (PCVR)
The Death of VR's Most Successful MMO | Mr Voice Clips
Просмотров 2,5 тыс.Месяц назад
The Death of VR's Most Successful MMO | Mr Voice Clips
The Toxically Positive VR Hype Culture
Просмотров 7 тыс.2 месяца назад
The Toxically Positive VR Hype Culture
Aim Assist's Damaging Consequences for VR
Просмотров 6 тыс.2 месяца назад
Aim Assist's Damaging Consequences for VR
CONVRGENCE Early Access Release Review
Просмотров 13 тыс.4 месяца назад
CONVRGENCE Early Access Release Review
15 Innovative VR Games (We Can All Learn From)
Просмотров 5 тыс.6 месяцев назад
15 Innovative VR Games (We Can All Learn From)
Arizona Sunshine 2 on Release - All You Need To Know
Просмотров 1,6 тыс.9 месяцев назад
Arizona Sunshine 2 on Release - All You Need To Know
Interesting Upcoming PCVR Games - Oct/Nov 2023
Просмотров 1,5 тыс.10 месяцев назад
Interesting Upcoming PCVR Games - Oct/Nov 2023
Global Internet Communities Are a Lie
Просмотров 1 тыс.11 месяцев назад
Global Internet Communities Are a Lie
Critiquing Games is Becoming Ridiculous
Просмотров 2 тыс.11 месяцев назад
Critiquing Games is Becoming Ridiculous
FIT for VR - S1 - EP2: The Mental Struggles
Просмотров 586Год назад
FIT for VR - S1 - EP2: The Mental Struggles
Fit for VR - Season 1 - EP 1: The Beginning
Просмотров 620Год назад
Fit for VR - Season 1 - EP 1: The Beginning
Such a Strange VR Game - Tea For God
Просмотров 3,6 тыс.Год назад
Such a Strange VR Game - Tea For God
I wonder if a VR shooter with Underdogs/Gorilla Tag -style movement could work. Two-handed weapons would probably have to be ditched (they're not very fun to operate in VR anyway).
12:56 Is that why you removed your first impressions of the game? (Hubris)
Mr VR, did the game ever crash when you got to the train level?
That never happened for me. Just missing sound fx at that level.
@@MrVRVoice ok so the quest 3 users definitely got the short end of the stick since multiple people crashed upon getting to the pursuit level
1:04:24 "Job simulator" already had a working mouse. When you're the office worker. Still a great introduction VR game.
I thought iam the only one. ^^ If I move in VR my knees automaticly wiggle and it feelt so good. I dont even notice it most of the time anymore.
And a minor thing VR is good at people don’t use enough: Make me look up. VR grants an incomparable sense of scale that people aren’t using enough, and it’s something that doesn’t translate to flat screens well.
Can’t believe your channel isn’t bigger! The only real voice for vr around here
I REALLY want to make a VR game but between not having the time and not having any experience or knowledge with programming is keeping me from doing so
unfortunately as someone whos tried to and has made vr games its insanely more difficult than creating any flatscreen game, it definitely is more satisfying but horrifying to develop. MY TIP, make a VR game in Roblox that’s probably the most fun and easiest time you can have making a VR game.
As per the weapon weight issues people have, I think of it this way... if the game is arcadey with an unreal feel, then weighty weapons are "sometimes" used a bit overzelously, eg, if your character in the game is superhuman, you should be able to go ham but for games like this? more realistic depictions of weight and motion are certainly warranted and, for me, at least expected.
Is the game inside the headset really that dark outside the flashlight ring or is it youtube/other things? (looks like pitch black with zero vision at all). Also in regards of the discussion about motion controls, i really hope too the physicality of VR doesen't get put aside and will remain one of the main gameplay structure on games development. In a similar way how is practically expected to have a jump function for platformers for example. The first VR game i tryied thanks to a friend was Echo, and the physicality was 95% the reason i got home and bought an headset.
Ty for the game :D The wizard // Szodamachine
Interesting to hear how the PSVR2 eye tracked DFR technology supercharges the PS5 to produce the same sort of image quality in VR as an RTX3090 GPU, the PS5-Pro is bringing 3.5 x as many tflops to the table so the PSVR2 will be delivering RTX4090 graphical fidelity to console based VR games when DFR is enabled, that is a massive jump in VR gaming quality for not a lot of money.
This game has incredible potential but... I cant help but feel that the monsters you face feel like asset flips from a mobile game. Its honestly what breaks immersion for me. VR really isnt going anywhere huh. My last hopes for this medium are honestly just that new Metro game and Behemoth
Currently its the most polished vr shooter on quest All i think its really missing is proper reload mechanics, reloading is far too brain dead
Right on the nose
Someone with standards that doesn't spam their thumbnail with buzzwords. Appreciated.
One basic thing has to be achieved - NO LASER POINTERS ! Every interaction has to be done with a physical move, touch, grab, slap, push with the index finger, thumb, pinkie, whichever ! But no more laser pointers, that should be the first sentence in the design document when making a VR game, laser pointers are banned.
As a different perspective on in game bug reporting. I don't implement it because as soon as you give people a methode of sending information to you, some will send personal data. This data will end up in your database or e-mail client. Now you are close to breaking EU privacy laws. So you need to setup an entire system to take care of this. Having the user agree that you will keep the information they send you for the time its needed. Removing the send data as soon as it has served its purpose, or filtering out the personal information. I rather have Meta or Valve worry about having the right legal text to inform the user their data belongs to the company now. I am not saying it cannot be done in a perfectly good and legal way, just that its another hat for a developer to wear.
Huh, very interesting. Definitely wouldn’t have considered that.
In-game reporting is tricky for VR since typing is a chore. What I would probably recommend - and something that would (probably?) comply with EU stuff - is have a VR-friendly bug reporter that is more of a canned multiple choice thing. Almost like taking a survey. Then certain stuff, like the player's position in the world, is filled in automatically. I don't know if you've played Elden Ring, but it would be along the same lines as writing messages. You can't write whatever you want. I haven't bothered implementing it, but I have plans written up for VR bug reporting where a user grabs their smartphone (in the case of what I'm working on as it fits thematically) and runs a bug reporter app on it. If you found a floating object or something, you could choose a "floating geometry" option and then take a "photo" with the smartphone camera of the bug (a snapshot sent with the report). Player position and loaded scene and all that is automatically sent. The only big drawback of my idea is strange bugs are not easily reportable in this way if they require full language to express. Maybe if there is quite literally an Elden Ring style message system with common nouns, verbs, etc. used in a bug report. As a bonus, this would greatly decrease the data required to send a report since the data can be simplified down to pointers referencing phrases and not the text itself. As for rewards for reporting bugs, I'm not sure, needs more thought. Even if the rewards were just digital in-game, the reward can't be given out on report because then people would report fake bugs to get rewards and clog the system. Any system offering out of game rewards needs to trace back to the individual who sent it. I'll think more on it.
Have to agree with you here. It is a sad thing, yes. It seemed very exciting when it first came out because of the prospect of the concept. Flying and climbing were fun, but nothing else had any meat to it. Take Township Tale for example, it's almost an MMO, has very weighty mechanics and a great game loop, combat a bit iffy, but it's made up for in smithing and crafting and everything else. The pivot to rogue-like is frankly a bizarre decision, and even though I haven't really followed the game for a long time and played maybe a maximum of 20 hours with friends, from what I'd heard it seemed a lot of mis-match between community and development. A bit of ego seemed involved, and that seems evident in this response. Frankly, as an end user myself, I felt very disappointed in the money I'd spent, and that I'd sunk even that amount of time into it. The art style was frankly god awful to my taste, the combat was extremely boring and not challenging. Some of the level design was cool, but still lacking and the enemies were just downright ridiculous. I felt a bit cheated tbh. Yes, 5 years of work ending is painful, but it's best to learn from what didn't work and put that energy into a new project that addresses the main issues and jankiness from the get-go. Plenty of undeserving games have fallen into development hell or abandonment, this one deserved it however. I work in a creative job, I have spent years on projects myself to find them fall flat. Not once would I try and express a long story about all my hard work, because frankly, no one cares. The consumer - the audience are the only people you should be thinking about. It's hard to put your creative soul out there, but criticism helps you serve them and yourself better. Creating a project should come from a place of service, IMO because your audience and your fans are the reason you have a paycheck at the end of the day. My condolensces to them, and I do hope they learn from their mistakes - because they did have SOME good ideas. In all honesty, though, they should count themselves lucky they still have a studio and the opportunity to work on future projects.
once upon a time... there was a common sense that free locomotion couldnt be done because everyone would just get motionsick right? next thing i remeber is that there was almost an outcry over the fear that half life alyx would be teleport only. and it probably was until the very last minutes. the fear over motion sickness up to today is beyond me. it is exactly like you said. that problem solves itself by just getting over it.
Isn't this basically Stride? This game has already been made, with what seems like far better Ai, physics and visuals
11:15 In Power Wash Simulator and in ITR as well, the way they let you dynamically clean surfaces is by shooting a ray to the surface and reading/writing to mask textures that modulate the amount of visible grunge on an object. There are smart ways to do this where performance impact is minimal (PWS), and dumb ways to do this. Guess the way ITR does it! You can imagine how frustrating it is and how it chips away at me seeing dozens of low hanging fruit problems across dozens of VR games, knowing how to fix them, but also knowing the developer will be too proud to accept help. I played 4 VR demos last week and 3 were in such a sorry state I actually lost my cool and had to go take a walk as I was just so overwhelmed by how they barely worked in any basic capacity.
Getting physics and movement right might be basic. As in being the basis for everything else. But it's FAAAAR from simple or easy to achieve. The Mario movement was simple. Doable.
In current time, the game engines we have are very powerful and do much of the work for us. simply put Physics engines just work, game designers just need to actually design with these in mind. Many VR dev's don't bother, nor think about these simple interactions. VR is all about detail, Half Life Alyx proved this long ago.
Again another title that comes with awful performance/optimization. And i don't care if it's early access. Most "early access" titles fail to deliver the very basic requirements to be enjoyable
This and the state Into the Radius 2 was sold in makes me wonder about trying ConVRgence, another early access Stalker-like. It looks quite basic but I heard good things, and their previous project was good before the Metro publisher shut it down with legal action threats.
@@robjsmiles Haven't tried that one and to be honest... After the bad experience with a couple of early access games i rather stay away from unfinished games. That concept might help small devs with the funding but this way of selling games became way to popular to deal with any longer. I don't want like 5 games in my library that are gonna be finished in like 2 or 3 years
@@robjsmiles ITR 2 is much more polished than conVRgence. conVRgence does a lot right but the AI is reeeeaaally bad, at least the AI of the enemies in the first area. Also this game, zona origin runs very well, it has it's flaws but performance/optimization is not one of them. Aside from optimization issues ITR 2 is really good.
I only pay for replayability even in flatland. Single player means waiting for 70% off for naritive based
Serious Sideshow Bob vibes in the first part
It must be human shaped.
that heartbeat is too much, should have been spotted as an issue long before anything playable was released
dev played with low volume😂
this is a very eloquent way of saying return to monke
The developers of Waltz of the Wizard seem to be on the right track on understanding fun in VR.
wonderful video, youtube did recommended this vid to me and im glad a saw it, very well constructed, compelling arguments and high quality and presentation. definitely subbing and looking foward on what else you make! cheers!
I think you should play vtol vr, its the closest one can get to actually fly a fighter jet without being a pilot, it does translate wonderfully the felling of touching switches and pull levers in real life, into vr even though you are interacting with the air. The game does have a steep learning curve with all the weapons systems and fast combat. But its worth the ticket price the chance to just fly and interact this such a complex machine as a fighter aircraft. Great vid, Im sure going to play moss
Greetings, Mr. VR Voice. Your dulcet tones and acerbic commentary have summoned me to the foul and forsaken depths of the RUclips comment section once more. I hope this message finds you well, and that you are in a (relatively) pleasant state of being. I know dealing with the endless mediocrity and obtuseness of so many games in your favourite medium can take a toll on one's sanity and instill a desire to inflict grievous bodily harm upon those who pollute VR space with a large fish wrapped in barbed wire, but do not be discouraged. I believe you will be vindicated in the end, whether through your continued constructive criticism, or perhaps even a Thanos-style "Fine, I'll do it myself" decision. Either way, keep up the good work, you bodacious bald bugger 😉
One of my favorite games in VR. The combat is simply incredible. Wish more devs followed suit.
Bloody good show!
Secrets out now, lets hope Devs catch on! Well articulated and eloquently put, keep up the good fight, VR needs it
ohshit i did not understand it the first time, sorry
Like it or not we are all still early adopters. I think Quest 2 selling for £200 was a low enough bar that the argument of "the hardware being too expensive etc" is no longer a valid argument; but we have to recognise and understand, that is still the first time in nearly ten years of this technology, that it finally hit that low bar of affordability. VR is a paradigm shift. The knowledge we have built out of 30 years of flat screen development is not always applicable. We are at the point with VR games that the first 3D games were at in the early 90s. We can see that it's the future, but there's still years of development and more powerful hardware before it can truly be said to have exceeded the old paradigm. There's no way around it, this will take patience, and it will be more or less trial and error. I'm sure there are devs out there who are learning just as much from the failures as they are from the successes, much like 3D games learned as much from Bubsy 3D as they did from Mario 64. I also think going forward, in future generations of VR hardware, we will have to move past the motion controller. The controller itself is an abstraction layer and barrier to fully intuitive mechanics. If headsets could precisely track hand and finger position, and allow direct unimpeded interaction instead of even needing a controller, that would be a huge barrier removed.
i agree with VR hardware NEEDING major improvement to let VR catch on to flat game levels with 4k HD graphics at high frame-rates. Only then VR will truly take off, and why eyetracked-DFR has to become a universal standard on ALL headsets so HD can be displayed more easily. ...But one thing that will be forever in gaming is that VR will always need a controller like flat games currently use no matter how advanced VR gets "gamers" will need controllers. The reason is "haptics". Hands floating in the air is great for opening doors & touching menus, but if you need to shoot a gun or swing a sword "gamers" NEED to feel the haptics of sword strikes and the click of trigger pulls that come with controllers. Sony has the best haptics with variable pull strength on triggers and rumble haptics for hands and face. Those things will always need controllers to be awesome. Driving games are okay without a wheel but add a wheel with rumble & feedback and its so much better. Thats why GAMING will need to always have controllers will they evolve sure but we will always need to feel the rumble. :) Great write up tho, just not the controller part. ❤
Late to the party, but I hear what you are saying about getting into the psychology. For me, I think if we had better full body movement tracking, and accurate scale for the players in the game. I think many players want to visit the worlds of the games we play, and we want to interact with that world as if it were real. I fully agree about getting back to basics of the virtual interaction.
Fun fact, SM64 is one of Gabe Newell's favourite games
It is like being an infant, we have a tendency to pick things up out of curiosity and picking things up stimulates our brain significantly. Manipulation of the virtual world is important as that connects us to this new "reality". In the first level of Alyx, we do not immediately go and play the mission, what we usually do first is just going around and picking things and throwing them as if we are back to being a child...
the problem is it feels like we've been infants for like 5 years now. Its so sad
@JunjiItoDougWalker thank you for that comment. It's like get over the honeymoon phase of mundane shit so we can get back to making playing games The primary focus. I for one did not stop, get giddy and waste hours picking up every piece of mundane trash when I played Alyx. Because the fidelity of it all is nothing like real life to have spent any time getting excited about any of it. I started VR and still view it as an adult who got over the novelty within 1 week of buying a vive back in 2016. The rest of you need to grow tf up. It shouldn't take 8 years to realize how dumb and pointless forcing the mundane is on behalf of a bunch of vocal VRAF users with a childs mentality who gets excited that they twisted a door handle in VR
@@nope1a4 VRchat is the only use case for me to put the goggles on now, none of these recent games offer anything anywhere near the versatility and interactivity as a random VRchat world
some devine stuff. I feel smarter and motivated somehow :)
Here is what you are missing: 1. Developers don't share their frameworks, locomotion systems, or source code. 2. Even if they shared their code, it might be incompatible with what you are already developing or may be locked to a specific engine or other requirements. 3. Creating a believable, accurate locomotion system or IK in VR is much harder than what flat-screen titles are doing. 4. VR is an extremely small market, which leads to the doom loop of stagnating development, even if we all know it's the superior medium for experiencing games. 5. Most people simply can't afford the setup and consumer hardware, and current rendering conventions make VR far too demanding to be as visually appealing as a flat-screen title game. Stop calling VR developers lazy; they are literally pulling the weight of a 3-15 person dev studio on their own and need to play every role, knowing full well that they will be outshined in every category because they can never specialize and hone their skills in a specific area. Until hardware catches up and VR becomes really affordable, development will stagnate. End of the story.
Thank you for sharing this video with us! I think your push to improve VR with the perspective you share in so many of your videos is one VR needs more and is lacking a bit too much! I think we are all wrong when we believe we understand the full potential of VR or anything else to be honest. We never made a huge push to discover the potential in mobile games, because the gaming community that is able to demand for it, neglects mobile games as a pay-to-win market. We never made big pushes to implement new gesture controls that came from touchscreens to our mouse experiences. There is so much space to explore in non-VR gaming and when we then look at the potential and freedom of VR nearly a decade after its current start then I think we should remind ourselves that we are still only at the very beginning of this technology. Even in a decade from here we still will only scratch on the surface of what is possible. I think that is one of the many things that is so exciting about this technology. It will have surprises for us for such a long time to come. That can be frustrating and can make us hopeless in our very fast times today, but nothing that lasts long and matters deeply comes quickly and easily. The slower and more difficult the growth the more lasting the result! As you talk about in this video I strongly believe that VR really needs us to experiment again on very basic levels. I believe the power of VR lies in its ability to grand us experiences that are impossible anywhere else. I am worried that we developers are already implementing standards and have already set so many into stone. As helpful and necessary they can be to grow our development efforts, at this point of VR we should be careful how strongly we set certain mechanics into stone and how strong we demand them to be in every game. Because breaking off a standard path becomes more difficult the more developed the path is. For VR this is dangerous in the long term. I worry that we miss so much potential and that we discourage so many developers from taking the risks to go a new way and to discover new paths. That might bring us experiences we couldn't have imagined or that can teach us how not to do something, so we can find a better path next time. I only hope I will be able to do my little part in this process that is so much bigger than any of us. In the meantime I am grateful that your videos make me reflect and think more about these topics.
Outstanding as usual,a gentlemen and a scholar
As always, very insighrful video, let's just hope more devs try to push the medium forward instead of releasing more halfbaked unity shooters. I haven't seen you cover any of Nimso Studios work, so in case you haven't heard of him, here's the link to his YT: www.youtube.com/@NimsoStudios He seems to be a really smart and creative guy, working on his own engine and rethinking the groundwork VR games are based on, with really stunning results so far. And while it's still in development, he's the only person i know of who's really trying to "reinvent the wheel" in this Field, so i already respect him just for that. He also plans to license the Engine out once done, so there' still hope out there for a better VR Future.
Like pavlov but matches just last too long with no clear winner unless you play search and destroy
The secret to vr gaming is to play pcvr for the best experience with a steering wheel,hotas,gun stock,and a playspace😊😊😊and kat locos s for locomotion or treadmill, oh and a haptic vest
For me it’s about simulating and presenting what you would expect to happen and how objects should look/behave if you were there for real and then making it fun. In practical terms I think it has to be broken down into chunks because we are still a long way off getting everything right but new hardware, software and controllers should really be about progression…
What a pleasant voice.