Any lag you see in this video I did not see while I was playing, I think my recording just got messed up. The mod is going to be going public very soon so this is the best representation of what to expect in the public release. Also for any of you roomscale users, you can now turn 180 degrees in your playspace and the arms IK won't get wonky anymore. You can sorta walk around your playspace but it can kinda get weird so it's best to stay close to the middle of your playspace. BIG NEWS - the dev has gotten FIKA to work, it will be supported in public release. Basic implementation at first so you won't see other players IK, this will require a replication framework and could take some time. They are looking into how they could do it though so full support may be added at a later time.
6:56 This is a good example of the advantages of VR, which are not only immersive. Because VR enforces spatial control, even the smallest gaps can be used for cover shooting.
It should be fine, 6600 xt has only 8GB of VRAM so you might need to set textures to low-medium and don't have the steamvr resolution set too high and it should be fine. That CPU should be really good for this since tarkov is super CPU heavy.
@@chung-taili2753 it looks like any other VR game looks in the headset, not sure what you mean. It's my favorite game to play in VR since I started testing it tbh.
@@xistam What i meant was just sometimes games tend to look blurrier in certain vr mods. Especially some games that don't normally have vr support. Or maybe the scale feels off that kinda stuff.
@@chung-taili2753 scale is good because I'm pretty sure tarkov is made with real life scale in mind. And it's not blurry because it doesn't use TAA. That does unfortunately result in some pretty bad jaggies on edges but I just bump up my steamvr resolution which helps. There's a lot of unused GPU power you can use if you have a good one because tarkov is a lot more CPU heavy than GPU. This is also a native VR mod, it's not forced VR like some other VR mods are like Luke Ross if that's what you're wondering.
I'm not 100% sure, I just know very soon. To give you an idea, the test version is currently labeled 0.95, 1.0 I assume will be when release is ready for public. The dev is really just tidying up a few things at this point. I'd say sometime this month.
how is aiming and shooting? I know with Luke ross's cyberpunk mod, you had to aim with your head, like you had to "look" at what you wanted to shoot and it was clumsy.
@@huntersmark917 I think it's pretty easy to tell from the video lol but no, it's not like Luke Ross's mod. This is a native VR mod with motion controls, you can one hand the gun or grab it with the other hand. Works like any other VR fps game.
@@huntersmark917 oh also there is no manual reloading or anything like that though, that's all done through animations still but holding your gun and aiming works like any VR fps would
@@xistam is manual reloading possible at all in future updates to the mod? or is it to annoying/impossible to get to work. this is already incredible but as always more interaction would make for a better vr experience
@@kenb.1096 Very unlikely but not totally out of the question. The dev says it should be possible but it would take a ton of work, they'd have to rewrite pretty much the whole character/inventory controller in Tarkov. Also tbh I don't think the lack of interaction takes away from the experience, I actually prefer this over pretty much every other VR fps game out there. You get used to it really quick and it's just way more convenient at times compared to fumbling stuff around and dealing with broken collision like in most VR games.
Any lag you see in this video I did not see while I was playing, I think my recording just got messed up.
The mod is going to be going public very soon so this is the best representation of what to expect in the public release. Also for any of you roomscale users, you can now turn 180 degrees in your playspace and the arms IK won't get wonky anymore. You can sorta walk around your playspace but it can kinda get weird so it's best to stay close to the middle of your playspace.
BIG NEWS - the dev has gotten FIKA to work, it will be supported in public release. Basic implementation at first so you won't see other players IK, this will require a replication framework and could take some time. They are looking into how they could do it though so full support may be added at a later time.
6:56
This is a good example of the advantages of VR, which are not only immersive.
Because VR enforces spatial control, even the smallest gaps can be used for cover shooting.
Fire content thank you Mr.Mat
this mod is actually hard
do you guys think a 5700x3d and 6600 xt with 32 gb of ddr4 can run this?
It should be fine, 6600 xt has only 8GB of VRAM so you might need to set textures to low-medium and don't have the steamvr resolution set too high and it should be fine. That CPU should be really good for this since tarkov is super CPU heavy.
@@xistam
So tell me, do you think it's immersive? I haven't gotten around to trying it but how does it look like in the VR headset itself?
@@chung-taili2753 it looks like any other VR game looks in the headset, not sure what you mean. It's my favorite game to play in VR since I started testing it tbh.
@@xistam What i meant was just sometimes games tend to look blurrier in certain vr mods. Especially some games that don't normally have vr support. Or maybe the scale feels off that kinda stuff.
@@chung-taili2753 scale is good because I'm pretty sure tarkov is made with real life scale in mind. And it's not blurry because it doesn't use TAA. That does unfortunately result in some pretty bad jaggies on edges but I just bump up my steamvr resolution which helps. There's a lot of unused GPU power you can use if you have a good one because tarkov is a lot more CPU heavy than GPU. This is also a native VR mod, it's not forced VR like some other VR mods are like Luke Ross if that's what you're wondering.
@@xistam Aight good to know, yeah i was skeptical because of Lukeross's vr mods.
it is feels like you holding gun in hand, 100% immersive and more, buy quest 3 now
do you know roughly when its expected to be released?
I'm not 100% sure, I just know very soon. To give you an idea, the test version is currently labeled 0.95, 1.0 I assume will be when release is ready for public. The dev is really just tidying up a few things at this point. I'd say sometime this month.
how is aiming and shooting? I know with Luke ross's cyberpunk mod, you had to aim with your head, like you had to "look" at what you wanted to shoot and it was clumsy.
@@huntersmark917 I think it's pretty easy to tell from the video lol but no, it's not like Luke Ross's mod. This is a native VR mod with motion controls, you can one hand the gun or grab it with the other hand. Works like any other VR fps game.
@@xistam okay, thats awesome. Thank you!
@@huntersmark917 oh also there is no manual reloading or anything like that though, that's all done through animations still but holding your gun and aiming works like any VR fps would
@@xistam is manual reloading possible at all in future updates to the mod? or is it to annoying/impossible to get to work. this is already incredible but as always more interaction would make for a better vr experience
@@kenb.1096 Very unlikely but not totally out of the question. The dev says it should be possible but it would take a ton of work, they'd have to rewrite pretty much the whole character/inventory controller in Tarkov. Also tbh I don't think the lack of interaction takes away from the experience, I actually prefer this over pretty much every other VR fps game out there. You get used to it really quick and it's just way more convenient at times compared to fumbling stuff around and dealing with broken collision like in most VR games.
i cant wait
super