Wasn't a believer in VR until Boneworks. For a long time it felt like devs invented all these guidelines and rules that it got too complicated/convoluted. Boneworks broke all those conventions and showed how it's done. Hopefully Half-Life Alyx will bring VR to the mainstream. Only issue now is the supply of headsets which is completely disrupted due to the virus.
Problem for my country is just there are few good VR headsets here. I can manage to get the Vive Pro but I will rather get the Steam Index one, but Index doesnt ship at all to my country.
I played pretty much every game on my Quest and enjoyed it. But Boneworks for me changed how I look at VR games. The way the physics immerse me into the game is astounding. I am not exaggerating when I say it has been since Skyrim that I have been this addicted to a game. The past 2 days I have played non stop through Link after college. Edit: After watching the video I am totally going to try B&S and The Walking Dead!!
I've watched a few videos by an indie dev who's basically doing exactly that, just not in an MMO/RPG setting. Unfortunately I can't remember the channel name, but everything he's doing has been really impressive so far, and will definitely drive VR forward.
@@Cthulhu013 VR MMORPGs have been done and continue to improve every year, check out a township tale to see interactivity and physics applied to crafting super well.
I can imagine an exoskeleton used to hinder your movements, if you carry a heavy object the exoskeleton will pull your body down to simulate the weight being carried, etc.
Great video, man. Also, that ending bit is so true. I’ve talked to both my sister and mom extensively about VR, but it wasn’t until I put them in my Oculus Rift S that they actually understood why I was so excited. “It’s really like going to another place!” Was a common comment, and the next day my mom even said to me how she kept longing to go back into my Oculus Home or The Climb. It’s truly something that everyone has to experience to understand.
This has been my experience, I have even found some people who find the entire experience offensive and get angry when i talk about how awesome VR is....That guy still wont try it, but I am working on him and 100% i bet when he tries it hes hooked. Anyone that stubborn and angry about a topic you know they are just not wanting to admit how much they want it :)
@@virtualinsider VR companies should make a push and demo cool beginner VR titles for people to try. I was nervous at first but I spent a week researching and decided to get one.
I have never cared about VR until recently, when i first bought my Oculus Quest and played Blades and Sorcery with the Link Cable. And now im addicted. It's been years (Skyrim back in 2011) since i last actually fully enjoyed playing a game and getting myself immersed in the world. I can't wait to try Half-Life Alyx and all the other games that are coming later this year.
@@TheDragonfriday I've got some of them, it's still not that great. I prefer magic in Skyrim VR. Breaking off lightning bolts in people's asses is very satisfying.
@@poisonouslead85 umm mind I asked what mods your using? There is so many good mods out there. I pretty much lose interest playing Skyrim VR , like come on I used to play it way too much haha
@@TheDragonfriday I mainly use the SkyrimVR recommended mods list from r/SkryrimVR but here's my standouts. Rally's Road Signs Apocalypse (adds a lot of spells) Ordinator (more perks) Realm Of Lorkhan (the default intro cart scene fucked me up hard) Relighting Skyrim Darker Nights Realistic Water Two VRIK WICO Weighted VR Shimmer Fix Glowing Arrows Sighted Crossbows Embers HD Cathedral Armory Cathedral Weather and Seasons Quality World Map Diverse Skyrim
Man I've been head over heels for VR for years, telling friends about it, fantasizing about it, speculating how great it will be one day, etc., but I've still never even tried it. I just know what it's like because I've been imagining it for so long. Then I see videos of people's reactions and that just confirms it. Ultimately though it's not a necessity, so I haven't gotten one. I alllmost got a quest last summer, but somehow pulled myself away from the store. But honestly I regret not getting it. Sometimes u buy something u shouldn't but it turns out to be your favorite thing ever. My times coming though.
I bought a Vive when it first released, played for a bit and then shelved it for like 2 years. Just started using it again when I saw Saints and Sinners and Half Life Alyx came out. What a difference in quality those games offer over the early releases. I actually think vr has a place in mainstream gaming now, if more developers can create games like those. Then I got beat saber and pistol whip, and my god how fun and intense those can be. I was out of breath playing pistol whip. Just bought the Wireless adapter for the Vive, and what a difference it makes not being tethered. Next purchase is the valve index controllers, those things look amazing.
I feel like this is such a good and concise video. I think one of the best descriptions of bone works when it came out was that you are acting along with it and as long as you expect what’s realistic it’s the most emersive system out there. It’s like how when you move a mouse and it moves at a certain speed it feels fine regardless of its real life counter part as long as we expect it there is no issues for the brain
After decades of "slow 'n' steady" improvement that has become the norm for games in the past few generations, it's really exciting to be back in wild and uncharted territory with VR. We've gone for "yeah, it'll pretty much be like a normal game, you'll still be sitting in a chair with a gamepad, but it'll be in 3D and you'll be able to move your head to look around" to "you know, it might be more interesting if you could stand up and walk around" to "being able to naturally use your hands with finger-tracking could open up a lot of unique control options" to finally "if everything obeys the laws of real-world physics, the game will be more immersive and the player can be more creative in how they interact with the game".
Unfortunately VR is still not popular because we still don't have a game that sets the standard as high as boneworks. That being said, we're getting close. As soon as that level of quality and immersion becomes the norm I expect VR's popularity to skyrocket.
@@mksmike half life alyx? But you're right it needs much more adoption rates for major players to invest. I'm confident in the Oculus tho give it a couple more generations and it'll be something special
Haven't been playing VR for very long yet, but I can already say that the best melee systems are the ones that have little to no artificial rules to them. Fighting systems with clear rules make sense for flat-screen games, but in VR it's just a hindrance. Emulated weight and physics, and pure player agency is the way to do it.
@Zwenk Wiel Of course that's possible, but you can find ways to cheese in most (if not all) flat screen RPGs as well, so I don't really see that as much of an issue.
Great video! I watched many videos at the early days of VR (big hype, some reviewed it as bad, but most recommended it, I never understood why) it was dull, lifeless and everything felt static. After watching your video, it seems there have been great improvements and am definitely tempted to get a VR set now after seeing those improvements! And definitely agree with you on VR&Physics are the key elements. Keep us updated! Subbed!
I really liked the video, but was really hoping for a mention of H3VR with gun physics, but I guess since it doesn’t have full body physics like the rest of these games.
You are right. I dont really have enough experience with H3VR as im not really into guns enough but maybe I need to spend some time in it and make a seperate video on it.
Virtual Insider yeah its definitely worth a play, even if you aren’t big I to guns the little details and physics of the guns is quite impressive in my opinion. I look forward to seeing more from you in the future!
4:22 if I recall correctly in The Walking Dead S&S its not the amount of force that decides how hard you hit but the broadness of your swing ie a short swing will be counted as a lighter jab than a long swing which will register as a more stronger one, it tells you this in the game tutorial, and I'm p sure they did this to stop people from punching stuff in real life with full force lmao.
I have a lot of hope for VR and it's only strengthened after seeing strides being made in its technology by things like boneworks and saints and sinners. I can't wait to see what the future holds for it, whether it be additional peripherals to add some more senses like touch, taste, smell, etc. Or something like cybernetics that could actually reduce the amount of peripherals we'd need.
There is actually already an attachment that adds smells to VR. I don't remember what its called but I do remember that it was ban in the US because it has the same components and functionality of a vape and it uses cartridges. That's become a big no-no here in the US.
Hotdogs, Horseshoes and Handgrenades is in my mind the gold standard for gun play. Everything has been meticulously recreated to be as accurate as possible. It's even fun just standing in the gun range figuring out how to load certain guns like the musket.
@Psycho Mantis Haha, me too.. I'm too stubborn to just google things, so I sat there for a good long while staring at it like " how does this even make sense".
What I found amazing about Boneworks is that I ended up preferring the smaller weapons like pistols and MPs because the Assault Rifle would get stuck around corners and especially with enemies coming very close to you. To shoot them you have to hold your gun back. It's really straight forward if you think about it, but something I really first had to get accustomed to.
I just wish VR games get standard button layouts that all games agree are the best ones to use. Its super annoying when all the buttons do different things in different games.
2:24 for some of us it still is. i can play onward for hours, dirt rally for hours, project cars 2 for hours, assetto corsa for hours. and many more. but i start to feel uncomfortable very quickly in games like boneworks, blade and sorcery, the walking dead saints and sinners, and even zero calibre.
VR won't phase out flat-screen games. People said when 3D games came out that they would phase out 2D games and traditional sidescrollers, traditional 2D platformers. Thankfully, that didn't happen. VR is a new type of experience, it is not comparable to others, and vice-versa.
some things like pavlov arent too realistic but are still really fun to play, and doesnt effect gameplay too much, but vr really only has started to take off the last what 4 years now? Cannot wait for next gen vr
Thing about TWD, is for some the delay in the ingame model to the controllers is too much. You would expect that having nothing in your hands should be a 1 to 1 relation to your controller. For myself and others it isn't. It's even more delayed when you have a heavy weapon. It really disconnects you from that persistence where your arms don't feel like your own. Guessing its a bug, cause one guy has both a OG Vive and A Vive Pro, and on the same computer has no excessive delay on the OG Vive, but does when he switches to the Vive Pro. I'm seeing it on a Odyssey Plus personally.
This video gets it. The future of VR is indeed with a physical world. The Lab did a massive update just to incorporate all of that and it feels AMAZING. Every VR game needs to be physical. It feels like older games that don't do this if they didn't do anything special or unique will be left really outdated (like Arizona). And if a similar game comes out and adds the physical part to already established games (like Pavlov, which after playing Boneworks I really don't have any desire to go back to since you can clip though everything and that feels terrible) they will be left behind.
@@theloner6063 Very true but that is almost always automatic since the tech behind the headset and trackers do that, they measure you, track you, and show you everything with a clear image, the devs don't need to put much effort into that. But physics on the other hand is a manual and tedious process.
I have so little space that swinging anything in VR sometimes resultes in hitting a wall since the space is so narrow that even standing still in the center I can't swing freely (I have more space on one axis then the other allowing me to play something like beat saber where I only need to swing on one side)
missing consideration of force for damage calculation is a problem when missing in non vr games too. Like in Mordhau, you can swing and when you start to swing its already beheading people even though the thrust shouldn't be enough at that moment. It's really annoying
Good video! But not all showcased examples are applications of physics. Some are just "fake" physics as in animating an IK effector moving parts of the character.
Physics was a trend back in mid 2000s though (HL2, FEAR, Painkiller, Crysis and so on), but it was forgotten for some reason. Maybe consoles' CPUs couldn't handle the work?
It was just something new, pretty much every game uses physics in some way now but its only now with VR that developers are starting to use Physics calculations in new and interesting ways to change the way video games play.
Gaming journalism is going to be a big hurdle for VR moving forward. It's easy to feel like a badass when you're playing a badass character in "Cinematic, over the shoulder action game #24214". All you have to do is push some buttons and the game does the rest. You wanna feel like a badass in VR? You gotta be a badass. IRL skills impact VR gameplay in a way that isn't seen in conventional gaming. If you understand gunfighting tactics and the manual of arms of the M4A1, you're going to do better than someone who doesn't. If you have martial arts experience, you're going to have more fun with Blade and Sorcery and other games like that. You're going to play those games differently.
11 days ago I got an oculus quest, set it up with virtual desktop to play PCVR and quest games. Best gaming decision I have made for a long time. I'm playing Onward (quest) and arizona sunshine (PC) and its amazing. Seeing this video makes me want to start from the beginning and then get to the newer games to experience this growth first hand!
I tried Oculus Dreamdeck at a convention as my first VR experience and was unimpressed. But after trying Beat Saber on a Vive at my state fair I was hooked. Interactivity absolutely matters for immersion in VR, and physics are a step in the right direction.
Boneworks was a real step forward for me. That tutorial level alone was a constant 'wow'. Both Vive wands or Index Controllers felt great, but if seemed like there were still times where it didn't match up just right and felt frustrating. I haven't played since the big patch, so I should jump back in. Still very excited about the future, it seems like more people are into it/aware of it. Just showing like-minded people Pavlov and knowing they had already seen it on RUclips is a cool feeling.
Keep on trucking brother, you're interesting to listen to, both your voice and what you have to say, and your channel name is great. I wish you much success with your channel!
I had the oculus rift and the oculus quest but when I got the quest after I played it for a few months I kinda gave up on VR because it didn’t have a whole lot of games I liked but now I’m coming back into it and I hope that VR is the future and more developers make longer and better games.
I can't believe you didn't mention Lone Echo. Quite possibly just as transcendental as Boneworks if not more.. the physics for grabbing every single object and using it to propel yourself in no-gravity are amazingly mindblowing. Also, the best physics so far when grabbing/touching a human(other than the porn games), and the way she would get annoyed and shoo you away was so good... they really nailed everything and there's no clipping or weird stuff happening like in boneworks sometimes..
I’m so ready for VR, once it’s at a higher quality for a lesser price it will be so mainstream. VRs even talked about a lot in my business classes. That market and the Gaming market alone will have us there in 5 years I’m calling it!
I agree that the time seems right to try VR now and that was exactly my plan. Until I noticed that no good VR headset (Index/Rift) are available to buy.
i once had my vr broken, then i heard about boneworks. i even had dreams of having my vr working. i immediately fixed my headset boneworks is worth 60 dollars not 30
I hate it when when there is a delay from my in game character to react to what I am doing in real life like in blade in sorcery, it feels really clunky and disconnects me from the experience.
my main gripe with boneworks is my arms are at least a foot longer than that of the boneworks model. restricting my reach and freedom. THAT really does mess with my brain. Even once I leave VR.
@@borgri5871 Many rifles (AK, FAL, G3) have paddle style magazine releases that allows you to do that. You're smacking the release with the mag in your hand. The M4 does not. It has a button on the right side of the rifle.
I want to make bold guess. That is as long as your brain can somehow control virtual hand and receive feedback at high accuracy in any method, you will feel like virtual hand is your hand, and you don't even need to move your real hand at all. That's how brain works, it think anything you can control freely as part of your body.
3:57 pretty much 1:1. they better be. its not like i feel any weight or resistance in my movements irl when using something as light as a little knife. no sense in adding weight to that in vr..
The next big hurdle holding back VR I think is Force Feedback. Being able to physically feel the objects would make most games fully accessible to most people.
I just got walking dead saints and sinners on psvr and it’s absolutely amazing compared to any other vr experience I’ve had the other game I love is firewall zero hour as that game is really fun.
I feel like this word is often overused in the gaming industry, but Boneworks truly felt revolutionary in its core mechanics. It had a feeling of freedom in how your body move, and how you interacted with the world like never before. VR gives you two hands to play with, which is amazing, but Boneworks gave you your whole body. Jumping on a crablet didn't hurt it because i have a hitbox under my feet like Mario, but it did due to my impact from my weight and speed landing on it with my body. I can't climb up places because ladders was coded to let hand drag me up. I could climb and grab anywhere and haul my body up because my arms can support my body. I wish the best to Boneworks devs and hope we get to see more from them, and see other devs learn from them so we can get even greater experiences in 2020 and onwards.
i like it too its just ATM melee always feels janky, blade and sorcery really brings that to light when enemy's get too close, the disconnect for me is when they get close you swing, do no damage, and your swords stops mid motion, but your real life hands keep swinging
1:23 is anyone else truly dissapointed with Alyx for this? they put soooo much detail into everything else to make the game so incredibly immersive, but they dont add any form of melee! (despite putting things that you can pick up and swing around EVERYWHERE!)
Yeah I'm a little disappointed that a small indie studio (Stress Level Zero) were able to show more physics in their game than Valve. But at the same time Alyx is still such a fun game
4:10 It's possible to kill an zombie with one hand, you should just move it with lager trajectory. There were cases when I using the gun in one hand to kill posion zombie in the distance and long sword with another hand to get the near zombie's head off (because there's to much time for put weapon to holder and grab sword by it and just because i can)
I feel like 1 to 1 physics would work better if we had haptic suits that could simulate the amount of force we need to swing heavier weapons but of course this would have its limits
I think VR is the way we are heading in the gaming section. Sure there will be non VR games in like 10 years from now, but those will be the exceptions
I really hope so! I recently passed Half-life Alyx and Lone Echo recently, now I am playing Cyberpunk, something's missing when you're playing on a flat monitor with your room visible. 😖
Two things that you state seem to contradict each other. You are certain that VR is the future of gaming, but you state that VR may not be the standard way that we will play. For it to be the "future of gaming," it would need to be the mainstream/standard way that we play games.
Blade and sorcery was the first game to do physics well in my opinion, it may not stand up to boneworks and hla physics now but it's not bad either, the climbing mechanic is something that I'd still much to be desired in boneworks and all to be desired in hla
2:24 i still feel off when my movements are not 1:1 with the game. as long as its not too bad and the fps is perfect though im usually sort of ok. cant play for as long as other games though. and if its janky on top of that and bounces or wobbles etc like boneworks. makes it even harder. and ive been using vr weekly for about 2 years now. so they're not wrong. although clearly they were not right either as the vast majority of people seem to be ok with it. and to some extent its kinda necessary for gameplay to work. at least with melee anyway. although i always prefer guns etc in vr over melee.
I've also noticed that with Boneworks after some time I get woozy, even after some sessions It got less but was always there. Although I feel like its more bc of the player movement and not per say the hands not being 1:1, maybe better stabilization of the player/camera and a smoother movement system would fix that.
Wasn't a believer in VR until Boneworks. For a long time it felt like devs invented all these guidelines and rules that it got too complicated/convoluted. Boneworks broke all those conventions and showed how it's done. Hopefully Half-Life Alyx will bring VR to the mainstream. Only issue now is the supply of headsets which is completely disrupted due to the virus.
Problem for my country is just there are few good VR headsets here. I can manage to get the Vive Pro but I will rather get the Steam Index one, but Index doesnt ship at all to my country.
@@sack8439 really? That sucks... and oculus?
@@sack8439 i love my rift s
I finally saved up enough to buy the Rift S, and it had just gone out of stock at the MSRP. Now it’s just the scalpers.
I played pretty much every game on my Quest and enjoyed it. But Boneworks for me changed how I look at VR games. The way the physics immerse me into the game is astounding. I am not exaggerating when I say it has been since Skyrim that I have been this addicted to a game. The past 2 days I have played non stop through Link after college.
Edit: After watching the video I am totally going to try B&S and The Walking Dead!!
i can imagine an mmorpg where the delay for weapons for weight could be calculated by your stats/item
VR MMORPG? I don't know if that sounds amazing or horrific. I don't even know if that could work.
@@Cthulhu013 after playing games like blade aand sorcery untill you fall and hellsplit arena i can safely say its my wet dream
I've watched a few videos by an indie dev who's basically doing exactly that, just not in an MMO/RPG setting. Unfortunately I can't remember the channel name, but everything he's doing has been really impressive so far, and will definitely drive VR forward.
@@Cthulhu013 VR MMORPGs have been done and continue to improve every year, check out a township tale to see interactivity and physics applied to crafting super well.
I can imagine an exoskeleton used to hinder your movements, if you carry a heavy object the exoskeleton will pull your body down to simulate the weight being carried, etc.
Great video, man.
Also, that ending bit is so true. I’ve talked to both my sister and mom extensively about VR, but it wasn’t until I put them in my Oculus Rift S that they actually understood why I was so excited.
“It’s really like going to another place!” Was a common comment, and the next day my mom even said to me how she kept longing to go back into my Oculus Home or The Climb. It’s truly something that everyone has to experience to understand.
Yeah, Its why its such a hard thing to market. No matter how many videos you watch nothing will compare to actually trying it for yourself.
This has been my experience, I have even found some people who find the entire experience offensive and get angry when i talk about how awesome VR is....That guy still wont try it, but I am working on him and 100% i bet when he tries it hes hooked. Anyone that stubborn and angry about a topic you know they are just not wanting to admit how much they want it :)
@@virtualinsider VR companies should make a push and demo cool beginner VR titles for people to try. I was nervous at first but I spent a week researching and decided to get one.
That hype will go away in 2 weeks, then put the goggles in the closet and show them twice a year if someone comes to visit
@pyropulse inferior to say....no VR experience at all?
Great video it is very hard to go back to older games once you are used to physics
That's a funny way to say 'impossible'... Games without physics are just wrong now because of boneworks
@@norabseven right?😀
@@norabseven sooo true
if your head is up your ass deep maybe
@pyropulse boneworks has better physics
I have never cared about VR until recently, when i first bought my Oculus Quest and played Blades and Sorcery with the Link Cable. And now im addicted.
It's been years (Skyrim back in 2011) since i last actually fully enjoyed playing a game and getting myself immersed in the world.
I can't wait to try Half-Life Alyx and all the other games that are coming later this year.
I'm gonna break your heart. You're going to hate the melee in Skyrim VR. It's the waggle combat that Insider was complaining about.
@@poisonouslead85 there are mods for that to fix it.
@@TheDragonfriday I've got some of them, it's still not that great. I prefer magic in Skyrim VR. Breaking off lightning bolts in people's asses is very satisfying.
@@poisonouslead85 umm mind I asked what mods your using? There is so many good mods out there. I pretty much lose interest playing Skyrim VR , like come on I used to play it way too much haha
@@TheDragonfriday I mainly use the SkyrimVR recommended mods list from r/SkryrimVR but here's my standouts.
Rally's Road Signs
Apocalypse (adds a lot of spells)
Ordinator (more perks)
Realm Of Lorkhan (the default intro cart scene fucked me up hard)
Relighting Skyrim
Darker Nights
Realistic Water Two
VRIK
WICO
Weighted
VR Shimmer Fix
Glowing Arrows
Sighted Crossbows
Embers HD
Cathedral Armory
Cathedral Weather and Seasons
Quality World Map
Diverse Skyrim
Man I've been head over heels for VR for years, telling friends about it, fantasizing about it, speculating how great it will be one day, etc., but I've still never even tried it. I just know what it's like because I've been imagining it for so long. Then I see videos of people's reactions and that just confirms it. Ultimately though it's not a necessity, so I haven't gotten one. I alllmost got a quest last summer, but somehow pulled myself away from the store. But honestly I regret not getting it. Sometimes u buy something u shouldn't but it turns out to be your favorite thing ever. My times coming though.
Great work on this video! Keep it up! 🙌🏻
I bought a Vive when it first released, played for a bit and then shelved it for like 2 years. Just started using it again when I saw Saints and Sinners and Half Life Alyx came out. What a difference in quality those games offer over the early releases. I actually think vr has a place in mainstream gaming now, if more developers can create games like those. Then I got beat saber and pistol whip, and my god how fun and intense those can be. I was out of breath playing pistol whip. Just bought the Wireless adapter for the Vive, and what a difference it makes not being tethered. Next purchase is the valve index controllers, those things look amazing.
I feel like this is such a good and concise video. I think one of the best descriptions of bone works when it came out was that you are acting along with it and as long as you expect what’s realistic it’s the most emersive system out there. It’s like how when you move a mouse and it moves at a certain speed it feels fine regardless of its real life counter part as long as we expect it there is no issues for the brain
After decades of "slow 'n' steady" improvement that has become the norm for games in the past few generations, it's really exciting to be back in wild and uncharted territory with VR. We've gone for "yeah, it'll pretty much be like a normal game, you'll still be sitting in a chair with a gamepad, but it'll be in 3D and you'll be able to move your head to look around" to "you know, it might be more interesting if you could stand up and walk around" to "being able to naturally use your hands with finger-tracking could open up a lot of unique control options" to finally "if everything obeys the laws of real-world physics, the game will be more immersive and the player can be more creative in how they interact with the game".
You are making very interesting, informative and quality content.
Thankyou
Really good video, it feels like you're watching someone with 200.000 subs. No clue how you "only" have 3000. Keep it up
Unfortunately VR is still not popular because we still don't have a game that sets the standard as high as boneworks. That being said, we're getting close. As soon as that level of quality and immersion becomes the norm I expect VR's popularity to skyrocket.
@@mksmike half life alyx?
But you're right it needs much more adoption rates for major players to invest. I'm confident in the Oculus tho give it a couple more generations and it'll be something special
good analysis, really hope that Saint & Sinners gets looked at closely by VR developers as how to do VR presence right
Haven't been playing VR for very long yet, but I can already say that the best melee systems are the ones that have little to no artificial rules to them. Fighting systems with clear rules make sense for flat-screen games, but in VR it's just a hindrance. Emulated weight and physics, and pure player agency is the way to do it.
@Zwenk Wiel Of course that's possible, but you can find ways to cheese in most (if not all) flat screen RPGs as well, so I don't really see that as much of an issue.
Great video!
I watched many videos at the early days of VR (big hype, some reviewed it as bad, but most recommended it, I never understood why) it was dull, lifeless and everything felt static. After watching your video, it seems there have been great improvements and am definitely tempted to get a VR set now after seeing those improvements! And definitely agree with you on VR&Physics are the key elements.
Keep us updated! Subbed!
Depth >>>> Scale>>>> physics
I really liked the video, but was really hoping for a mention of H3VR with gun physics, but I guess since it doesn’t have full body physics like the rest of these games.
You are right. I dont really have enough experience with H3VR as im not really into guns enough but maybe I need to spend some time in it and make a seperate video on it.
Virtual Insider yeah its definitely worth a play, even if you aren’t big I to guns the little details and physics of the guns is quite impressive in my opinion. I look forward to seeing more from you in the future!
Yeah same here. The gunplay in that game makes any other game's gunplay underwhelming. Sort of like the blades and sorcery of guns.
4:22 if I recall correctly in The Walking Dead S&S its not the amount of force that decides how hard you hit but the broadness of your swing ie a short swing will be counted as a lighter jab than a long swing which will register as a more stronger one, it tells you this in the game tutorial, and I'm p sure they did this to stop people from punching stuff in real life with full force lmao.
Interesting. Thanks for the information.
Josh They should add an option in game to make swings more accurate to real life with force. Because not everybody is in a cramped room in VR..
2:50 Triage at dawn, half life 2 theme synthwave version
jesus christ that took me back...
thanks
2:47 btw the song name is "Half-Life 2 - Triage at Dawn (synthwave remix)
"
May I ask if you know the song used from the start?
@@FahmiZFX i got you fam "Michael Wyckoff - The Museum (Boneworks OST)
"
ruclips.net/video/I0QyWlqfrtA/видео.html
@@CoolSs i love you. Thanks so much
@@bloood9 you welcome c:
I have a lot of hope for VR and it's only strengthened after seeing strides being made in its technology by things like boneworks and saints and sinners. I can't wait to see what the future holds for it, whether it be additional peripherals to add some more senses like touch, taste, smell, etc. Or something like cybernetics that could actually reduce the amount of peripherals we'd need.
There is actually already an attachment that adds smells to VR. I don't remember what its called but I do remember that it was ban in the US because it has the same components and functionality of a vape and it uses cartridges. That's become a big no-no here in the US.
Hotdogs, Horseshoes and Handgrenades is in my mind the gold standard for gun play. Everything has been meticulously recreated to be as accurate as possible. It's even fun just standing in the gun range figuring out how to load certain guns like the musket.
Its a game I need to spend more time in and make a seperate video on.
@Psycho Mantis Haha, me too.. I'm too stubborn to just google things, so I sat there for a good long while staring at it like " how does this even make sense".
What I found amazing about Boneworks is that I ended up preferring the smaller weapons like pistols and MPs because the Assault Rifle would get stuck around corners and especially with enemies coming very close to you. To shoot them you have to hold your gun back. It's really straight forward if you think about it, but something I really first had to get accustomed to.
Best quote is at the end. "No amount of videos can illustrate VR"
I just wish VR games get standard button layouts that all games agree are the best ones to use. Its super annoying when all the buttons do different things in different games.
2:24 for some of us it still is. i can play onward for hours, dirt rally for hours, project cars 2 for hours, assetto corsa for hours. and many more. but i start to feel uncomfortable very quickly in games like boneworks, blade and sorcery, the walking dead saints and sinners, and even zero calibre.
I guess it’s all based on players
Opposite for me, I played Boneworks for 4 hours straight without discomfort but felt tired after a few rounds of onward
@@rosamby2007 onward is pretty intensive, but by uncomfortable I meant more along the lines of sick
Noticed triage at dawn remix at 3:20 and a bit earlier. Great choice!
Great video. Well thought out and structured commentary - you flowed from point to point with ease and clarity! Subbed!
thanks
Saving this one. You have the most loyal following!
This makes me excited to see how vr will advance, job simulator was my first vr game now I’m playing saints and sinners
VR won't phase out flat-screen games. People said when 3D games came out that they would phase out 2D games and traditional sidescrollers, traditional 2D platformers. Thankfully, that didn't happen. VR is a new type of experience, it is not comparable to others, and vice-versa.
some things like pavlov arent too realistic but are still really fun to play, and doesnt effect gameplay too much, but vr really only has started to take off the last what 4 years now?
Cannot wait for next gen vr
Thing about TWD, is for some the delay in the ingame model to the controllers is too much. You would expect that having nothing in your hands should be a 1 to 1 relation to your controller. For myself and others it isn't. It's even more delayed when you have a heavy weapon. It really disconnects you from that persistence where your arms don't feel like your own. Guessing its a bug, cause one guy has both a OG Vive and A Vive Pro, and on the same computer has no excessive delay on the OG Vive, but does when he switches to the Vive Pro. I'm seeing it on a Odyssey Plus personally.
Loving VR. If the pain the headset causes my face and head wasn't so bad, I could binge it like normal gaming
It would be cool if ankle controllers and 360 treadmills become more of a thing for VR.
Great vid man!
This video gets it. The future of VR is indeed with a physical world. The Lab did a massive update just to incorporate all of that and it feels AMAZING. Every VR game needs to be physical. It feels like older games that don't do this if they didn't do anything special or unique will be left really outdated (like Arizona). And if a similar game comes out and adds the physical part to already established games (like Pavlov, which after playing Boneworks I really don't have any desire to go back to since you can clip though everything and that feels terrible) they will be left behind.
Vr is about depth and scale...then physics
@@theloner6063 Very true but that is almost always automatic since the tech behind the headset and trackers do that, they measure you, track you, and show you everything with a clear image, the devs don't need to put much effort into that. But physics on the other hand is a manual and tedious process.
I have so little space that swinging anything in VR sometimes resultes in hitting a wall since the space is so narrow that even standing still in the center I can't swing freely (I have more space on one axis then the other allowing me to play something like beat saber where I only need to swing on one side)
missing consideration of force for damage calculation is a problem when missing in non vr games too. Like in Mordhau, you can swing and when you start to swing its already beheading people even though the thrust shouldn't be enough at that moment. It's really annoying
Good video! But not all showcased examples are applications of physics. Some are just "fake" physics as in animating an IK effector moving parts of the character.
Physics was a trend back in mid 2000s though (HL2, FEAR, Painkiller, Crysis and so on), but it was forgotten for some reason. Maybe consoles' CPUs couldn't handle the work?
It was just something new, pretty much every game uses physics in some way now but its only now with VR that developers are starting to use Physics calculations in new and interesting ways to change the way video games play.
Gaming journalism is going to be a big hurdle for VR moving forward. It's easy to feel like a badass when you're playing a badass character in "Cinematic, over the shoulder action game #24214". All you have to do is push some buttons and the game does the rest.
You wanna feel like a badass in VR? You gotta be a badass. IRL skills impact VR gameplay in a way that isn't seen in conventional gaming. If you understand gunfighting tactics and the manual of arms of the M4A1, you're going to do better than someone who doesn't. If you have martial arts experience, you're going to have more fun with Blade and Sorcery and other games like that. You're going to play those games differently.
Journalism is a joke.
I've always known how powerful VR and physics can be when paired together. I am excited for what is to come now that others have discovered it as well
11 days ago I got an oculus quest, set it up with virtual desktop to play PCVR and quest games. Best gaming decision I have made for a long time. I'm playing Onward (quest) and arizona sunshine (PC) and its amazing. Seeing this video makes me want to start from the beginning and then get to the newer games to experience this growth first hand!
Great video. I like how straightforward you are, very different from other analysis channels
I tried Oculus Dreamdeck at a convention as my first VR experience and was unimpressed. But after trying Beat Saber on a Vive at my state fair I was hooked. Interactivity absolutely matters for immersion in VR, and physics are a step in the right direction.
2:00 picks up and throws away perfect shield. Proceeds to use garbage can as shield. 11/10 would ignore obvious shield again.
Boneworks was a real step forward for me. That tutorial level alone was a constant 'wow'. Both Vive wands or Index Controllers felt great, but if seemed like there were still times where it didn't match up just right and felt frustrating. I haven't played since the big patch, so I should jump back in. Still very excited about the future, it seems like more people are into it/aware of it. Just showing like-minded people Pavlov and knowing they had already seen it on RUclips is a cool feeling.
its like a baby learning to walk, the oasis is inevitable
We just need more developers to hop on this train! Imagine if EA makes the next Sims VR-compatible or the next Call of Duty, stuff like that. 🤯👍
Excellent video ! You deserve more subssssss
Keep on trucking brother, you're interesting to listen to, both your voice and what you have to say, and your channel name is great. I wish you much success with your channel!
I had the oculus rift and the oculus quest but when I got the quest after I played it for a few months I kinda gave up on VR because it didn’t have a whole lot of games I liked but now I’m coming back into it and I hope that VR is the future and more developers make longer and better games.
I can't believe you didn't mention Lone Echo. Quite possibly just as transcendental as Boneworks if not more.. the physics for grabbing every single object and using it to propel yourself in no-gravity are amazingly mindblowing. Also, the best physics so far when grabbing/touching a human(other than the porn games), and the way she would get annoyed and shoo you away was so good... they really nailed everything and there's no clipping or weird stuff happening like in boneworks sometimes..
Im actually planning to make a video dedicated to Lone Echo as I think it deserves the spotlight all to its self.
I’m so ready for VR, once it’s at a higher quality for a lesser price it will be so mainstream. VRs even talked about a lot in my business classes. That market and the Gaming market alone will have us there in 5 years I’m calling it!
This is giving me Sao vibes and it makes me very happy
Soon...
I agree that the time seems right to try VR now and that was exactly my plan. Until I noticed that no good VR headset (Index/Rift) are available to buy.
Alyx is the reason for that. Gotta wait a while.
@@Zero001LP And Corona virus ...a longer while
You NEED to try VR! Play Boneworks, Half-life Alyx and Lone Echo. After playing these titles, other VR games will look so bland and boring.
I love the triage at dawn playing in the background
vr: this is collision
me:dear God
vr :there's more
me:no
nice Team Fortress reference
Bruh
i once had my vr broken, then i heard about boneworks. i even had dreams of having my vr working. i immediately fixed my headset
boneworks is worth 60 dollars not 30
you remind me of kliksphillip in the way you explain things. loving the content
Thanks, I like his videos so thats a big compliment.
I’ve seen two videos of you. I’m subscribing to your channel. Your content is just awesome!!!
Thanks
I hate it when when there is a delay from my in game character to react to what I am doing in real life like in blade in sorcery, it feels really clunky and disconnects me from the experience.
my main gripe with boneworks is my arms are at least a foot longer than that of the boneworks model. restricting my reach and freedom.
THAT really does mess with my brain. Even once I leave VR.
7:12 did he just reload the m4 by smacking the magazine out with another one lol
Boneworks has a system where applying force can knock the magazine out of the gun, so yeah, that reload works too.
cod modern warfare 2 did that with the FN FAL, alongside hot dogs horseshoes hand grenades, so...
derp
@@borgri5871 Many rifles (AK, FAL, G3) have paddle style magazine releases that allows you to do that. You're smacking the release with the mag in your hand. The M4 does not. It has a button on the right side of the rifle.
@Zwenk Wiel Oh I've seen them all
I want to make bold guess. That is as long as your brain can somehow control virtual hand and receive feedback at high accuracy in any method, you will feel like virtual hand is your hand, and you don't even need to move your real hand at all. That's how brain works, it think anything you can control freely as part of your body.
My first VR experience was skyrim VR. Playing actual VR games after that was like a whole new world...
@@Wylie288 true but the magic was fun and i got it on one of those steam key sites for like 2 dollars on sale
Have you tried budget cuts?
Whats the name of the game at 2:24? The animation is really realistic compared to the rest
Its a game called Gates of Nowhere
Great video and interesting facts about vr and its evolution ;)
3:57 pretty much 1:1. they better be. its not like i feel any weight or resistance in my movements irl when using something as light as a little knife. no sense in adding weight to that in vr..
@@Callsign_Sturm I don't know what you mean, I can throw grenades in onward etc very accurately and the have no weight/lag to them.
weighty physics weapons plus ghost hands is my preference. i wish i could dial the ghost hand opacity down to almost zero
Boneworks. Cool stuff! Hope to see them do really well.
The next big hurdle holding back VR I think is Force Feedback. Being able to physically feel the objects would make most games fully accessible to most people.
What’s the music in the beginning
www.youturuclips.net/video/I0QyWlqfrtA/видео.html
I just got walking dead saints and sinners on psvr and it’s absolutely amazing compared to any other vr experience I’ve had the other game I love is firewall zero hour as that game is really fun.
I feel like this word is often overused in the gaming industry, but Boneworks truly felt revolutionary in its core mechanics.
It had a feeling of freedom in how your body move, and how you interacted with the world like never before. VR gives you two hands to play with, which is amazing, but Boneworks gave you your whole body.
Jumping on a crablet didn't hurt it because i have a hitbox under my feet like Mario, but it did due to my impact from my weight and speed landing on it with my body.
I can't climb up places because ladders was coded to let hand drag me up. I could climb and grab anywhere and haul my body up because my arms can support my body.
I wish the best to Boneworks devs and hope we get to see more from them, and see other devs learn from them so we can get even greater experiences in 2020 and onwards.
i like it too its just ATM melee always feels janky, blade and sorcery really brings that to light when enemy's get too close, the disconnect for me is when they get close you swing, do no damage, and your swords stops mid motion, but your real life hands keep swinging
1:23 is anyone else truly dissapointed with Alyx for this?
they put soooo much detail into everything else to make the game so incredibly immersive, but they dont add any form of melee!
(despite putting things that you can pick up and swing around EVERYWHERE!)
Yeah I'm a little disappointed that a small indie studio (Stress Level Zero) were able to show more physics in their game than Valve. But at the same time Alyx is still such a fun game
@@happily7514 but its just so weird to focus on crazy details on every other aspect of the game but leave out such an immersion breaking feature!
@@RaptorJesus. either way you can count on the modding community to do it themselves even if Valve isn't thinking about it
@@happily7514 yep! melee weapons and dual wielding!
Half-Life 2 integrated physics almost perfectly and nobody's started to do anything like that again until now.
After beating Boneworks I wish there were more gun npcs that are smart. The null bodies and corrupts are to easy to kill.
anyone else notice the sound in the vid was switching between the left and right
Great vid. You should have way more subs.
4:10 It's possible to kill an zombie with one hand, you should just move it with lager trajectory. There were cases when I using the gun in one hand to kill posion zombie in the distance and long sword with another hand to get the near zombie's head off (because there's to much time for put weapon to holder and grab sword by it and just because i can)
nice triage at dawn remix in the background :)
I feel like 1 to 1 physics would work better if we had haptic suits that could simulate the amount of force we need to swing heavier weapons but of course this would have its limits
I think VR is the way we are heading in the gaming section. Sure there will be non VR games in like 10 years from now, but those will be the exceptions
I really hope so! I recently passed Half-life Alyx and Lone Echo recently, now I am playing Cyberpunk, something's missing when you're playing on a flat monitor with your room visible. 😖
When you reload an M4 like an AK, nice
Wish you would have covered h3vr which handles all this very well.
Two things that you state seem to contradict each other. You are certain that VR is the future of gaming, but you state that VR may not be the standard way that we will play. For it to be the "future of gaming," it would need to be the mainstream/standard way that we play games.
Do I hear Triage at Dawn? Great soundtrack for VR
It seems like all we need is better omnidirectional treadmills for a full immersive experience
2:00 who the fuck needs a perfectly shield shaped garbage lid when I can just run around with this here can. OCD levels rising.
Blade and sorcery was the first game to do physics well in my opinion, it may not stand up to boneworks and hla physics now but it's not bad either, the climbing mechanic is something that I'd still much to be desired in boneworks and all to be desired in hla
Boneworks makes me super sick after 15 mins while I can play take and hold on h3 for 2 hours
Dang , 200k views , only 12.5k subscribers. Under rated
Excellent, thank.
I just get a bit motion sickness with VR any way to combat that or am I just never going to be able to enjoy vr you think?
What refresh rate is the headset running at? If it connected to a PC maybe graphics card upgrade is needed?
2:24 i still feel off when my movements are not 1:1 with the game. as long as its not too bad and the fps is perfect though im usually sort of ok. cant play for as long as other games though. and if its janky on top of that and bounces or wobbles etc like boneworks. makes it even harder. and ive been using vr weekly for about 2 years now. so they're not wrong. although clearly they were not right either as the vast majority of people seem to be ok with it. and to some extent its kinda necessary for gameplay to work. at least with melee anyway. although i always prefer guns etc in vr over melee.
I've also noticed that with Boneworks after some time I get woozy, even after some sessions It got less but was always there.
Although I feel like its more bc of the player movement and not per say the hands not being 1:1, maybe better stabilization of the player/camera and a smoother movement system would fix that.
@@Joshplv yeah, i think you are exactly right
I'm waiting for the tech to get better and smaller, something like gloves or an outfit to track every aspect of movement and a lightweight headset.
Blades and sorcery is my #1 vr gamw, vr games were always boring untill this game, and then mods happend, its just so much fun
I want blade and sorcery so bad but i have an oculus quest and my computer isnt fast enough to run steam vr😢