@@sceerane8662 Well depend on single player or non-pvp game sure its good. But something like FPS i don't think that will be good giving people each different option.
OkashiYujin in Multiplayer Games everyone needs to have the same controls. Same rules for everyone. Not that I really care because I don’t own a vor headset and this wont change until it’s way cheaper but at the same time has a good quality. And the need for a beefy compute is also a turndown for me The VR world will probably see me in 5-10 years.
Teleport actually makes me even more sick as it feels so weird to just have a flash and then boom you are there, I like the walking method more, falling is hell tho so I just close my eyes when I do That dosen't mean I don't get nausea even THINKING of VR edit: if yuo di in the matrix u die in reel life
@@Zero001LP Yea. Personally, I don't get any motion sickness, so most of the time I bhop at full speed in vr games. But I can totally get how all options have to be there.
it makes you "sick"? how?? i get that it's disorienting - i prefer joystick movenent too - but actual "i'm going to vomit" sickness? that's weird if it's true.
@@tr7zw Please no, if I ever had to speedrun this game with Bhopping nobody would watch cause the screen would be watching a jet of vomit flying behind me wherever I go.
@@jacobshirley3457 yeah, probably so that people who arent that used to vr wont get sick using teleport but you have some numbnuts who just go "wooo teleport only bad game" after watching 10 seconds of the video 🙄. you cant please everyone i guess
About the motion smoothing in the videos, Beat Saber's CameraPlus mod smooths the monitor output so Valve is probably using a similar method to make these gameplay videos look pretty. I wonder if it will be available in settings for people who value pretty recordings over higher frame rates (as I imagine having to have a separate smoothened camera for the monitor will increase GPU demand).
Knowing source engine, they probably record a "demo" and then every frame is played back and prerendered for perfect framerate, they've been doing that forever
@@hmrdev-billnye8166 As far as I know Continuos was already implemented. Perhaps the manual ladder climbing wasnt and they wanted to properly showcase everything (and not have smooth locomotion with a teleport ladder out of nowhere).
The smooth camera might be something like beat saber I believe. Where the window on the desktop is smoothed out but the on the headset display it's normal.
There'd have to be right. I bet they use similar stabilization that those action cams and stuff use. You move your head a lot your brain just filters it out.
it's because people who have never played VR and don't have a grasp on how your brain stabilizes what you see, see all the jerky head movements in peoples VR footage and think it's crap because they are so used to how pancake games work.
You can see the hardhat peeking in and out when it's on the head, rather than staying in one spot, so the view is definitely stabilized. They probably used some demo playback feature and smoothed the camera.
I don't understand how you are able to respond to things so quickly, and in such professional quality. The script alone would take most people a week to write, yet you've managed to have the entire thing researched, scripted, voiced and edited in less than 2 days. Bravo.
@Kill Slug Well until that time comes holodeck will become less impressive and people might say, it'd just a hologram screen in 3D not like the actual tree is in here
In the IGN video the player walked on a box, they didn't jump, they just kind of "elevated" there in a split second and when they fell off, the screen went black for a split second and they were on the ground. I think there should be an option to allow jumping and free falling without your vision going dark.
Considering the community's familiarity with source, VR branch or not, I'm sure if there's not a toggle you'll see a mod to get rid of that kind of constraint immediately.
@@ATM09ScopeDawg This is source 2, not source. The codebase is more than likely completely different, and valve arent dropping the SDK at launch. I don't expect to see mods for a while, outside of custom maps.
@@Bigfoott considering the modification workflow hasn't changed in source majorly since pre GoldSRC, I very much disagree the 'codebase' will be different. Source is an incremental engine, like Gamebryo is. The 'codebase' will be -identical-
@@ATM09ScopeDawg From the reddit AMA: "We'd really like to release [the SDK] at some point, but it's a ton of work because ***Source 2 is a new toolset, much of which hasn't been previously released***". Without a doubt it'll share many similarities to current source. Using "new codebase" definitely wasn't the best wording on my part, but i personally feel it won't be as easy as people are thinking.
@@bosstowndynamics5488 Nah, it's a ridiculous method of locomotion, tried it before. You have to choose between moving or doing something else... rather than being able move, aim and shoot or interact with items and objects at the same time. This is why it is hardly ever used, its just too limiting.
There's a point in IGN's footage where the player drops down slightly, and the screen goes dark with continuous locomotion at around 9 minute mark ruclips.net/video/30v1UWkMBlU/видео.html Edit: forgot to rewind by 1 second
Also at 1:30 after the IGN player gets caught by a barnacle, his screen goes dark for just a moment right before he kills it. I'm gonna call it right here and right now that you get pulled up by a barnacle in "steps", the screen blinking between each.
I’m glad they have Continuous locomotion; I have never had motion sickness in vr so i find its the most immersive option. Teleporting around makes me more disorientated rather than motion sick.
Honestly, my favorite form of locomotion in VR has always been arm swing. For some reason, it just makes sense to my body. I just run in place: swinging my arms, moving my feet. It just feels natural.
Honestly, I've always prefered both. The Doctor Who game offers this and I found it the most comfortable so far, Boneworks did have a bad habit of being caught on things due to smooth movement. By both I mean being able to have both movement options at the same time, so sometimes I can teleport if I find that easier if I'm doing puzzles, but during combat teleporting just would feel wrong, I wouldn't have the challenge I'd want.
i don't know if I'm a big fan of developers using multiple movement systems. It means they are hedging their bets and not spending the time and energy to fully commit to ONE style and then constructing their gameworld around it. Level design and world interaction cannot be seamless (or realistic) if you can teleport whenever you like instead of virtually walking.
@@crazypath573 It is probably safest though. VR is still new and as such, there aren't many conventions when it comes to control. While having only one movement option could mean more tailored level design, it might a) deter people who prefer other movement styles, or b) make it less future proof when a definitive movement style is possibly chosen.
4:25 It's probably something similar to Beat Saber's "spectator cam" (or something). It doesn't change how the stuff in the headset is displayed, but the view on the computer screen is much smoother.
As someone who's played thru boneworks with no sickness problems, I'm probably going to play this game in teleport mode. I find that when I have smooth locomotion, I explore my surroundings less and sort of forget that I can walk around with my own legs. Teleport only mode will encourage me to walk around in my playspace more, and I'm hoping that'll increase my enjoyment of the world that hla builds
I just dont like the teleportation option at all tbh. Its a virtual reality, it should be realistic, and the walkin option imo is more realistic than teleportation 🤷 idk
"Maybe to reduce sickness" - it literally says it in the menu, " the most comfortable". Teleportation is the most comfortable in terms of motion sickness. Black screen in between is the most comfortable, the can't just blink you into new position because they want character to actually spend a second sliding from one spot to another so you dont go through walls and AI knows you moved through and all that you talked about in another video. Shift is the same just no black screen, it's a bit less comfortable but sitll good for majority of players. Also it's NOT slower, as the time it takes you to slide from one point to another is the same time you spend with the black screen. Unless they deliverately made it slower. Continuous is yes the best but yeah. It took me a while to adjust. I actually am prone to motion sickness but was surprised that in VR I had almost none of it. Only took me a few days to adjust and I can play Boneworks for like 2-3 hours straight. I get physically tired before any sickness. Only some movements may cause me some disorientation but not sickness. Also the "VR hands" syndrome for the next day, if you dont know about it, google, its quite fun :D Basically when you look at your real hands but dont feel like they belong to you.
@@Zero001LP Hi, now with h3vr armswinger you can move and shoot in the same time You just push menu button stopping arm movment You can even setting slow action in left hand and fast action in right hand
Half life has always been about pushing something new in gaming. Hl1 was a new way for story telling that was more immersive than anything before it, and ai improvements. Hl2 was physics, and steam. And alyx is vr.
When Valve was making it for VR, they wanted to make it also work on non-VR. But it would just compromise the experience on VR or ruin the experience on non-VR, so they scrapped non-VR altogether.
@@BEkov-kd8cf oh shut up with this same argument over and over again. It's insane that despite valve screwing us over so many times fanboys like you will still rush to defend them.
Finally, I can put my childhood racing pedals to work! One for thrust (forward movement where "forward" is decided by head or hand position), one for turning 180*, one for jumping!
Armswinger is the best type of movement in VR. H3VR uses it, and it just feels so natural. You hold down buttons on your controllers, and you swing your arms as if running. It's definitely the most intuitive method.
Thank god they added the analog normal movement option. Nothing breaks submersion more than shift teleportation. Thanks for this tutorial, I will now change options to normal movement with the analog stick.
Oh god I didn't even think of the speedrun implications this will have until you mentioned it. Probably some contorted VR Prop surfing in combination with buckets that create a resonance cascade flinging the players through the map via alternate dimensions.
So excited for this! I know for a fact I'm choosing Continuous, since the only time I can recall ever *really* feeling motion sickness in VR was when I was rapidly spinning around in circles in a lobby while simultaneously dancing, and even that lead mild queasiness more than anything, and it went away fairly quickly after I stopped doing that.
I am happy to see that they kinda made the teleport and shift options like its a physicality in the HL Universe. This short black blink reminds me of Dishonored.
ahhh so much good stuff from you, keep the videos coming! .... at your pace! as I value a healthy work/life/sleep balance for philip to be able to create the best content he can 💖 (without burnout or smth)
I'm so thankful for the teleport because if it didn't have it I wouldn't be able to play without being sick so I'm going to play in my front yard so plenty of space to walk and when I have to ill teleport
Damn that's pretty intelligent insight on the gameplay, it'll be interesting how the game shapes out and what effect or lack thereof it will have on the whole VR development.
This game will be the main reason that i get a decent VR setup at some point this year but i can already tell that it will give me a hard time considering i felt sick by just watching the gameplay.
the fifth movement option is to run into the wall of your room accidentally
then so sixth option is being reincaranted in HL:A for rest of ur life
yeah. it physically hurts to see the player in the first gameplay video walking around in the real world to move. it's a recipe for disaster
I can't wait to see all the HL:A VR fail compilation videos of people knocking stuff over / running into stuff lmao
imagining playing Tekken just kicking down your whole pc setup worth 5000$
an investment into an abandoned warehouse could do nicely
"Very appealing looking drops that i just can't wait to launch myself off"
Suicidal Euphemisms in the Modern World
~Dr. P. Enis
Yeeet
Things I say on a daily basis for $500, Alex .
r/klikphillipsoutofcontext
thats me every time i see a big drop irl
My motions sickness is pretty good now after being swung around by a giant avatar in *_VRChat_* so many times
Perverts are immune to anything.
@@m4d_al3x ok
@@m4d_al3x noice
@@Dregomz02 Uh, as in actually picked up in tossed, usually while sitting on a tube or chair. Spinning in every direction
ahhh... memories...
It’s good that Valve gives us the many options in movement. I’m personally not a fan of skip jump movement.
I hope it helps set a standard, So *all* VR games will let you choose the option you like rather than stomach whatever they give you.
@@sceerane8662 Well depend on single player or non-pvp game sure its good. But something like FPS i don't think that will be good giving people each different option.
OkashiYujin in Multiplayer Games everyone needs to have the same controls. Same rules for everyone. Not that I really care because I don’t own a vor headset and this wont change until it’s way cheaper but at the same time has a good quality. And the need for a beefy compute is also a turndown for me The VR world will probably see me in 5-10 years.
@OkashiYujin
*Teleports behind you*
Potato Fury “nothing personal kid”
Teleport actually makes me even more sick as it feels so weird to just have a flash and then boom you are there, I like the walking method more, falling is hell tho so I just close my eyes when I do
That dosen't mean I don't get nausea even THINKING of VR
edit: if yuo di in the matrix u die in reel life
Everyone is different. TP might make you sick, but not others.
@@Zero001LP Yea. Personally, I don't get any motion sickness, so most of the time I bhop at full speed in vr games. But I can totally get how all options have to be there.
Have you actually tried VR? Everyone I know that has VR all say teleport=less motion sickness myself included.
it makes you "sick"? how?? i get that it's disorienting - i prefer joystick movenent too - but actual "i'm going to vomit" sickness? that's weird if it's true.
full locomotion gives me really bad nausea, especially while standing still :(
Glad to see that we're getting regular joystick movement, good for people like me who aren't affected by motion sickness :D
I'm glad there's gonna be a teleport, I'm not yet accustomed to VR and the environments in Alyx look gross enough to make me hurl on their own!
10/10 the first thing to try is how op bhopping is, and if you can do accelerated back hopping in vr xD
@@tr7zw Please no, if I ever had to speedrun this game with Bhopping nobody would watch cause the screen would be watching a jet of vomit flying behind me wherever I go.
@@tr7zw There isn't any ABH in Portal 2 or CS:GO. There might not even be a crouch button in this game.
@@h4724-q6j this game does have a crouch button but it does not have a jump button
It's funny seeing idiots commenting on the IGN video saying "Teleport only? I'm out, Valve's dead!" before actually seeing there's multiple modes lol
IKR, and then they find out that there are multiple and feel dumb.
Let them feel dumb.
they shouldve shown smooth loco first because those people exist.
then again, they probably arent planning on playing this game anyways...
@YourGameTVlol some people think that Valve told IGN to show teleporting first.
@@jacobshirley3457 yeah, probably so that people who arent that used to vr wont get sick using teleport but you have some numbnuts who just go "wooo teleport only bad game" after watching 10 seconds of the video 🙄. you cant please everyone i guess
"For VR only? I'm out, valve is dead" :D
4:20 Oh yeah, accelerated back hopping in vr.
bring a bucket to speedrunning events...
Hey guys, DeSinc here
HL Alyx Speedrun (+ Vomitcam)
@@dustojnikhummer god dammit you beat me to it
oh NO
I can't wait for DeSinc to Backward BHOP in VR and give us a whole new meaning to VR induced Nausea.
would be nice if you could jump in this game, unfortunately not
@@hernandezboys3 Surely you'd be able to jump when using one of the continuous options, right?
Tom Stapleton nope
@@hernandezboys3 wack
Teleport hopping would be the new speedrun technique
About the motion smoothing in the videos, Beat Saber's CameraPlus mod smooths the monitor output so Valve is probably using a similar method to make these gameplay videos look pretty. I wonder if it will be available in settings for people who value pretty recordings over higher frame rates (as I imagine having to have a separate smoothened camera for the monitor will increase GPU demand).
Cpu too because of how games are rendered
I believe there is a setting to do this in steamvr as well, like for the display preview steamvr provides.
Knowing source engine, they probably record a "demo" and then every frame is played back and prerendered for perfect framerate, they've been doing that forever
@@MuskoxGaming4life yes but the steamvr preview is raw and unstabilized, it always looks worse than what you see in headset
well it seems alyx has somekind photo mode we will see how that plays out
I'm glad you're making a video about this topic.
It's infuriating how many people still think the game is teleport only :/
They watch 3 minutes and go "TP ONLY! BAD GAME!"
The reason why we didn't see HLA on the game awards because of of the game not including other options then teleportation and Valve relaised that.
@@hmrdev-billnye8166 As far as I know Continuos was already implemented. Perhaps the manual ladder climbing wasnt and they wanted to properly showcase everything (and not have smooth locomotion with a teleport ladder out of nowhere).
We'll the devs were kinda dumb for starting the demo with that movement mode.
@@Ginsu131 lol
"Alyx's enormous weight" My mans calling Alyx fat.
*DUMMY THICC*
That’s the joke
CPU Iffy I mean this IS a prequel, she might’ve had a few pounds on her
SHE COMIN'!!!
based on how tall and muscular she is, she's AT LEAST 60kg. Which is 'enormous weight' for a plank.
The smooth camera might be something like beat saber I believe. Where the window on the desktop is smoothed out but the on the headset display it's normal.
Yeah
Loving your output frequency recently, I love your videos!
Why am I watching this all it's doing is making me more sad that I can't play it.
U can play it bro. Just believe
This just in, Florida man runs around blindfolded with a make shift handgun shooting people while screaming about headcrabs ...
@@jysonberrington3131 lol
Get a job
@@HealthySkepticism1775 well why say that? The average wage can't support one man in his own home! Let alone a 200-500 dollar headset and gaming PC!
So glad I'm not the only one who felt there was some stabilizing going on
They admitted it previously with the trailer and they've definetly done it here too.
There'd have to be right. I bet they use similar stabilization that those action cams and stuff use. You move your head a lot your brain just filters it out.
most of us haven't tried vr/recorded while playing
it's because people who have never played VR and don't have a grasp on how your brain stabilizes what you see, see all the jerky head movements in peoples VR footage and think it's crap because they are so used to how pancake games work.
You can see the hardhat peeking in and out when it's on the head, rather than staying in one spot, so the view is definitely stabilized. They probably used some demo playback feature and smoothed the camera.
I don't understand how you are able to respond to things so quickly, and in such professional quality. The script alone would take most people a week to write, yet you've managed to have the entire thing researched, scripted, voiced and edited in less than 2 days. Bravo.
This is Philip you're talking about. Philip knows his shit. Staying professional, while still being fun, not keeping it totally dull.
I feel so proud Valve never compromised its Quality over Quantity and made us another masterpiece.
Yes
The fact that VR induced sickness is not a sci-fi term makes me proud of humanity.
not really, its far less cool than what it sounds like;
@@Rilex037 now you sound like a proper hard sci-fi
@Kill Slug Well until that time comes holodeck will become less impressive and people might say, it'd just a hologram screen in 3D not like the actual tree is in here
3 years later on a 4k vr i have walkedinto my wall many times as its realistic now
@@semihezen9541
Man I'm loving the amount of videos you've been putting out, these are always a joy to watch.
They should have added the arm swinger movement type. Like the one in H3VR.
Its personally not for me, but for people who like it, hell yes!
:)
Best hands down. Most realistic
EthanFilms realistic? You don’t swing your arms like an idiot when you walk somewhere
@@samglover4923 maybe he does, you don't know that
Man you are on a roll with these uploads! Keep them coming I AM READY FOR THE KLIKPOCALYPLSE
In the IGN video the player walked on a box, they didn't jump, they just kind of "elevated" there in a split second and when they fell off, the screen went black for a split second and they were on the ground.
I think there should be an option to allow jumping and free falling without your vision going dark.
Considering the community's familiarity with source, VR branch or not, I'm sure if there's not a toggle you'll see a mod to get rid of that kind of constraint immediately.
@@ATM09ScopeDawg This is source 2, not source. The codebase is more than likely completely different, and valve arent dropping the SDK at launch. I don't expect to see mods for a while, outside of custom maps.
@@Bigfoott considering the modification workflow hasn't changed in source majorly since pre GoldSRC, I very much disagree the 'codebase' will be different. Source is an incremental engine, like Gamebryo is. The 'codebase' will be -identical-
@@ATM09ScopeDawg From the reddit AMA:
"We'd really like to release [the SDK] at some point, but it's a ton of work because ***Source 2 is a new toolset, much of which hasn't been previously released***".
Without a doubt it'll share many similarities to current source. Using "new codebase" definitely wasn't the best wording on my part, but i personally feel it won't be as easy as people are thinking.
Wheres my armswinger movementmode? Ever since H3VR Twinstick just feels off...
Lol
@@coffin7904Agree. I hear Natural Locomotion lets you use armswinger and the like in any game
'armswing' locomotion is hilariously terrible, lol
@@Nemoticon Did your arm privileges get revoked by daddy and his woodchipper?
@@bosstowndynamics5488 Nah, it's a ridiculous method of locomotion, tried it before. You have to choose between moving or doing something else... rather than being able move, aim and shoot or interact with items and objects at the same time. This is why it is hardly ever used, its just too limiting.
There's a point in IGN's footage where the player drops down slightly, and the screen goes dark with continuous locomotion at around 9 minute mark ruclips.net/video/30v1UWkMBlU/видео.html
Edit: forgot to rewind by 1 second
Good catch. It's just before it for people who clicked the link and didn't see it.
oh lord i hope you can turn that off
neither preferences nor accessability options include the option to disable the screen cut. I'm very, very worried.
Also at 1:30 after the IGN player gets caught by a barnacle, his screen goes dark for just a moment right before he kills it. I'm gonna call it right here and right now that you get pulled up by a barnacle in "steps", the screen blinking between each.
Ew wtf is that? Hope it's some loading issue.
I wish they'd put Armswinger locomotion into the game, as far as I know it comes from H3VR and it's legit, the best locomotion method I know of.
I can't wait until I can do accelerated back hops through the levels and my house.
I’m glad they have Continuous locomotion; I have never had motion sickness in vr so i find its the most immersive option. Teleporting around makes me more disorientated rather than motion sick.
Imagine if the Haptic suit tool over VR in the future and hardly anyone uses VR anymore. You can feel like you are actually in the game
I never knew "Continuous movement" existed, I was about to buy _Natural Locomotion_ . Thank you - you saved me a few quids!
Honestly, my favorite form of locomotion in VR has always been arm swing. For some reason, it just makes sense to my body. I just run in place: swinging my arms, moving my feet. It just feels natural.
It is natural
It's cause ur brain thinks it's you
So many videos! Remember to pace yourself and take breaks when you need them :)
Honestly, I've always prefered both. The Doctor Who game offers this and I found it the most comfortable so far, Boneworks did have a bad habit of being caught on things due to smooth movement.
By both I mean being able to have both movement options at the same time, so sometimes I can teleport if I find that easier if I'm doing puzzles, but during combat teleporting just would feel wrong, I wouldn't have the challenge I'd want.
Exactly this.
i don't know if I'm a big fan of developers using multiple movement systems. It means they are hedging their bets and not spending the time and energy to fully commit to ONE style and then constructing their gameworld around it. Level design and world interaction cannot be seamless (or realistic) if you can teleport whenever you like instead of virtually walking.
@@crazypath573 It is probably safest though. VR is still new and as such, there aren't many conventions when it comes to control. While having only one movement option could mean more tailored level design, it might a) deter people who prefer other movement styles, or b) make it less future proof when a definitive movement style is possibly chosen.
I already know that this is going to be your biggest video of 2020 so far. All the damage done by your upscaling adventures is offset. Well played.
4:25
It's probably something similar to Beat Saber's "spectator cam" (or something). It doesn't change how the stuff in the headset is displayed, but the view on the computer screen is much smoother.
Can we just appreciate how smoothly interactions with the environment are? I mean, just look at 1:46
you know boneworks has a headset view smoothing mode. turn spectator on in the options panel.
Damn, nice frequency! Also great topic to pick, since other youtube videos arent very informative about HLA movement
3:36 erhm... should we tell him?
Philip has been killing it lately with all these uploads recently 💪💪💪
As someone who's played thru boneworks with no sickness problems, I'm probably going to play this game in teleport mode. I find that when I have smooth locomotion, I explore my surroundings less and sort of forget that I can walk around with my own legs. Teleport only mode will encourage me to walk around in my playspace more, and I'm hoping that'll increase my enjoyment of the world that hla builds
This.
Sometimes TP is more enjoyable and more preferable.
I just dont like the teleportation option at all tbh. Its a virtual reality, it should be realistic, and the walkin option imo is more realistic than teleportation 🤷 idk
@@prodrt1 Yeah, but the locomotion has to be good to even be enjoyable.
Teleport movement is implemented to minimize motion sickness so that most of people will be able to play it too
Realtalk armswinger is the best movement style and its criminally underused.
facts
Legit question. What's armswinger?
@@CarbonPanther Ah, thanks!
But how will you shoot while walking?
@@bobuscesar2534 either by only using one arm to walk or by having a small amount of default forward momentum whilst holding the swing button
I'm so hyped for him overanalyzing every single Detail Out of These new Gameplay videos.
I'm so glad it's not tied to teleporting. Totally breaks immersion for me
Dude that flashing to the next spot over and over again would make me so sick lol. I honestly cant even believe thats an option
Armswing is without question the best method.
this video makes me feel better about the game also your a narrator cool as the one in stanley parable
Oh look a new half life!
Teleports
Throws up
You might want to use locomotion instead then.
Zero001 can’t use vr bro I have a chiari it sucks, I will watch a let’s play tho so it’s not all bad
Teleporting actually makes me more nauseous than moving with the analog stick so I'm glad they've actually put in the option
"Maybe to reduce sickness" - it literally says it in the menu, " the most comfortable". Teleportation is the most comfortable in terms of motion sickness. Black screen in between is the most comfortable, the can't just blink you into new position because they want character to actually spend a second sliding from one spot to another so you dont go through walls and AI knows you moved through and all that you talked about in another video. Shift is the same just no black screen, it's a bit less comfortable but sitll good for majority of players. Also it's NOT slower, as the time it takes you to slide from one point to another is the same time you spend with the black screen. Unless they deliverately made it slower.
Continuous is yes the best but yeah. It took me a while to adjust. I actually am prone to motion sickness but was surprised that in VR I had almost none of it. Only took me a few days to adjust and I can play Boneworks for like 2-3 hours straight. I get physically tired before any sickness. Only some movements may cause me some disorientation but not sickness. Also the "VR hands" syndrome for the next day, if you dont know about it, google, its quite fun :D Basically when you look at your real hands but dont feel like they belong to you.
You've answered the debatable questions on my mind.Thanks,man. Now i could rest easy.
Arm swing is the future, shame devs aren't embracing it. Thanks, Anton.
I really enjoy the arm swing movement, but it can get weird while trying to shoot and move at the same time.
@@Zero001LP Hi, now with h3vr armswinger you can move and shoot in the same time
You just push menu button stopping arm movment
You can even setting slow action in left hand and fast action in right hand
@@jeanmarclevy9413 I didnt understand a thing, but thanks for... whatever you wanted to say.
@@Zero001LP ahaha i want to say that you can adjust armswinger now in h3VR sorry i'am french
@@jeanmarclevy9413 That's great then. Gonna check it.
I don't even have the time to watch all of these new videos
This actually looks awesome, but I still hate Valve for making it in VR.
That's... Kinda a weird way to look at it.
Half life has always been about pushing something new in gaming. Hl1 was a new way for story telling that was more immersive than anything before it, and ai improvements. Hl2 was physics, and steam. And alyx is vr.
When Valve was making it for VR, they wanted to make it also work on non-VR. But it would just compromise the experience on VR or ruin the experience on non-VR, so they scrapped non-VR altogether.
mte, nobody wants VR. It's a stupid gimmick.
@@BEkov-kd8cf oh shut up with this same argument over and over again. It's insane that despite valve screwing us over so many times fanboys like you will still rush to defend them.
Ahhh, thank you so match. I was searching this hole day and now you help me thank youuu. Love you
This looks really cool and fun, but too expensive to buy VR :(
Dishonored in vr with blink would be so cool
DOPE as always, you're a really interesting RUclipsr that makes great content, keep it up !
Finally, I can put my childhood racing pedals to work! One for thrust (forward movement where "forward" is decided by head or hand position), one for turning 180*, one for jumping!
Armswinger is the best type of movement in VR. H3VR uses it, and it just feels so natural. You hold down buttons on your controllers, and you swing your arms as if running. It's definitely the most intuitive method.
and if you stop shakking your arm you can slide slowly, it's very good for corner
Also, I almost never feel sick in armswinger mode. I guess I'm just fooling my body into thinking I actually am running.
@@prrki yes it helps but we must blink for better result, i have motion sickness it's so long to get vr legs
@@2kliksphilip What do you think about armswinger in HLA? I've tried to tell the devs but I fear my words fall on deaf ears
I love how it gets straight to the point
continuous hand direction is the only way to go!
As many options as possible is the only way to go.
Thank god they added the analog normal movement option. Nothing breaks submersion more than shift teleportation. Thanks for this tutorial, I will now change options to normal movement with the analog stick.
This will be a classic in 15 years
Just like hl and hl2 are now
Oh god I didn't even think of the speedrun implications this will have until you mentioned it.
Probably some contorted VR Prop surfing in combination with buckets that create a resonance cascade flinging the players through the map via alternate dimensions.
Can't wait til people start bhopping in VR
Glad to see the movement options, I think I've seen similar styles of movement in other VR titles like Onward
I'm glad there is this teleport method, I can't play VR games where you walk but in reality you just stand. Motion Sickness Maximus
The wobbly view is juzt the way physics in Boneworks operate.
I just now realize that head wobble is a thing. That make me wonder how did all those VR gameplay footage I watched are made.
I love the free movement of Serious Sam VR.
Teleport and shift movement styles are actually the styles that makes me the most motion sick
So excited for this! I know for a fact I'm choosing Continuous, since the only time I can recall ever *really* feeling motion sickness in VR was when I was rapidly spinning around in circles in a lobby while simultaneously dancing, and even that lead mild queasiness more than anything, and it went away fairly quickly after I stopped doing that.
I am happy to see that they kinda made the teleport and shift options like its a physicality in the HL Universe.
This short black blink reminds me of Dishonored.
I love how putting a hat on stops the barnacle from grabbing you
ahhh so much good stuff from you, keep the videos coming! .... at your pace! as I value a healthy work/life/sleep balance for philip to be able to create the best content he can 💖 (without burnout or smth)
When I saw the thumbnail: “Carefully approach child.”
In the future they will have those little rolly pads at those grocery stores that you can walk on irl to walk in vr
Jesus Christ, you upload a video every single time I refresh the page!
Hehe
I'm so thankful for the teleport because if it didn't have it I wouldn't be able to play without being sick so I'm going to play in my front yard so plenty of space to walk and when I have to ill teleport
This was very informative and sold me on the game , I was hoping for full motion.
We really need to develop a machine that can transfer consciousness.
Never got motion sickness in the slightest playing VR, feel very lucky
As someone with a very strong stomach I am excited to fall to my death and walk into enemies many times
I cant wait to vicariously play HL:Alyx through philip. Probably wont have it for years after release. Very excited non-theless.
everyone: half life alyx looks awesome!
2kliksphilip: i cant wait to jump off this ledge
Honestly the level of interactability in the trailer was amazing. Straight jazzed on this.
i can get my head to be pretty stable when playing VR so im sure that they just hired a VR camera man
Can't wait to see a speedrun of this game, bunny hopping and all. :D
Now that you mention it I can't wait to see speedruns for this game!
can't wait to see a desinc video of him doing 300mph jumps on VR while puking from motion sickness
Lmao
Damn that's pretty intelligent insight on the gameplay, it'll be interesting how the game shapes out and what effect or lack thereof it will have on the whole VR development.
I just realised i wanna see a speed run of hl: alyx now that you mentioned it
In the thumbnail I thought that figure was taking a piss from his hand
Philip is an incredibly insightful guy.
I dont event have VR but Im watching this
Literaly me who played every single high quality vr game: “ motion sickness is a thing?”
This game will be the main reason that i get a decent VR setup at some point this year but i can already tell that it will give me a hard time considering i felt sick by just watching the gameplay.
thanks mom and dad for not giving me the motion sickness gene i cannot imagine playing this game without continuous locomotion