Half-Life: Alyx

Half-Life: Alyx

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This game needs visible arms/body!
I´m into VR since 3 years and played most of the must have titles.

What I can tell after 3 years in VR is that visible arms make a HUGE difference when it comes to immersion. You actually feel like you are a person in a body. If you only see floating hands in front of you you always get reminded that it´s only a game. Sucks.


I seriously can´t understand why a big VR developer like Valve can´t add visible arms/body when even small indie VR studios are able to add it to their games.

I always read things like "Visible arms in VR don´t work right, because there is no tracking for the arm movement" That´s totally wrong. There are MANY VR games with visible arms + body and it works perfectly!

- Lone Echo
- Walking Dead Saints & Sinners
- Blades & Sorcery
- Boneworks (Didn´t like that you got stuck everywhere because of the physics tho)
- VRChat
- Contractors VR
- Stormland

Just for example.

So why can´t Half Life Alyx have visible arms/body at least OPTIONAL?

For a "VR veteran" like me a modern AAA VR game has to have visible arms or it isn´t a fully immersive VR game for me.

I really hope Valve adds this afterwards or some modders will do it. Otherwise I know that I can´t enjoy Half Life Alyx that much as I could enjoy it with visible arms.

Floating hands destroy immersion. Fact.
Last edited by Donic 🆅🆁; Feb 8, 2020 @ 10:48am
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Showing 1-15 of 41 comments
LemonyNebula Feb 8, 2020 @ 8:48am 
I disagree entirely.

Untracked limbs destroy immersion. You can easily forget or ignore the fact your arms are not visible, but you cannot ignore them when they are moving wrong within your vision.

I always notice them, they pull me away from my immersion and all those games listed have that same issue.

While it's nice when mechanics like wrapping bandages, or having more options physically is a good reason to have limbs, most of the time they are just eye sores where bending your wrist makes your elbows stick out, or in the case of boneworks, they mess with everything physically when you don't want them too.

For sandbox style, mess around games where you don't mind having a layer of immersion taken away, they are fine, but for a story driven game with no reason to have them, I would much rather they stay away entirely.

What I do agree with is that I would not care if the option was there, but you have to realise that it is a lot of work for something that Valve may not believe adds to the quality but possibly even takes away from it.
Donic 🆅🆁 Feb 8, 2020 @ 9:36am 
I totally understand that not everyone wants to have it.

But I rather have visible arms that sometimes are off than floating hands that always remind me that I am only playing a game.

In the games I listed I didnt have problems with wrong arm movement. Its always on point. The Virtual arms are exactly where I expect them to be. But maybe thats different from person to person.

For me VR is all about immersion. I want to feel like I am really there. And an OPTIONAL body visibility option would help a lot.

Of course thats some extra work. But if small indie developers can do it I expect that a huge AAA developer can do it too. You know the game Blades and Sorcery? That game was created by one person and even be managed to add Body visibility that works great.
Last edited by Donic 🆅🆁; Feb 8, 2020 @ 9:40am
D-.-RAiL Feb 8, 2020 @ 9:45am 
They probably didnt want dumb arms like in Bone Works for the huge influx of new VR users. You say well why don't they have it as an option ..well because people would think they need to turn it on and boom all these new players are having a completely uncomfortable experience. Just let the actually experts at Valve decide what they want to do with their game. I am sure some mad scientist will implement arms so you can knock over everything and get caught on everything so you are immersed in a game like you are using your arms for the very first time.
LemonyNebula Feb 8, 2020 @ 9:58am 
I'm sorry, but I don't see how anybody can think that untracked arm movement is always on point.

You certainly can prefer them if that is your thing, maybe even block them out better somehow when they do go wrong, but the whole thing is based on guesswork and even the best implemented arms can be foiled with a bend of the wrist.

If tracked they are great, but until that is more common, arm movements will never be correct.

As I said, personally I am okay with options.

But for the first major Valve title, designed to get new people on board, they would no doubt avoid anything that can be janky in any way. A chain is only as strong as it's weakest link and the same can go in terms of quality. It's not that they 'can't' do it, it is likely they don't want to.
Donic 🆅🆁 Feb 8, 2020 @ 10:03am 
If Valve doesnt do it, I am sure modders will. :)
LemonyNebula Feb 8, 2020 @ 10:06am 
Originally posted by Donic 🆅🆁:
If Valve doesnt do it, I am sure modders will. :)

Oh almost definitely. Modders do some amazing things.
shponglefan Feb 8, 2020 @ 10:28am 
Originally posted by Donic 🆅🆁:
I always read things like "Visible arms in VR don´t work right, because there is no tracking for the arm movement" That´s totally wrong. There are MANY VR games with visible arms + body and it works perfectly!

No, they don't work perfectly. They try to approximate arm position but without proper tracking, it's never going to be 1:1.

For a "VR veteran" like me a modern AAA VR game has to have visible arms or it isn´t a fully immersive VR game for me.

I wonder if there is a different way different people experience proprioception (e.g. the feeling of the position of their own body).

I find that that visible arms ruins the immersion for me the moment they don't line up with my real arms. I find that proprioception alone is enough to convey the feeling of my arms in VR, even if I can't see them visibly.

On the other hand, would someone who doesn't experience proprioception as well might be more inclined to want the visual cues?
Last edited by shponglefan; Feb 8, 2020 @ 10:31am
RioGascar Feb 8, 2020 @ 10:56am 
Considering valve did say they tested it and decided to not go with it because of playtesting...im going to assume they have good reasons to not do so.

I also look forward to hearing the reasoning in their commentary mode that they said they want to do after release
Donic 🆅🆁 Feb 8, 2020 @ 11:01am 
Originally posted by RioGascar:
Considering valve did say they tested it and decided to not go with it because of playtesting...im going to assume they have good reasons to not do so.

I also look forward to hearing the reasoning in their commentary mode that they said they want to do after release

There isnt a reason to not add at least an option to show the body. If one Indie developer can do it right, why shouldn't it be possible in a game like Half Life?

I really hope its possible for modders to change that.
RioGascar Feb 8, 2020 @ 11:02am 
Originally posted by Donic 🆅🆁:
Originally posted by RioGascar:
Considering valve did say they tested it and decided to not go with it because of playtesting...im going to assume they have good reasons to not do so.

I also look forward to hearing the reasoning in their commentary mode that they said they want to do after release

There isnt a reason to not add at least an option to show the body. If one Indie developer can do it right, why shouldn't it be possible in a game like Half Life?

I really hope its possible for modders to change that.

Considering they do have the VRIK but it’s invisible...sure.

Its a really bad idea at the current place vr tech is at, but sure clip through geometry and have you arms flip out when you do physically impossible things according to game logic.
LemonyNebula Feb 8, 2020 @ 12:16pm 
Originally posted by Donic 🆅🆁:
There isnt a reason to not add at least an option to show the body. If one Indie developer can do it right, why shouldn't it be possible in a game like Half Life?

I really hope its possible for modders to change that.

Well I suggested one earlier. Quality control.

Also, as I said, it's not about if they can, it's about why they would want to.
Nick Feb 8, 2020 @ 12:48pm 
I think we need to play the game first and then think what the game needs or doesn't :v
Donic 🆅🆁 Feb 8, 2020 @ 2:37pm 
Originally posted by Nick:
I think we need to play the game first and then think what the game needs or doesn't :v

Well I played enough VR games with visible body and without visible body to know my opinion. And for me personally visible body is a must have in a AAA VR game in 2020. I know I am not alone with this opinion. But of course I understand that not everyone wants it. So the best would be an option that allows to switch from visible Body to not visible.
Keychain Feb 8, 2020 @ 2:54pm 
If valve tested it... its there... right ?... they might add the option later on for ppl to play with... if ppl asks for it that is...
Last edited by Keychain; Feb 9, 2020 @ 1:24pm
Wolfsmaul-GER Feb 9, 2020 @ 12:01am 
i dont really want visible arms or even a body since it would take up performance and will destroy immersion. also when holding weapons with a long stock it would often clip through the arms and if they possibly collide with the arms, aiming and handling the weapons would be a pain in the ass, and in my opinion the hands look really cool
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Date Posted: Feb 8, 2020 @ 8:38am
Posts: 41