Fallout 4 VR

Fallout 4 VR

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VR supports gamepad?
hi does the VR version support controller gameplay, thank you.
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Jayjay a écrit :
Basically: Blame the death of 3DTV for a lack of sit-with-a-gamepad "VR" games

Funny cause it works in Skyrim VR just fine... Could this be yet another of the million examples of how bethesda simply doesn't give a ♥♥♥♥ about quality control because we will fix it for them free of charge anyways.
IanL 19 avr. 2018 à 23h03 
Ashandre a écrit :
Jayjay a écrit :
Basically: Blame the death of 3DTV for a lack of sit-with-a-gamepad "VR" games

Funny cause it works in Skyrim VR just fine... Could this be yet another of the million examples of how bethesda simply doesn't give a ♥♥♥♥ about quality control because we will fix it for them free of charge anyways.

They had no choice but add gamepad support for the PSVR (which was where Skyrim VR was first released) as the PSVR originally sold without the move controllers and you can't assume everyone will have them, unlike the Vive (which FO4VR was targetted at) which always comes with the motion controllers.
Dernière modification de IanL; 19 avr. 2018 à 23h24
Psi 21 avr. 2018 à 12h13 
Apparently Vorpx works fine with an xbox controller, so looks like one day when I get around to it I'll buy Vorpx and be able to play it in VR the way I want that way (and I won't need to buy the Fallout 4 VR).

I am more than happy to support VR ports and would pay for it, but what's the point when I can use other software to get the original playing the way I want in VR?
Dernière modification de Psi; 21 avr. 2018 à 12h15
Psi a écrit :
I am more than happy to support VR ports and would pay for it, but what's the point when I can use other software to get the original playing the way I want in VR?


On the other end/the developer and publisher's side they ask:

"What's the point in making FO4 with headlook and gamepad only when someone can already use other software to play the way they want in VR already?"


Making this VR version wasn't just "Bam! Slapped new motion controls in and headlook and we're done boys and gals!"

They had to do the full game testing, probably start to finish of main quest plus every side quest, and pay a lot of people (developers, testers, media and press communicators), and maybe they only were willing to invest that extra gamepad money in the PS4 port of Skyrim because it has a larger audience of PSVR customers to sell to (and not all have/like the wands/Aim controller).

Game development is not cheap, not even at indie level (they just trade free labour and personal money to make it happen), and definitely not at Bethesda level, is a "minor change" no, this is actually not a minor change, to do this properly means insane testing and possibly re-design of key moments to suit the new play style, eg: did you notice the exit cutscene is different from the very first vault? Those kinds of changes are strewn across FO4VR going to be something cheap to do.
Dernière modification de Jayjay; 21 avr. 2018 à 15h25
Bethesda has a problem with support for handicaped people in this game.... bought it and can't play it... they didi great in Skyrim using a gamepad but they refuse to even talk about putting it in this game witch should have had it from the start...
A lot of VR has an issue there, my recommendation is a third party software called WalkinVR that is designed for early stage accessibility in VR. But the goal is that someday a standardized platform should exist between HTC Vive/Oculus/WMR/PSVR/whatever else.

As for comparing to Skyrim, my post literally just less than a day before yours explains part of why they don't have the same feature on the PC-first FO4VR. But the short version is:
1. It costs a lot of money and time for testers
2. Bethesda didn't want to allocate those resources on PC because they probably (and rightfully so?) figured they wouldn't have enough sales to people who want to play in VR HMD + gamepad mode

They will probably fix this over time, but it really depends on demand. PC and PS4 are very different audiences, with a lot of PC gamers either hating or loving gamepads, so it's not such a obvious market to reach, and every thing they add costs money and time in the end.
ianl a écrit :
It's almost like an addiction to gamepads that some people just can't let go of. It makes no sense but then addiction doesn't make much sense. They need to wean them selves off gamepads and learn to enjoy the more immersive control options offered by this VR environment.

How can the experience of exploring and fighting in the wastelands be in any way a 'Virtual Reality' when you're sat in a chair with a gamepad controller for movement and targeting. Admittedly VR is still a long way off reality but by doing this you are sacrificing most of the immersive gameplay advantages provided by the current generation of VR! Why throw that away?
Because....some people who love the game are DISABLED and cannot stand and bend and stretch and duck. and wave their arms around . But would STILL love the experiance of the game in vr and the gamepad is the only option.. BUT, you think they should play as YOU THINK they should play . ya,,ok.....glad your not in any real posistion of power.
IanL 26 avr. 2018 à 13h59 
That's fair comment, you might consider Vorpx then, at least as an intermediate solution, until they patch in gamepad functionality. Would give you access to lots of other flat screen games too. My comments were aimed at non disabled people, so apologies for that.
ianl a écrit :
That's fair comment, you might consider Vorpx then, at least as an intermediate solution, until they patch in gamepad functionality. Would give you access to lots of other flat screen games too. My comments were aimed at non disabled people, so apologies for that.
apology accepted... But I am not very good with pc's as well, so i guess I will just wait it out and hope theres a fix that lets me play 'out of the box" so to speak. But right now i am at least enjoying skyrim vr with a gamepad VERY much.
IanL 26 avr. 2018 à 14h26 
Good to hear, I've yet to try that. Battling dragons etc was awesome on a flat screen, I can't imagine how much more awesome it must feel in VR!!!
Trith72 a écrit :
Skyrim VR pulled it off perfectly, in fact it's pretty embrassing this came from the same studio that just released Skyrim VR. This port must have been handled by the team from the short bus...
agree. the difference between skyrim and f4 vr (even beta) is mile imo
its interesting that it doesn't, since skyrim vr does
I guess if we ignore the fact that Skyrim does this because it was made first for PSVR where PS4 controller + HMD is the preferred way to play, and everyone is expected to have a PS4 controller with their PS4 then this would be an absolute shocker.

I mean, the fact that they "forgot" to spend the money to do the same support and testing on PC for FO4VR where the default controls almost everyone playing VR has are motion controllers with touchpads or thumbsticks, on top of the fact that PSVR has a larger install base to cater to, makes it seem really short-sighted that Bethesda didn't invest more than the bare minimum to get this game out and see how much people wanted it.

DOOM VFR and FO4VR both feel like "We have a 3D FPS game, let's make it VR and see what happens!" while Skyrim VR on PSVR was where Bethesda knew they would make their money back.

I love them both, but I am not surprised that gamepad style controls were left out when desktop VR's best feature has been free-handing with motion controllers.
One of the commends on the latest Fallout 4 VR patch said it now had xbox 360 controller support, is this true?
Or you could just use keyboard and mouse since... PC...

Or, you know, the really nice wireless controls that came with your Vive... since.. PC!
Dernière modification de Bacon Overlord®; 21 mai 2018 à 8h41
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Posté le 27 mars 2018 à 1h29
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