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回報翻譯問題
I hadn't tried the first person before, and frankly, it disappointed me. It's more like your avatar is below you and invisible. There's just some arbitrary point that lasers come from and missiles are trying to hit.
Dynamic camera however... puts you very up close and personal with your avatar, arguably closer to your actual position than the first person view is. And suddenly the game seems like it has a lot more depth. I never realized my character was going THROUGH the red lines making up the "ground" at some points. Was a really cool thing to see. And the Venus boss's swarms? Those things are HUGE! Just one could bite your head off in one chomp!
I think the whole issue is that the core design of the game is rather stereoscopy-unfriendly. It's filled with wide open spaces, line art and flat shaded polygons. The convergence cues are resultingly subtle (due to lack of detail) and very small (due to distance). IRL, this wouldn't be an issue, as we get an extra depth cue from focal accommodation. With current VR headsets, focal accommodation is saying "it's flat! it's all flat!" because the screen is, well, flat, and a fixed focal distance from the eyes.
I still play in VR for the headtracking. In the main game you can take all kinds of shots the game wouldn't normally let you, yet it feels like the game is rebalanced to suit the added freedom of VR. (In particular, the Venus boss's swarms are incredibly aggressive.)
Just wanted to let you know that we're all reading this and all the threads (here on Steam, Oculus, reddit, other boards, etc.), every day (several times a day :), even where and when you don’t see us posting ourselves.
Hopefully our actions (in terms of updates since launch) speak louder than words, since we can’t respond to all feedback and requests -- and because we try to “under-promise, over-deliver” as much as we can -- but I can say FWIW (without being able to promise anything!) that enhancing “3D-ness” is something we’re continuing to look into.
Thanks again to everyone who has commented anywhere (both positive notes and constructive criticism), especially those who have been helping us locate and squash bugs. Your patience and support (and interest enough to take time out for us in the first place) is -super- appreciated!
Speaking only for myself, but I don't imagine that anybody here is expecting miracles with the quality of the game's 3D depth perception outside of Area X when the core game is so old, wasn't originally designed for VR and is now being sold at cheaper price.
However, I've read that the PC version's 3D depth perception is markedly inferior to the PSVR version that was released quite some time ago. It's said to be particularly noticeable when displayed on Oculus Rift.
So when people are saying 'fix the 3D' it could equally be stated 'fix the 3D because it worked on PSVR but you broke it on PC'.
Re: "without being able to promise anything!) that enhancing “3D-ness” is something we’re continuing to look into",
Not to be rude but if you can't promise to fix the game so it displays properly, i.e. like it did on PSVR many months ago, then I don't see why I should buy what is essentially a faulty product.
I bought Rez on Dreamcast at the time of release and also on PS2 some time later. I was so excited when Rez Infinite recently came to PC but that excitement has been squashed by it having been released in a partially broken state. That disappointment is now extended because the dev' hasn't committed to fixing it and can only offer us non-committal assurances that they're 'looking into it'.
So Rez Infinite has gone from 'must buy' status to that of being something I might buy when heavily discounted in a future sale if the dev' ever manages to patch it to the state it should have been on day one. That makes me sad.
Thank you.
I had no idea that it looked fine on PSVR :-/...ugh.
It's what rankles with me the most about the game on PC. If the 3D depth perception wasn't great on all formats then it'd be more understandable, i.e. we could perhaps forgive the dev' given that Rez (Dreamcast/PS2/X360) was originally never made for VR. However, that's not the case because Rez Infinite was released alongside PSVR whereby the main appeal of its release was to experience Rez in VR. Which is precisely what PSVR owners were given some 10 months ago when it arrived.
So when it's reportedly fine on console we know that the dev' successfully managed to get 3D depth perception working in the game. It therefore follows that there's no excuse for it not to be working properly throughout in the PC release.
The dev' has clearly blundered and arguably shouldn't have released it on PC until it was working properly like it does on PSVR.
If the dev cann't fix the 3D just release it as a regular pc game. I refunded the game when the game works in VR I will purchase it again if not I will pass.
but this this has been released at near the same price point as 'hellblade' & '>Observer' which are both original content.
I'm sorry to say, there isn't an excuse for this not being perfect on release, this fiasco has tarnished the REZ legacy.
Just wanted to thank you for letting us know you've heard us. I'm a programmer myself, and I know how important it is to under-promise and over-deliver. I'm glad you felt comfortable telling us you've been looking into it, and I'll temper my expectations accordingly. For what it's worth, it's a dream come true to have Rez on my PC (and in VR!) and I'm grateful for all the work you've put in already.