I mean having Steam installed and adding your EGS titles just in order to use Valve's controller wrapper is still the best way to use non-Xbox controllers. You can totally do the same with other software, but you will need one for each individual type of controller and some features might not be available. For example, one of the coolest things about Valve solution is that you can implement gyro aiming in basically anything that you want and change how that gyro behaves and is activated. ...
So basically the otome version of PacaPlus?
I see that you and the point have a very muddled relationship.
It's one of the best original "survival" horror available on VR. Unfortunately, it has the same issues as most VR titles, so fairly short and very derivative. Also, the original release half a decade ago did not get a lot of sales, so the developers abandoned the ship.
Looking at their sales numbers from past releases, I'm pretty confident that are very few people shelling out $60 for games like this. So I don't know about those "enthusiasts" that you are talking about, but NIS could definitely use some more of them.
Very silly question. One is a standalone solution that can be hooked up to a computer if the user wants, and the other is an accessory that is only compatible with one particular video game console.
They appeal to different publics that want different things from their VR setups.
And they will only become more and more affordable as personal and especially enterprise solutions move on to Gen 5.
I agree that it lacks diversity, but I would argue that the lack of different skin colours is the least of its issues. Everything starts from the fact that there are only 6 playable character models right now and while they fit a lot of the cast, the homogenization that brings to the table can't be ignored and it does hurt some characters directly like Ito. Since he is much more buffed in the arts than his standard tall male model allows in-game.
Then we have the gamepl...
I know NIS is not exactly a prosperous company and honestly, I'm surprised they aren't bankrupt yet. But this looks very budget. The picture of what I assume is a cutscene looks good enough, but the in-game sprites and the UI are quite rough.
Also for those wandering it's also going to be released on the Switch and no word of a western release.
If it becomes a large enough success. Then Microsoft will probably try to find a way to respond to it either by developing their own piece of hardware or more likely by making partnerships.
Given the current VR market and the original PS VR sales, I personally don't see that happening. But one can hope.
Commercially available I don't believe there is. But on the B2B market, you can get stuff like the Pico 4 Enterprise and the Quest Pro that not only feature eye tracking and Dynamic foveated rendering, but also face and hand tracking.
They are more expensive though. With the Pico starting at $900 and the Pro at $1500.
Just speculation based on the current market. But I feel the Quest 3 will be more advanced in some ways, particularly by using pancake lenses and being less bulky. And I fully expect that it will have similar features in terms of Eye tracking, dynamic foveated rendering and refresh rate. But will not reach the same levels of screen quality and the connection with a PC will still be only so-so cause Meta will not slap a display port into the device.
Still what will make or...
Not only it wasn't good. But it was a sequel to a mid-2000s PC shooter, that was somewhat popular in Asia and South America, but somehow got stuck on a console. So the public that could care about it, just wasn't there.
I guess Smilegate (the publisher) was betting on the Remedy Entertainment single-player for this release strategy to make any sense, but unfortunately, Remedy dropped the ball really hard on that front as well. So the final result was a mediocre mu...
I thought that this game was actually doing quite well. It's one of the few mobile games that I have anecdotes of people actually playing and I recall it was downloaded in by dozens of millions of people. The revenue from microtransactions was probably not good enough for EA.
Not that it's particularly difficult. GT has very detailed cars, but the moment you look outside it all falls apart.
Definitely some similarities, but this one is turn-based and people are speculating that it's also more based on instances instead of a big open world.
@Jin_Sakai
They are considerably more expensive than normal "Alps". If I recall correctly from the Ayaneo discussions, potentiometer sticks can be had for pennies when bought in bulk. Whereas good quality Hall Effect ones cost dollars per unit.
And as these first-party companies probably produce millions of these controllers, they can save a good amount of money by going with the cheaper potentiometer sticks. So right now we are seeing Hall Eff...
I wouldn't call it terrible, but it's definitely on the lower side. The 8BitDo Ultimate offers 30h, the Kingkong Pro offers 14h, the Dareu H105 25h, the Elite Series 2 40h and the Flydigi Apex 3 supposedly 70h.
I find it sad that every time I think N4G finally reaches the bottom of the barrel in terms of users. Someone comes and makes the bar even lower. Congrats man, next time try to read the article before commenting.
Very good article, that explains the "trick" being used by the headset.
The point of the Foveated Rendering is that it works well paired with eye tracking. So on a stream or any sort of external display, everything that is not directly in the line of sight of the user will get a bit blurred. For the user that is not noticeable, because 1. it's on the peripherical vision and 2. the lens themselves help to mask the effect.