jermi on 3/8/2020 at 18:03
Well, here's what I can do with ddfix. Plenty of issues, obviously. Some easy-ish to fix, some not.
[video=youtube_share;ZnqSi4VwgQg]https://youtu.be/ZnqSi4VwgQg[/video]
stutteringchimp on 12/8/2020 at 01:39
What about this site reshade.me/compatibility they have a VR program like vorpx and the Thief games are on that compatibility list as 'good' except it says something about
'No depth buffer access'.
Valet2 on 12/8/2020 at 09:11
'No depth buffer access' means no 3D.
It works awesome on monitor with 3D, but totally flat with HMD. Dunno why.
stutteringchimp on 19/8/2020 at 01:34
I guess the Looking Glass gang need to get back together to make a VR version of Thief Gold, TMA, or a new game like them with updated graphics. I like playing these FMs and I have been since I found them in 2007, but VR would add to the already immersive awesome Thief series and FMs, including T2X.
Weasel on 29/10/2020 at 03:28
After having played HL: Alyx (not that I doubted before that), I can say that the old Thief games would be perfect for VR, if the head-tracking and controls were ported over.
Picking up loot - perfect for VR (well, except maybe tiny things at ground level).
Pick-pocketing - great in VR.
Bow-shooting - made for VR.
Leaning - great in VR.
Mantling - yes.
Rope-climbing - check.
Black-jacking - exactly the kind of thing that works well in VR.
Spatial audio - heck yeah.
Shadows - maybe not on an LCD screen, unfortunately.
I want to go to there.
ZylonBane on 2/11/2020 at 17:49
You kind of forgot the most important one:
First-person movement - nausea-inducing in VR
Thirith on 3/11/2020 at 06:52
That's too simplistic. It's not the same for everyone, not to the same degree, and people seem to be able to develop something akin to 'VR legs' (though there is the question whether they'll want to stick with it until they do). Added to which, by now developers have a bunch of tricks that can mitigate and minimise nausea, plus Thief is a relatively slow, methodical game for the most part, which helps a lot. There are also various different ways of doing movement in-game that can be experimented with.
Personally, I wonder which aspects of first-person VR play are the most prone to causing nausea. While I've mostly been okay with it (i.e. I almost never feel any discomfort, and it's been like that from the beginning), fast, slidey movement is probably less than ideal, and for me at least it makes a huge difference whether I play sitting and turn using the controllers or whether I stand (my preferred way of playing) and turn by, well, turning.
Briareos H on 3/11/2020 at 08:55
The only times I ever got nausea were due to lag and reprojection. When everything is smooth (120 Hz is truly a pleasure), I can play for hours.
Now on the other hand, I don't know for others but I have a hard time maintaining immersion in first person when using fluid movement with the stick, even though it's infinitely more practical than teleport. Especially when room scale is here to taunt you, yet you are forced to abstract larger movement. Even worse is that I know there's no real alternative as VR treadmills seem like a terrible idea that will never get anywhere.
Anyway I'm all-in for Thief VR too. I really need to install the Dark Mod VR.
Thirith on 3/11/2020 at 13:53
Have you ever tried Natural Locomotion? You can demo it on Steam. It doesn't work equally well with all games, but at least with Skyrim VR it was a wonderful addition for me.
Briareos H on 3/11/2020 at 14:48
No, thanks, I'll install it and report back. The only thing I tried which came close was arm gesture locomotion in L.A. Noire VR and while it was interesting, I found it too strange to adopt.