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> I don't know about your friends, but playing Alyx opened my eyes to the level of immersion VR can achieve. It's a kind of gameplay that can't be repeated with 2d screens.

Every time I read something like this about VR I hear the same stuff I hear from like, audiophiles talking about gold plated cables and shit. I have a Rift, and I get a lot of use out of it for Beat Saber and VTOL VR, but there's no reason the latter can't be non-VR and I would categorize nearly everything I've ever played with it as a gimmick.

The experience is a little more immersive than a screen, but in my opinion not that significantly so especially considering all the drawbacks.



My experience is completely different. I haven't tried the oculus but I did play around with game development with the Vive 2 at university about 4(?) years ago. Maybe because it was room scale VR (eg you were physically walking around) but it was extremely good at immersing me to the point where memories of being inside (our rudimentary) game feel like memories of being in a space rather than memories of playing a game.

I think it's dumb to compare this to audiophile stuff with no proven benefit, it is a fundamentally different way of experiencing. The feeling of presence (as it is called in VR terms) is something that was really noticeable for me.

I suspect that maybe the immersion/presence just doesn't stick for certain people? I do know that I'm unusually good(?) at suspending disbelief and getting totally absorbed in media.


> Maybe because it was room scale VR (eg you were physically walking around) but it was extremely good at immersing me to the point where memories of being inside (our rudimentary) game feel like memories of being in a space rather than memories of playing a game.

Two things: One, room scale is extremely problematic for most people because they simply don't have an empty room to do it in. I own my own home and have a room free of obstacles to play VR stuff in, and yet I still occasionally hit walls with my fist and once slammed my head and shoulders into one pretty hard. Frequently in-game objects seem to be placed physically out of reach.

Second, I get that "I remember it like I was really there" feeling from a lot of 2D games I've spent significant amounts of time in. Recently while playing Scavenger SV-4 I felt distinctly unsafe during a certain in-game event despite being aware on some level that I wasn't actually in that situation in real life. Maybe there's only a certain kind of mind that can get that immersed on a screen though.


Yeah, physical movement is a big advantage. Gorn and Creed were also fun, but most of my time was spent with Beat Saber. Never tried Kinect / PS Move, but i doubt it's even close.

> a little more immersive

I wouldn't say a little... 10% to 20% maybe. That can be quite a nice bump for stuff counting on immersion. But again, the software has to properly use the system... my neck really hurt after playing Subnatica, and the play-through pretty much ended anyway due to Cyclops being pretty much uncontrollable.




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