Movement in Half-Life Alyx
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- เผยแพร่เมื่อ 8 ก.ย. 2024
- Gameplay video 1 (Teleportation locomotion style) - • Half-Life: Alyx Gamepl...
Gameplay video 2 (Continuous locomotion style) - • Half-Life: Alyx Gamepl...
Gameplay video 3 (Shift locomotion style) - • Half-Life: Alyx Gamepl...
IGN Video (9 Minutes of Gameplay) - • Half-Life: Alyx - 9 Mi...
Valve's VR page - www.half-life....
the fifth movement option is to run into the wall of your room accidentally
then so sixth option is being reincaranted in HL:A for rest of ur life
yeah. it physically hurts to see the player in the first gameplay video walking around in the real world to move. it's a recipe for disaster
I can't wait to see all the HL:A VR fail compilation videos of people knocking stuff over / running into stuff lmao
imagining playing Tekken just kicking down your whole pc setup worth 5000$
an investment into an abandoned warehouse could do nicely
"Very appealing looking drops that i just can't wait to launch myself off"
Suicidal Euphemisms in the Modern World
~Dr. P. Enis
Yeeet
Things I say on a daily basis for $500, Alex .
r/klikphillipsoutofcontext
thats me every time i see a big drop irl
My motions sickness is pretty good now after being swung around by a giant avatar in *_VRChat_* so many times
Perverts are immune to anything.
@@m4d_al3x ok
@@m4d_al3x noice
@@Dregomz02 Uh, as in actually picked up in tossed, usually while sitting on a tube or chair. Spinning in every direction
ahhh... memories...
It’s good that Valve gives us the many options in movement. I’m personally not a fan of skip jump movement.
I hope it helps set a standard, So *all* VR games will let you choose the option you like rather than stomach whatever they give you.
@@sceerane8662 Well depend on single player or non-pvp game sure its good. But something like FPS i don't think that will be good giving people each different option.
OkashiYujin in Multiplayer Games everyone needs to have the same controls. Same rules for everyone. Not that I really care because I don’t own a vor headset and this wont change until it’s way cheaper but at the same time has a good quality. And the need for a beefy compute is also a turndown for me The VR world will probably see me in 5-10 years.
@OkashiYujin
*Teleports behind you*
Potato Fury “nothing personal kid”
It's funny seeing idiots commenting on the IGN video saying "Teleport only? I'm out, Valve's dead!" before actually seeing there's multiple modes lol
IKR, and then they find out that there are multiple and feel dumb.
Let them feel dumb.
they shouldve shown smooth loco first because those people exist.
then again, they probably arent planning on playing this game anyways...
@YourGameTVlol some people think that Valve told IGN to show teleporting first.
@@jacobshirley3457 yeah, probably so that people who arent that used to vr wont get sick using teleport but you have some numbnuts who just go "wooo teleport only bad game" after watching 10 seconds of the video 🙄. you cant please everyone i guess
"For VR only? I'm out, valve is dead" :D
Teleport actually makes me even more sick as it feels so weird to just have a flash and then boom you are there, I like the walking method more, falling is hell tho so I just close my eyes when I do
That dosen't mean I don't get nausea even THINKING of VR
edit: if yuo di in the matrix u die in reel life
Everyone is different. TP might make you sick, but not others.
@@Zero001LP Yea. Personally, I don't get any motion sickness, so most of the time I bhop at full speed in vr games. But I can totally get how all options have to be there.
Have you actually tried VR? Everyone I know that has VR all say teleport=less motion sickness myself included.
it makes you "sick"? how?? i get that it's disorienting - i prefer joystick movenent too - but actual "i'm going to vomit" sickness? that's weird if it's true.
full locomotion gives me really bad nausea, especially while standing still :(
"Alyx's enormous weight" My mans calling Alyx fat.
*DUMMY THICC*
That’s the joke
CPU Iffy I mean this IS a prequel, she might’ve had a few pounds on her
SHE COMIN'!!!
based on how tall and muscular she is, she's AT LEAST 60kg. Which is 'enormous weight' for a plank.
Glad to see that we're getting regular joystick movement, good for people like me who aren't affected by motion sickness :D
I'm glad there's gonna be a teleport, I'm not yet accustomed to VR and the environments in Alyx look gross enough to make me hurl on their own!
10/10 the first thing to try is how op bhopping is, and if you can do accelerated back hopping in vr xD
@@tr7zw Please no, if I ever had to speedrun this game with Bhopping nobody would watch cause the screen would be watching a jet of vomit flying behind me wherever I go.
@@tr7zw There isn't any ABH in Portal 2 or CS:GO. There might not even be a crouch button in this game.
@@h4724-q6j this game does have a crouch button but it does not have a jump button
I can't wait for DeSinc to Backward BHOP in VR and give us a whole new meaning to VR induced Nausea.
would be nice if you could jump in this game, unfortunately not
@@hernandezboys3 Surely you'd be able to jump when using one of the continuous options, right?
Tom Stapleton nope
@@hernandezboys3 wack
Teleport hopping would be the new speedrun technique
About the motion smoothing in the videos, Beat Saber's CameraPlus mod smooths the monitor output so Valve is probably using a similar method to make these gameplay videos look pretty. I wonder if it will be available in settings for people who value pretty recordings over higher frame rates (as I imagine having to have a separate smoothened camera for the monitor will increase GPU demand).
Cpu too because of how games are rendered
I believe there is a setting to do this in steamvr as well, like for the display preview steamvr provides.
Knowing source engine, they probably record a "demo" and then every frame is played back and prerendered for perfect framerate, they've been doing that forever
@@MuskoxGaming4life yes but the steamvr preview is raw and unstabilized, it always looks worse than what you see in headset
well it seems alyx has somekind photo mode we will see how that plays out
I'm glad you're making a video about this topic.
It's infuriating how many people still think the game is teleport only :/
They watch 3 minutes and go "TP ONLY! BAD GAME!"
The reason why we didn't see HLA on the game awards because of of the game not including other options then teleportation and Valve relaised that.
@@hmrdev-billnye8166 As far as I know Continuos was already implemented. Perhaps the manual ladder climbing wasnt and they wanted to properly showcase everything (and not have smooth locomotion with a teleport ladder out of nowhere).
We'll the devs were kinda dumb for starting the demo with that movement mode.
@@Ginsu131 lol
4:20 Oh yeah, accelerated back hopping in vr.
bring a bucket to speedrunning events...
Hey guys, DeSinc here
HL Alyx Speedrun (+ Vomitcam)
@@dustojnikhummer god dammit you beat me to it
oh NO
I don't understand how you are able to respond to things so quickly, and in such professional quality. The script alone would take most people a week to write, yet you've managed to have the entire thing researched, scripted, voiced and edited in less than 2 days. Bravo.
This is Philip you're talking about. Philip knows his shit. Staying professional, while still being fun, not keeping it totally dull.
The fact that VR induced sickness is not a sci-fi term makes me proud of humanity.
not really, its far less cool than what it sounds like;
@@Rilex037 now you sound like a proper hard sci-fi
@Kill Slug Well until that time comes holodeck will become less impressive and people might say, it'd just a hologram screen in 3D not like the actual tree is in here
3 years later on a 4k vr i have walkedinto my wall many times as its realistic now
@@semihezen9541
Loving your output frequency recently, I love your videos!
The smooth camera might be something like beat saber I believe. Where the window on the desktop is smoothed out but the on the headset display it's normal.
Yeah
I feel so proud Valve never compromised its Quality over Quantity and made us another masterpiece.
Yes
So glad I'm not the only one who felt there was some stabilizing going on
They admitted it previously with the trailer and they've definetly done it here too.
There'd have to be right. I bet they use similar stabilization that those action cams and stuff use. You move your head a lot your brain just filters it out.
most of us haven't tried vr/recorded while playing
it's because people who have never played VR and don't have a grasp on how your brain stabilizes what you see, see all the jerky head movements in peoples VR footage and think it's crap because they are so used to how pancake games work.
You can see the hardhat peeking in and out when it's on the head, rather than staying in one spot, so the view is definitely stabilized. They probably used some demo playback feature and smoothed the camera.
Why am I watching this all it's doing is making me more sad that I can't play it.
U can play it bro. Just believe
This just in, Florida man runs around blindfolded with a make shift handgun shooting people while screaming about headcrabs ...
@@jysonberrington3131 lol
Get a job
@@HealthySkepticism1775 well why say that? The average wage can't support one man in his own home! Let alone a 200-500 dollar headset and gaming PC!
Man you are on a roll with these uploads! Keep them coming I AM READY FOR THE KLIKPOCALYPLSE
Man I'm loving the amount of videos you've been putting out, these are always a joy to watch.
In the IGN video the player walked on a box, they didn't jump, they just kind of "elevated" there in a split second and when they fell off, the screen went black for a split second and they were on the ground.
I think there should be an option to allow jumping and free falling without your vision going dark.
Considering the community's familiarity with source, VR branch or not, I'm sure if there's not a toggle you'll see a mod to get rid of that kind of constraint immediately.
@@MorePartyHats This is source 2, not source. The codebase is more than likely completely different, and valve arent dropping the SDK at launch. I don't expect to see mods for a while, outside of custom maps.
@@Bigfoott considering the modification workflow hasn't changed in source majorly since pre GoldSRC, I very much disagree the 'codebase' will be different. Source is an incremental engine, like Gamebryo is. The 'codebase' will be -identical-
@@MorePartyHats From the reddit AMA:
"We'd really like to release [the SDK] at some point, but it's a ton of work because ***Source 2 is a new toolset, much of which hasn't been previously released***".
Without a doubt it'll share many similarities to current source. Using "new codebase" definitely wasn't the best wording on my part, but i personally feel it won't be as easy as people are thinking.
They should have added the arm swinger movement type. Like the one in H3VR.
Its personally not for me, but for people who like it, hell yes!
:)
Best hands down. Most realistic
EthanFilms realistic? You don’t swing your arms like an idiot when you walk somewhere
@@samglover4923 maybe he does, you don't know that
I never knew "Continuous movement" existed, I was about to buy _Natural Locomotion_ . Thank you - you saved me a few quids!
I wish they'd put Armswinger locomotion into the game, as far as I know it comes from H3VR and it's legit, the best locomotion method I know of.
I already know that this is going to be your biggest video of 2020 so far. All the damage done by your upscaling adventures is offset. Well played.
There's a point in IGN's footage where the player drops down slightly, and the screen goes dark with continuous locomotion at around 9 minute mark th-cam.com/video/30v1UWkMBlU/w-d-xo.html
Edit: forgot to rewind by 1 second
Good catch. It's just before it for people who clicked the link and didn't see it.
oh lord i hope you can turn that off
neither preferences nor accessability options include the option to disable the screen cut. I'm very, very worried.
Also at 1:30 after the IGN player gets caught by a barnacle, his screen goes dark for just a moment right before he kills it. I'm gonna call it right here and right now that you get pulled up by a barnacle in "steps", the screen blinking between each.
Ew wtf is that? Hope it's some loading issue.
Wheres my armswinger movementmode? Ever since H3VR Twinstick just feels off...
Lol
@@coffin7904Agree. I hear Natural Locomotion lets you use armswinger and the like in any game
'armswing' locomotion is hilariously terrible, lol
@@Nemoticon Did your arm privileges get revoked by daddy and his woodchipper?
@@bosstowndynamics5488 Nah, it's a ridiculous method of locomotion, tried it before. You have to choose between moving or doing something else... rather than being able move, aim and shoot or interact with items and objects at the same time. This is why it is hardly ever used, its just too limiting.
I’m glad they have Continuous locomotion; I have never had motion sickness in vr so i find its the most immersive option. Teleporting around makes me more disorientated rather than motion sick.
Honestly, I've always prefered both. The Doctor Who game offers this and I found it the most comfortable so far, Boneworks did have a bad habit of being caught on things due to smooth movement.
By both I mean being able to have both movement options at the same time, so sometimes I can teleport if I find that easier if I'm doing puzzles, but during combat teleporting just would feel wrong, I wouldn't have the challenge I'd want.
Exactly this.
i don't know if I'm a big fan of developers using multiple movement systems. It means they are hedging their bets and not spending the time and energy to fully commit to ONE style and then constructing their gameworld around it. Level design and world interaction cannot be seamless (or realistic) if you can teleport whenever you like instead of virtually walking.
@@crazypath573 It is probably safest though. VR is still new and as such, there aren't many conventions when it comes to control. While having only one movement option could mean more tailored level design, it might a) deter people who prefer other movement styles, or b) make it less future proof when a definitive movement style is possibly chosen.
Imagine if the Haptic suit tool over VR in the future and hardly anyone uses VR anymore. You can feel like you are actually in the game
Honestly, my favorite form of locomotion in VR has always been arm swing. For some reason, it just makes sense to my body. I just run in place: swinging my arms, moving my feet. It just feels natural.
It is natural
It's cause ur brain thinks it's you
As someone who's played thru boneworks with no sickness problems, I'm probably going to play this game in teleport mode. I find that when I have smooth locomotion, I explore my surroundings less and sort of forget that I can walk around with my own legs. Teleport only mode will encourage me to walk around in my playspace more, and I'm hoping that'll increase my enjoyment of the world that hla builds
This.
Sometimes TP is more enjoyable and more preferable.
I just dont like the teleportation option at all tbh. Its a virtual reality, it should be realistic, and the walkin option imo is more realistic than teleportation 🤷 idk
@@prodrt1 Yeah, but the locomotion has to be good to even be enjoyable.
You've answered the debatable questions on my mind.Thanks,man. Now i could rest easy.
So many videos! Remember to pace yourself and take breaks when you need them :)
Damn, nice frequency! Also great topic to pick, since other youtube videos arent very informative about HLA movement
I can't wait until I can do accelerated back hops through the levels and my house.
Ahhh, thank you so match. I was searching this hole day and now you help me thank youuu. Love you
4:25
It's probably something similar to Beat Saber's "spectator cam" (or something). It doesn't change how the stuff in the headset is displayed, but the view on the computer screen is much smoother.
Dude that flashing to the next spot over and over again would make me so sick lol. I honestly cant even believe thats an option
you know boneworks has a headset view smoothing mode. turn spectator on in the options panel.
Armswinger is the best type of movement in VR. H3VR uses it, and it just feels so natural. You hold down buttons on your controllers, and you swing your arms as if running. It's definitely the most intuitive method.
and if you stop shakking your arm you can slide slowly, it's very good for corner
Also, I almost never feel sick in armswinger mode. I guess I'm just fooling my body into thinking I actually am running.
@@prrki yes it helps but we must blink for better result, i have motion sickness it's so long to get vr legs
@@2kliksphilip What do you think about armswinger in HLA? I've tried to tell the devs but I fear my words fall on deaf ears
3:36 erhm... should we tell him?
Thank god they added the analog normal movement option. Nothing breaks submersion more than shift teleportation. Thanks for this tutorial, I will now change options to normal movement with the analog stick.
Can we just appreciate how smoothly interactions with the environment are? I mean, just look at 1:46
Or when he opened the car door for cover
This was very informative and sold me on the game , I was hoping for full motion.
Realtalk armswinger is the best movement style and its criminally underused.
facts
Legit question. What's armswinger?
@@CarbonPanther Ah, thanks!
But how will you shoot while walking?
@@bobuscesar2534 either by only using one arm to walk or by having a small amount of default forward momentum whilst holding the swing button
I'm glad there is this teleport method, I can't play VR games where you walk but in reality you just stand. Motion Sickness Maximus
Armswing is without question the best method.
Philip has been killing it lately with all these uploads recently 💪💪💪
I'm so glad it's not tied to teleporting. Totally breaks immersion for me
this video makes me feel better about the game also your a narrator cool as the one in stanley parable
Oh look a new half life!
Teleports
Throws up
You might want to use locomotion instead then.
Zero001 can’t use vr bro I have a chiari it sucks, I will watch a let’s play tho so it’s not all bad
The wobbly view is juzt the way physics in Boneworks operate.
Arm swing is the future, shame devs aren't embracing it. Thanks, Anton.
I really enjoy the arm swing movement, but it can get weird while trying to shoot and move at the same time.
@@Zero001LP Hi, now with h3vr armswinger you can move and shoot in the same time
You just push menu button stopping arm movment
You can even setting slow action in left hand and fast action in right hand
@@jeanmarclevy9413 I didnt understand a thing, but thanks for... whatever you wanted to say.
@@Zero001LP ahaha i want to say that you can adjust armswinger now in h3VR sorry i'am french
@@jeanmarclevy9413 That's great then. Gonna check it.
DOPE as always, you're a really interesting TH-camr that makes great content, keep it up !
"Maybe to reduce sickness" - it literally says it in the menu, " the most comfortable". Teleportation is the most comfortable in terms of motion sickness. Black screen in between is the most comfortable, the can't just blink you into new position because they want character to actually spend a second sliding from one spot to another so you dont go through walls and AI knows you moved through and all that you talked about in another video. Shift is the same just no black screen, it's a bit less comfortable but sitll good for majority of players. Also it's NOT slower, as the time it takes you to slide from one point to another is the same time you spend with the black screen. Unless they deliverately made it slower.
Continuous is yes the best but yeah. It took me a while to adjust. I actually am prone to motion sickness but was surprised that in VR I had almost none of it. Only took me a few days to adjust and I can play Boneworks for like 2-3 hours straight. I get physically tired before any sickness. Only some movements may cause me some disorientation but not sickness. Also the "VR hands" syndrome for the next day, if you dont know about it, google, its quite fun :D Basically when you look at your real hands but dont feel like they belong to you.
I cant wait to vicariously play HL:Alyx through philip. Probably wont have it for years after release. Very excited non-theless.
This looks really cool and fun, but too expensive to buy VR :(
I love the free movement of Serious Sam VR.
This actually looks awesome, but I still hate Valve for making it in VR.
That's... Kinda a weird way to look at it.
Half life has always been about pushing something new in gaming. Hl1 was a new way for story telling that was more immersive than anything before it, and ai improvements. Hl2 was physics, and steam. And alyx is vr.
When Valve was making it for VR, they wanted to make it also work on non-VR. But it would just compromise the experience on VR or ruin the experience on non-VR, so they scrapped non-VR altogether.
mte, nobody wants VR. It's a stupid gimmick.
@@BEkov-kd8cf oh shut up with this same argument over and over again. It's insane that despite valve screwing us over so many times fanboys like you will still rush to defend them.
Oh god I didn't even think of the speedrun implications this will have until you mentioned it.
Probably some contorted VR Prop surfing in combination with buckets that create a resonance cascade flinging the players through the map via alternate dimensions.
One of my favorite current VR games is Windlands 2 (and OG Windlands), because the majority of the movement isnt just a joystick or teleporting, but rather you swinging around, while you arent doing much with your body, the little amount you are doing makes it feel real, (You essentially swing like spiderman, but with grapelinghooks in a fantasy-like world, its dope). I hope more games inovate on movement methods, instead of stagnating with just teleport or joystick.
(Fyi if you wanna try these games, you dont need to play Windlands 1, to follow along in Windlands 2, Windlands 1 doesnt really have a story, but Windlands 2 is roughly a 4-6 hour campain, that is co-op-able up to 4 players, I recommend just getting Windlands 2 and some mates to play with, its amazing)
Teleporting actually makes me more nauseous than moving with the analog stick so I'm glad they've actually put in the option
Finally, I can put my childhood racing pedals to work! One for thrust (forward movement where "forward" is decided by head or hand position), one for turning 180*, one for jumping!
Damn that's pretty intelligent insight on the gameplay, it'll be interesting how the game shapes out and what effect or lack thereof it will have on the whole VR development.
So excited for this! I know for a fact I'm choosing Continuous, since the only time I can recall ever *really* feeling motion sickness in VR was when I was rapidly spinning around in circles in a lobby while simultaneously dancing, and even that lead mild queasiness more than anything, and it went away fairly quickly after I stopped doing that.
I'm so hyped for him overanalyzing every single Detail Out of These new Gameplay videos.
I love how it gets straight to the point
For the camera stabilization mentioned at 4:29; the game could just have an optional spectator camera.
Higher performance cost since it's an extra rendered view view at desktop resolution but it's great for creators. Look up Beat saber "smooth camera" if you need an example.
Boneworks also has an option for this type of smooth spectator camera, forgot the exact name though.
All options allowed for. Excellent Valve. All thumbs up!
I've only had VR for a few days now. My 2nd time in VRchat I actually threw up but I've been getting more resistant to the nausea by the day and I'm actually impressed with the human ability to acclimate to VR. If my improvement continues I should have no problems with stick-controlled locomotion soon enough. It's good they include the teleporting as an option since I'm not sure if everybody will be able to get over VR sickness depending on their natural balance/inner ear etc.
Other theory on the stabilization. I'm pretty sure at least in some games there is the option for a smooth camera in mirror view, so it will probably show the smooth footage on the screen and the normal non smoothed footage in headset. This means it probably was recorded like it is but from screen not from the headset
Sinom Job Simulator has this option for spectator mode
Your last comment about the camera smoothness is interesting for a few reasons. Im sure some smoothness was probably added in post so Valve can make their trailers look nice. But some of the most popular and common mods in moddable VR games have been centered around camera smoothing and increasing fov. This was most notable in relatively sedentary games like Beat Saber, because the unnatural smoothing motion only has to compensate for a little movement. These mods can reduce nausea, and so i feel it's understandable that Valve might have built-in some natural camera smoothing options on top of tailer editting. Camera smoothing might not mix as well in contiguous movement because of faster, choppier movement, but the game was originally made with teleport in mind, so a scalable camera smoothing system may have long been in the game.
Can't wait to see a speedrun of this game, bunny hopping and all. :D
I used continious moment by hand. That way you can walk while looking left and right, more natural. Movement by head means it will move where you looked, sounds easy, but strafing is here harder. Not great for approach critical places or need hide for enemies.
Aaaaand you can move by head position or just by button between stand and crouch. This is also natural movement.
Only seated users will use snap turn because they cannot turn fast while seated.
Teleport and shift movement styles are actually the styles that makes me the most motion sick
The first VR game I played was a demo made by NimSony that is supposed to replicate the movement of Spiderman, with the web-slinging and locomotion all included. You even had to bob your head up and down to replicate view-bobbing to run. So either I have zero vr motion sickness, or I built up a tolerance to it extremely quickly, by playing one of the most nauseating (yet very fun) demos.
Glad to see the movement options, I think I've seen similar styles of movement in other VR titles like Onward
I just now realize that head wobble is a thing. That make me wonder how did all those VR gameplay footage I watched are made.
The most exciting part about this is that we will be getting the Source SDK for it all!!!! My bet is that VR demos are a thing, as in recording gameplay inputs like we can do in tf2, cs, etc and that there is some kind of smoothing option for rendering them out.
mapping tools only *
Ah yes. The three movement types:
Reverse SCP-173,
Time Crisis / Blink dash from Warframe,
and finally...
Walking like a normal goddamn person, but with a chance of motion sickness.
It's like a motion sickness simulator and the movement types are difficulty settings.
If you don't do a playthrough I will be saddened. I'm super hyped for this game!
The stabilization is probably done in-engine.
Beat Saber has an option called Smooth camera, that reduces the shake probably by lerping the camera to the head position instead of directly parenting it.
But this of course only applies to the spectator camera, that renders to the flat screen. The first person VR cameras still follow the head precisely.
It's not the early days of VR. We knew what works in what situation since consumer HMDs were a thing, locomotion is great for people who can't accept that superman-dashes allow you to engage so much harder with all the gameplay options and tons of games have demoed all the alternative prior to boneworks - better too, you know, because bomeworks is far from optimal and games like Sairento VR nailed non-WASD movement long before it.
Valve just consolidated all the legit alternatives into a nice, cohesive experience, and it will be amazing on top.
This game will be the main reason that i get a decent VR setup at some point this year but i can already tell that it will give me a hard time considering i felt sick by just watching the gameplay.
Philip is an incredibly insightful guy.
Very excited about this game! But even if it was just a standard non-VR FPS, I would’ve been very excited already
Just a thought, but if S2 is in any way based on S1, it could have some kind of demo feature, which could possibly implement some kind of smoothing system. I remember hearing about something similar, but it could have just been speculation
VR Nausea is the reason we play VR. Bring it ON!!!!
The gameplay was likely recorded using a screen debug camera that tracks the head camera with extra smoothing in the engine (which might even be exposed as a feature for streamers and youtubers). It's unlikely that it's stabilized in post, because there's no reason to try to patch up the footage with machine vision when you have access to the way it was rendered.
can't wait to see a desinc video of him doing 300mph jumps on VR while puking from motion sickness
Lmao
It's very easy to overcome motion sickness in VR. I can play every single VR game out there and not get sick in the slightest.
There is a very short clip of Alyx falling though: later in the IGN clip, the player is seen falling down from a crate. The screen faded to black slightly, but instantly lit back up when the player touched the ground.
Probably a mode for those who can get sick.
Some VR games have features where the screen they show on the computer monitor (also the one being recorded) is stablized so that viewers don't have to deal with the head's rapid shake.
I'm so thankful for the teleport because if it didn't have it I wouldn't be able to play without being sick so I'm going to play in my front yard so plenty of space to walk and when I have to ill teleport
I love that Valve is trying to make it as accessible as possible by allowing people to play it whichever way they want. A lot of developers seem to be committing to one particular movement style and then it alienates people who don't prefer to play FPS VR games that way. Hopefully a lot of developers learn from this. I'm especially glad to see that playing while sitting is supported, I just don't have the room for roomscale VR yet but I still have a Rift S and I still want to play this.
There are a bunch of apps on Steam that let you control continuous movement in VR by actually moving your hands, and the reviews say that this helps reduce motion sickness. Definitely gonna try that out once I get VR. Would be cool if that could be implemented in the game itself.
Idk why you are in my recomendations but you're right
I don't even have the time to watch all of these new videos