There’s no shortage of speculation when it comes to all things Valve. Tyler McVicker, YouTuber and one of the leading voices dedicated to deciphering Valve’s various internal developments, however now reports that not only is the company’s long-awaited standalone VR headset still coming, but it may arrive alongside its own Half-Life game.

Valve’s much hyped standalone, known only as ‘Deckard’, is “still very much in production,” McVicker maintains, saying that according to his sources that Valve “still intend[s] on shipping this piece of hardware.

  • SteefLem
    link
    English
    154 months ago

    If valve makes HL3 vr only im gonna go and shit all over there office

        • @MTK
          link
          English
          04 months ago

          Beat me to it!

      • SteefLem
        link
        English
        4
        edit-2
        4 months ago

        Only if its also for non vr, then maybe also a little pee

        • @[email protected]
          link
          fedilink
          English
          6
          edit-2
          4 months ago

          How do you actually make this work without making a separate game that just uses the same maps and weapons? Even then things won’t be designed in a way that you’d like, and a lot of what makes the experience good would be lost.

          You basically have to make a second game based on the VR game. This is why nobody really does that.

          2D games translate to VR either by providing virtual controls like in space, flight, and driving sims. Or they haphazardly stick cardboard cutout models that float through everything like in skyrim/fallout 4 VR.

          Well made VR games with proper physics, like Boneworks, HL:Alyx, or Blade and Sorcery require an amount of input that you can’t get outside of VR.

          To get the same amount of control you get in a well made vr game from KB+M you’d basically be playing QWOP.

          There’s no way to get an equivalent of:

          • 3 3D Positional+Rotational inputs
          • capacitive finger tracking
          • face buttons w/ capacitive thumb tracking
          • analog sticks

          On a standard gamepad or kb+m. That’s before we talk about full-body tracking. If you make a game that really takes advantage of all of that, there’s no way to make it translate well.

          • SteefLem
            link
            English
            7
            edit-2
            4 months ago

            Well they had 20+ years to figure that out

            Also this is a very serious reply to a poop and pee comment

          • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️
            link
            fedilink
            English
            0
            edit-2
            4 months ago

            Theres no way to get an equivalent of; 3 3D Positional+Rotational inputs

            Someone never played Jurassic Park: Trespasser and it shows.

            Also:

            Analog sticks

            lolwut? Just use a controller.

            It really comes down to how the game is designed. It wouldn’t feel as cool since you’re not actually using your body, but there’s no reason it couldn’t work as any other FPS already does and then also have the full VR experience too for those with the hardware. Plenty of games do this.

            • @[email protected]
              link
              fedilink
              English
              34 months ago

              The point wasn’t the analog sticks on their own, it was being able to coordinate all of them, or an equivalent, in unison.

              • @[email protected]
                link
                fedilink
                English
                14 months ago

                It’s like… beyond-analogue-sticks AND you still have two analogue sticks you can use while using the 3.5d super analogue sticks that are your whole ass arms.

                VR is nuts.

      • tiredofsametab
        link
        fedilink
        14 months ago

        Out of excrement, presumably.

        Edit: I hate that the default sort isn’t oldest first; I was beaten to the punch.