

Simply put, DOOM VFR feels like a game that has been brought to VR, instead of a game fully built around VR (which, in more than a way, it actually is.). I was a bit underwhelmed, coming from Farpoint (which is, IMHO, among the best experiences of the year). What bothers me more is the speed of your virtual legs I think (you probably move too fast?), but it was more than that.Īnyway, I still got to play the first full mission - in two takes - and honestly.


I tried all the possible configurations and options, toying around with the camera, the movement and so on, but to no avail.

I don't know why, I was able to play Farpoint like a breeze for more than an hour, but here moving was just disturbing for me. Sooo I eventually got to try the game, and unfortunately I experienced a massive motion sickness. I could ignore all the things in the 2nd paragraph if not for all the things in the first paragraph. I wonder if it's some engine optimization. Finally, when I turn my head I feel there's a temporal effect even with all AA is turned off. Also - there's a sort of feeling that the game is rotating and moving on a coarse snap-to-grid that I haven't really felt in any other game. Bad hit response animations.Īlso I don't know if it's because I'm on Oculus but it seems they have lens matched to Vive and there's no way to turn it off, because I feel there is a distortion pattern of pixel density. Besides what's already been mentioned, when enemies spawn in they're invulnerable. Probably the worst thing is the hit detection. It's also neat to see how large Cacodemons are - that'll fit into a revised headcanon. They did still pretty much get Doom up and running in VR (although these levels are quite reduced and flattened). There are a few free VR ports (Quake 2 especially), and a lot of indie titles that have better implemented VR. Really just buggy, poor VR implementation. I'll crosspost from PCVR thread for relevance.
