Croteam announced The Talos Principle VR [Steam] and the good news is that it seems it will support Linux too.
Direct Link
About the game
The Talos Principle VR is a virtual reality version of Croteam's critically acclaimed first-person puzzle game in the tradition of philosophical science fiction.
As if awakening from a deep sleep, you find yourself in a strange, contradictory world of ancient ruins and advanced technology. Tasked by your creator with solving a series of increasingly complex puzzles, you must decide whether to have faith, or to ask the difficult questions: Who are you? What is your purpose? And what are you going to do about it?
Of course, you will need a VR set like the HTC Vive to actually play it, which will limit the audience somewhat, especially on Linux. With SteamVR still in early Beta for Linux, hopefully it's playable. The VR release will also include Road to Gehenna, the DLC expansion.
There won't be any thoughts from me on it, since a HTC Vive is far out of my price range. One day I will grab one, once SteamVR is more stable and the prices become a bit more reasonable. For those without a VR headset, the normal version of The Talos Principle is great and works well.
The VR release is planned for October 17th.
Since "walking while standing still" is the most common cause of nausea with VR, I'm wondering how they solved that in this game.
I have a HTC Vive (haven't managed to try it under Linux yet, still trying to get GPU pass through working) and I can say that most games use limited walking within the play area (for room scale) and then "teleportation" using the trackpads on the Vive controllers to point where you want to go. I suffer from very sensitive motion sickness due to a concussion and can report that as long as the frame rate is rock solid (90 fps) I do not get sick. If games don't properly set up their FOV/motion blur/other effects, that can change though. The only game I've had that issue in is Trickster VR.
Serious Sam is one of the few Steam VR experiences that has worked well for me in Linux. I am as excited about Talos Principle VR as any VR experience I've had so far.
So Teq, you're a Vive owner then I presume? What's the current status on that, and VR on Linux? Both in regards to the SteamVR software and the games themselves?
I'd love to read an update on that.
Since "walking while standing still" is the most common cause of nausea with VR, I'm wondering how they solved that in this game.
True locomotion support - teleport, instant teleport, blink teleport, classic full locomotion (with or without comfort mode). Explore the game's non-linear world, solving puzzles your way. Go with the safe built-in teleportation system or tweak and adjust the way you jump through the VR space to best suit your playing style.It looks like "whatever works best for you". If they're using the same system as the Serious Sam VR titles, it's pretty flexible and works nicely.
Yep, I've been a Vive owner for about a year, and a Linux user for about two decades.
The Vive: Is amazing. VR is not overhyped, but it's absolutely true that you have to see it to believe it. The best analogy I've come up with, which isn't great, is that it's the difference between seeing a picture of the Eiffel Tower, and actually going to the Eiffel Tower. Really night and day. I'd call the current state of game offering for VR ok. There are couple of amazing experiences that are mostly tech demo's and lack replayability. There are a couple of excellent games, which tend to be "short" when compared to traditional desktop titles. I've played a TON of Elite Dangerous (which people but thousands of hours into). If anyone compares roomscale VR to daydream or 360 video stuff that samsung is pushing, don't listen to them, they don't know what they're talking about. They are not remotely the same experience.
Vive on Linux: Needs more work. Valve has been waiting for Vulkan to get full swing before they spend too much time polishing the experience. I've got Arch running on an Intel with a 1080, so I'm about as close to a fully compatible with the latest Vulkan drivers as I can be. It works, but it's not pretty. Performance is acceptable, by which I mean that most of the time, with the right settings I get enough framerate to have a smooth experience (framerate is super important for VR), but I still get stutter. There have been a lot of improvements since its initial release, so I've got high hopes that we'll see parity with Windows performance. There seem to be a lot of games that claim to support VR on Linux, a lot more than the last time I looked. I've only got a couple, the best of which is Serious Sam VR: The First Encounter.
To sum up: VR is, in my opinion, entirely amazing. If someone is giving you an opinion on VR make sure they've actually used it, because it really is one of those things that requires experience to appreciate or understand. I hear a lot of people talk down on it, and frequently they've never touched a Vive, but they're really sold on the idea of AR or Mixed Reality, both of which are cool, but do not negate the excellent of a roomscale VR experience. I would not, at this time, purchase a Vive to use exclusively on Linux. At the current rate I wouldn't expect a polished experience for another year. However, if you don't mind using Windows as well as Linux, I highly recommend getting into VR as soon as you can afford to.
VR is not overhyped, but it's absolutely true that you have to see it to believe it. The best analogy I've come up with, which isn't great, is that it's the difference between seeing a picture of the Eiffel Tower, and actually going to the Eiffel Tower. Really night and day.
I felt like after sitting in front of monitors for over three decades, I was now stepping into the monitor.
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The Vive: Is amazing. VR is not overhyped, but it's absolutely true that you have to see it to believe it.
It really is...
I read this morning some news site questioning whether VR has "jumped the shark". Some claims were threats of AR gaining popularity, as well as possibly VR going the way of 3D TV.
Bollocks!
VR and AR are completely different beasts. If you have experienced full VR immersion into a new world, AR's projecting things over real-world pales by comparison.
And as far as 3D TVs.... That really wasn't immersion, that was a 2.5D, windowed experience compared to VR.
In fact, I am considering an upgrade in the future:
https://www.kickstarter.com/projects/pimax8kvr/pimax-the-worlds-first-8k-vr-headset
It's VR on Linux I am trying to stay updated on. The Vive only gets cheaper while I wait, and without games to play or proper performance it's worth waiting.
Regarding movement: Do I HAVE to use the room tracking, can't we use just the head gear and the two controls while sitting?
Since "walking while standing still" is the most common cause of nausea with VR, I'm wondering how they solved that in this game.
True locomotion support - teleport, instant teleport, blink teleport, classic full locomotion (with or without comfort mode). Explore the game's non-linear world, solving puzzles your way. Go with the safe built-in teleportation system or tweak and adjust the way you jump through the VR space to best suit your playing style.It looks like "whatever works best for you". If they're using the same system as the Serious Sam VR titles, it's pretty flexible and works nicely.
I read about the teleportation in SSVR. I'm not sure how that is going to work in The Talos Principle. It would be ok for the main puzzles, but there is also a fair bit of free exploration needed to get to the stars that does not match well with teleportation. I suppose they could just have gotten rid of that part of the game.
At this point in time, Croteam could release a game where you stare at a steaming pile of crap, and I'd still probably buy it. They're awesome.
Last edited by slaapliedje on 11 October 2017 at 4:35 pm UTC
Since "walking while standing still" is the most common cause of nausea with VR, I'm wondering how they solved that in this game.
True locomotion support - teleport, instant teleport, blink teleport, classic full locomotion (with or without comfort mode). Explore the game's non-linear world, solving puzzles your way. Go with the safe built-in teleportation system or tweak and adjust the way you jump through the VR space to best suit your playing style.It looks like "whatever works best for you". If they're using the same system as the Serious Sam VR titles, it's pretty flexible and works nicely.
I read about the teleportation in SSVR. I'm not sure how that is going to work in The Talos Principle. It would be ok for the main puzzles, but there is also a fair bit of free exploration needed to get to the stars that does not match well with teleportation. I suppose they could just have gotten rid of that part of the game.
It's an option in SSVR. And they have mechanics in place where you can't just teleport anywhere. There were secrets and such where I'm pretty sure you have to run and jump (which is painful with the Vive controllers). I've gotten stuck on the first one on this level where there is just so much flying at you that you have to move around fast as possible or die. So mastering the smooth movement is almost required anyhow.
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Regarding movement: Do I HAVE to use the room tracking, can't we use just the head gear and the two controls while sitting?
It all depends on the game. Some require moving around a room, some are optional, others again use no movement and are sit down games. Steam game pages are pretty good at detailing all of those specifications.
I actually still run into periodic issues on Windows, most commonly, sudden total loss of headset tracking. I suspect it may be a sync issue with my base stations.
The current state of Linux VR is actually pretty decent, if you have a GeForce or are willing to deal with unstable (git) Mesa drivers. The NV driver hangs are finally gone as of the 384 series. I've been having great results.
I actually still run into periodic issues on Windows, most commonly, sudden total loss of headset tracking. I suspect it may be a sync issue with my base stations.
Yeah, make sure there aren't reflective surfaces around. The lighthouses tend to get confused.
Oh I need no sales pitches on VR in itself, I'm sold on the idea since I first saw the Star Trek holodeck when I was a kid.
It's VR on Linux I am trying to stay updated on. The Vive only gets cheaper while I wait, and without games to play or proper performance it's worth waiting.
Regarding movement: Do I HAVE to use the room tracking, can't we use just the head gear and the two controls while sitting?
There are games that are designed for sitting with a controller, and those games work quite well. It's not on Linux, but I have played a bunch of Subnautica, which is a seated/controller experience and it knocks my socks off. My most incredible experiences in VR are roomscale, but I've also played a obscene amount of Elite Dangerous which is a seated experience as well. But of course you're looking purely at Linux, so that might not be terribly helpful information.
I'll reiterate my previous advice: I don't think VR is ready for a pure Linux user. There are too few good games and too many technical bugs. Now if you'll be happy with only a couple of games, Croteam is working hard to give them to you (and they should be commended for their effort).
He has a HTC Vive. I played SuperHot for quite a while, Audioshield (very physically exhausting!), StarTrek (not my kind of game, but very nice) and some Archer game. It is worth the price!
What I would be espacially interested in is how it feels playing with headset and driving wheel in racing games or Keyboard and Mouse in a FPS.
Has anyone of you tried this yet?
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