@@drmikehuntphd7905 maybe it just isn't for you then. i enjoy it as it's essentially like spending a day at the gun range except you have hundreds of weapons and customisations. if i want to play a "game" i'll go play pavlov
H3VR may look like a "gun sim" on the surface. The amount of originality and content packed in such a fleshed out VR game is insane! I'd really encourage you to go in with an open mind and spend an hour or so in each little world to really fully embrace the game. I have 500+ hours in it and I can't stop playing. Anton is an amazing and brilliant developer
@@JackFoxtrotEDM H3VR came out on April 5th 2016. to have 10,000 hours, you'd have to have played 3.89 hours every single day for the 2,569 days the game has been out.
@@_herb It was partly a joke because people always talk on the subreddit about how high their hours are. Still, I'm almost at 4,000. My VR sessions are significantly longer than the average user. One time I played for like 12 hours straight playing one Take and Hold session back when the Endless option was still a thing. Took turns sitting and standing, moving around a bit. Slept like a baby afterwards though, I'll tell you that much. This is probably the reason why my Rift CV1 is held together by duct tape at this point. A) because short warranties and no right-to-repair suck, and B) because I play the shit out of VR all the time.
Another excellent guide for all the VR devs out there, great job! Also, in vertigo 2, you can load the grenade balls through the slit in the top of the alien grenade launcher, which actually puckers up when you bring it close, which is another great solution for organic guns
I'm glad you started the video by acknowledging H3VR. However, I think it does overlook some of the very nice features that H3VR has implemented for firearm handling that could be (and in some cases have been) implemented in other games that don't necessarily need to share its slavish attention to real-world detail: - One-handed weapons that gain stability when the off-hand is held close - as if to brace with a two-handed grip, without having to actually grip with the second hand. - Two-handed weapons that can be stabilized with a control on the off-hand. (Pulling the trigger on the off-hand reduces the movement sensitivity, greatly aiding in precision long-range engagements.) - The "virtual stock" that stabilizes stocked weapons when they're "pulled into the shoulder". Unrelated to weapon handling, I feel that H3VR's "spin your hand around" wrist menu is such an obvious and intuitive solution to avoid tying up a button for "menu" when most VR controllers have so few buttons available to begin with. I wish more VR developers would take note of that one.
weird to mention rec room, but rec room's watch menu was done really well imo with you being able to look at it or tap it to open it, so as not to have any buttons required to be used for it
A very nice feature that h3 has, at least on the index, is the ability to hold your touchpad in order to move the bolt on a bolt action rifle, meaning that you don't need to let go of the rifle with your main or off hand. It's such a nice feature, I am surprised it hasn't made it in any other VR fps. It feels so natural, shoot, hold touchpad (that also naturally bends your fingers in a pinching position, just like it would if you were to actually try to cycle a round irl), make the Cha-Ching motion, done. You're already holding the rifle just like you were before. I'm not sure what the bindings are like for other controllers, but on the index I would say it is the definitive way to do a bolt action rifle in VR.
Hot Dogs, Horseshoes and Hand Grenades also has arguably the most replayable mode (Take and Hold) of any VR games, perhaps tying with Blade and Sorcery's Dungeons mode. H3VR also has hand models but only for Index users (they are giant sausage fingers)
A hybrid between realism and creative. Like a quad barreled break action shotgun with a leash underbarrel attachment. With the leash, you can propel light enemies for easy melee kills with a spike underneath like the meathook from Doom.
I always gotta bring it up when I have a chance, but I really like the weapon handling of Into the Radius. Both two-handed and one-handed guns feel good to me, and the aiming through scopes has found a good happy-medium over the years as they keep adding QOL features (the current game feels very different compared to the initial 1.0 version). The need to clean your weapons also finds the right balance between realism and fun in my opinion. It feels very rewarding to me, since the weapons feel "right" and you actually have to take care of them, but you don't need to disassemble them and mess with springs and whatnot. (Though if a game DID make you disassemble a gun, that might be cool too... I know "Ab Aeterno" is attempting to do that and it looks very detailed and impressive. It's another game inspired by S.T.A.L.K.E.R., like Into the Radius is, and being developed by one dude. Hopefully it turns out as good as Vertigo 2!)
Webley and Scott deisgned a break-action revolver almost 2 hundred years ago in Birmingham. It carried the british army through WW1 and WW2. Not the orginial designer, but one of the most well known iterations of it.
4:54 yep, accualy half life opposing force, it looks like a mix between Barnaclee hand weapon by desighn and another alien weapon (i think shocktrooper) with feeding mechanics and explosive balls
I think an interesting idea for an ammo counter in a game like onward would be clear magazines like if you wanna check your ammo you can pull out the mag and it will go from solid to clear so you can check your ammo
I am enjoying "The light brigade". It's hyper accurate, with no assistance to aiming, so you need to two hand weapons and aim carefully rather than just roughly fire in the right direction. They also tend to have a large weapon like a rifle or SMG, and a handgun for smaller areas where your large weapon can't get the right angle, like firing directly below you over an edge. All the reloads feel great, and with the tension the game brings, it makes the complexity of reloads and aiming part of that tension. Just one more important point. I think it's important to have a "shooting range" near where you first get your guns to be able to practice firing, aiming and reloading with unlimited ammo at close and long range targets. Given the complexity of some reloads and the different capabilities and sight lines of some weapons, it helps ground non-gun nutters and gives them a change to get use to these physical interactions that a "press X to reload" game can skip over.
surprisingly for me I think my favorite vr guns has to be Resident Evil 8. They feel SOO good, also the fact that reloading is way more forgiving because dropped mags don't remove your total ammo count. So you can go crazy with reloading and having fun, instead of worrying about dropping a mag and having to pick it up. I get that it's way more realistic than that, but honestly I prefer the way RE8VR does it. It's just FUN, and I don't feel like it takes away anything from the game. One setting you NEED to turn off is sight assist. The game will automatically line up the sights to make aiming easier, but I hate it. I'm glad you can turn it off. The headset rumble is also surprisingly effective too, like using a shotgun you feel the shake, or when your scoped with the sniper the rumble feels closer. It's hard to explain but it adds a lot. I really wish RE8VR gets the praise it really deserves, I unironically think it's one of the best Vr games we have. (Which is kind of sad since it's a port)
I feel like we could provide for both people by having a toggle option. Personally I like the technical stuff because you can master it and make reloading muscle memory and fast as ever instead of having to wait
The adjustable file in the original Vertigo and the shotgun sniper you showed here from Defe tor are truely what vr guns should be all about. Being able to fiddle with the guns in the heat of battle so it fits the use case perfectly plays into vrs strength so well
It made me kinda sad to see the upgrade for the Vertigo plasma rifle that fully shoots out the magazine. It is an obvious choice for faster reloads but man... I love flicking out that old magazine
H3VR and Alyx are my benchmark for VR firearm. Firearm is the art of engineering, when implemented correctly they add satisfaction to weapon manipulation. for example the one hand shot gun in alyx, the external mechanical movements feedback to player input is just a weapon porn. Because in H3VR most of the real world firearms are as correct as possibly represented, sometime those firearms can be annoying to use in VR. so the there are clever ways to handle firearm in the H3VR to make the manipulation more enjoyable. for example magazine palming, one hand bolt operation and cartridge/shell stacking. These 3 I have never saw to be used outside of H3VR and these are very clever ways to operation real world firearm. And finally, the weight of the weapon especially firearm is very annoying when simulated incorrectly in game.
Are we not talking about into the radius?? That game has super immersive and well working guns, and they are also upgradable and to an extent, customizable. The reloads are smooth and the way you store your ammo feel realistic and immersive. I beg you to check it out!
Realistic guns, or guns that play to VR's strengths? Yes, and yes. Guns are intricate, and modern guns are very customizable. Virtual Reality is oftentimes at it's strongest when it gives the player tons of little details to fiddle with. For instance, the classic double-barrel sawed off 12 gauge - between H3VR and Pavlov, they behave quite different. In H3VR, all break-action guns have ejectors, despite the fact that a good amount of them don't actually function that way in reality. Still, crack open a double-barrel in H3VR, and it'll throw the used shells out to make way for new ones. Pavlov on the flipside, requires the player to tilt the shotgun to allow the shells to slide out. This isn't terrible in it's own right, but considering the second difference, it can become quite frustrating. When closing a shotgun, in H3VR you can either flick it closed or grab the barrel and close the gun by hand. Beyond that, you could go so far as to whack the bottom of the barrel against the floor or a wall, to use physics to force the gun closed. Whack it into another gun you're holding, just close the gun however you like. However, in Pavlov, you can ONLY close the gun by flicking it. Also, if you don't flick it just right, it might simply slide the shells out again, leaving you to need to reload them once more. Also, reloading is quite different between the two. In H3VR, you grab the ammo off your ammo belt, however you have set it up, and put it towards the empty chamber and it kinda pops in place. However, you can also toss it up in the air, and catch it in the chamber if you so wish. You can leave a pile of ammo on the ground and slam the open shotgun down into it and probably load at least one shell that way, or my favorite, leave the shotgun open, holser it, and load the chambers that way. Pavlov on the other hand, requires the player to be holding the shotgun in order to figure out what your (always in default position) ammo pouch is going to spawn to reload it. If it's holstered, you can't reload it, gotta grab it, which will auto-close it and you gotta open it up again.. it's kind of a pain. So, dual-weilding double barrel sawed off shotguns in H3VR is quite fun, imho. Fire four times, break em open and the empties fly, throw em in the hip holsters, grab 4 shells with both hands, throw them into the chambers, grab the guns, flick em closed, and you're good to go. In Pavlov, you fire 4 times, put one gun away, break open the other, slowly slide out the shells, put new shells in one at a time, carefully flick it closed, grab the other gun, slowly slide the shells out, put the new shells in one at a time, carefully flick it closed, grab the first gun again, and you're ready. Considerably less fun, I'd say.
Wanna know the true way to load weapons in H3VR? Put a pistol on the table Put a magazine, right on top of the grip Spawn a sledgehammer Hit said contraption with the sledgehammer
Defector's guns look very innovative, I never really took notice of that game, time to give it a try. We do need more creative guns that make use of VR instead of just trying to imitate real life.
It's a great video but I think the question at the end depends on the type of game. Is it Onward, a more grounded in reality milsim experience where you'd expect maximum handling and understanding of the weapons? Or is it a game set in a Cyberpunk/Dystopian future with different technologies?
I think custom creative guns will benifit a game more because having the same guns in every game i feel like at one point will be boring while custom guns are cool because you get to learn how they work and it gives the devs more freedom in designing it. But some games are supposed to be realistic games where custom guns dont work well so its not good in all scenarios but i think having a good weapon variety or feature set on the weapons will help games not feel boring from using the same exact gun all the time.
There is only one weapon I want in VR, ideally with the fitting game along. The M41-A Pulse Rifle. Fully detailed, complete interaction and if someone would make an Alien game on top... I could die happily. No wait, first there needs to be Thief 2 The Metal Age VR, THEN I can die happily.
I agree and made m own in unreal. I made the pulse rifle & smart gun and they feels awesome. I also added lightsabers that can slice objects. It is so satisfying with the glow turning on and off with reflections you can attain on PC VR. I am working on enemies now and will release free to play for nerds who want Alien and Starwars VR fun. There is an official Aliens VR game coming out soon so hope to release near.
That would be neat having a nerdy playground in VR :). Yeah heard about the Alien VR game but there are no real infos as far as I know and knowing what developer is making the game I honestly don't have very high hopes for a good game.
@@Hoshi82 Which is why you should get unreal and play. make your own games for fun. But yes, I am just making a nerds playground with toys I always wanted.
where is Into the Raidas it has some of the best gunplay iv ever seen with upgrades alt fire modes to conserve ammo witch you have to load shot by shot into the magazine and still has an intriguing eerie story.
I like realistic guns. More arcadey guns are fine for some games, but I love the depth of realism. And by realism, I don't mean real-life realism, I mean subjective realism--whatever is realistic in the world. So laser guns can easily count. Usually I don't like alternate-type goober guns, but Vertigo 2 made them super satisifying.
i woudlnt say underrated as its been really big in the vr space recently and has very good reviews from people who have played it so i wouldnt call it underrated.
i agree with you on this video and while i prefer more realistic reloading, i also find more Sy-fi reloads fun to do as well! i believe there should be more devs making VR games that cater towards VR's strengths, the more realistic stuff still has its place and both should continued to be explored further!
Thanks for putting Vertigo 2 on my radar. The lack of imagination in general for "from the ground up" VR games is an issue. People haven't comprehended the strengths (and weaknesses) of this new medium. Retro-fitting previously popular PC games doesn't work. It takes new thinking. Notable exceptions: HL:Alyx, SuperHotVR, Stormland, Windlands/2. There are probably others.
I like the creative "fantasy" guns, as long as they have proper reload mechanics. For me after a couple of years of playing VR, the level interaction on guns is key. Reloads are just as big a part as shooting. I hate it when they remove the fun part of interacting with the one thing you carry around all the time. Bonelab is for me the best of the bunch when it comes to satisfying reloads and gunplay. Half Life Alyx probably had the best feeling pistol, when inserting a new mag your hand automatically stayed there like you where holding it two handed, which i havent seen any other game do apart from Dead Second. Contractors has the best feeling mag insert, on assault rifles and alike(not pistols), your hand stays there holding the mag until you let go. MOST if not 95% of shooters let you insert a mag into a assault rifle, then resets your grip to open hand immediately after. I've always found that weird since your hand is still holding down the grip-button. Honorable mention has to the Starwars Tales From the galaxies edge, "venting" the guns felt so so good, making the gunplay very satisfying. Although already exsiting Starwars weapons these felt really nice in game.
0:44 What do you mean? The firearm is the current peak of human mechanical genius, we should all know the workings of the feats of our species. "Especially outside of America" Very well.
@@mightyowl3875 Pavlovs weapons were designed for smoother gameplay, and satisfying sound design and great animations. They are by far some of the best weapons I’ve used in VR, or at the very least, in a multiplayer shooter. Complexity doesn’t always mean greatness
I don't think the best guns are the ones that are wacky, quirky or easy to use, nor do i think they are the ones that are the most realistic, the best ones are the ones that successfully cater to their respective audiences. I personally love realism, but that doesn't mean i am of the opinion that all guns in VR should be realistic, however, that doesn't mean that VR game developers should ditch the idea of making realistic firearms. I don't think VR developers should shift their focus towards either type of VR guns, it's nice to have good balance between the two.
Is there a business email for this channel that I could contact? maybe reaching out on twitter is preferred? Just wanted to request permission to cite/share this channel as a resource for developers on some websites or forums.
I think Lancernauts was a good inbetween of realistic handling and cartoony fun, almost like Metro Exodus guns, where the handling and mechanics makes sense, but you still need to manipulate them as if they existed, making it less of a "push this one button to reload". Also what is up with all the Vertigo 2 comments
Okay change playback speed of the vid to 0.25 at 5:25 and honestly it's hilarious cause the animation actually looks pretty rubbish with his voice being slowed down makes it extra funny.
Always wanted to play Hot Dogs but can't stand Vr games without at least rendered hands. There are so many VR games out there with loads of guns (like Into The Radius) with full IK so it being too difficult seems an odd excuse..
for original, arcade-like shooters it's better for a simpler gun system. for a gun SIMULATOR though, it SHOULD have the full feature the gun has in the real world. it's even in the type of game, gun SIMULATOR. it simulates the firearm
as a hardcore doom fan. or at least someone that played the first game a lot as a kid. i dont like doom eternal at all. these days i just play gzdoom with the brutal doom mod. i prefer classic run and gun gameplay in a doom game. eternal was frustrating as heck.
calling h3vr a “gun simulator” is a understatement. That game has it all, it’s insane the sheer amount of content packed into that game
🤓
The black powder stuff shocked me the most
Still a gun sim to its core. Which is fine. But it is what the game is for, and what people play it for. *Guns*
Easily done when you don't model hands or enemies, trash game
@@drmikehuntphd7905 maybe it just isn't for you then. i enjoy it as it's essentially like spending a day at the gun range except you have hundreds of weapons and customisations. if i want to play a "game" i'll go play pavlov
H3VR may look like a "gun sim" on the surface. The amount of originality and content packed in such a fleshed out VR game is insane! I'd really encourage you to go in with an open mind and spend an hour or so in each little world to really fully embrace the game. I have 500+ hours in it and I can't stop playing. Anton is an amazing and brilliant developer
the only activities it has are shooting targets or sausages. no way could i ever spend 500 hours doing that.
@@socks2441 i have
Heh, those are rookie numbers. 10,000+ hour gang where you at?
@@JackFoxtrotEDM H3VR came out on April 5th 2016. to have 10,000 hours, you'd have to have played 3.89 hours every single day for the 2,569 days the game has been out.
@@_herb It was partly a joke because people always talk on the subreddit about how high their hours are. Still, I'm almost at 4,000. My VR sessions are significantly longer than the average user. One time I played for like 12 hours straight playing one Take and Hold session back when the Endless option was still a thing. Took turns sitting and standing, moving around a bit. Slept like a baby afterwards though, I'll tell you that much.
This is probably the reason why my Rift CV1 is held together by duct tape at this point. A) because short warranties and no right-to-repair suck, and B) because I play the shit out of VR all the time.
Another excellent guide for all the VR devs out there, great job! Also, in vertigo 2, you can load the grenade balls through the slit in the top of the alien grenade launcher, which actually puckers up when you bring it close, which is another great solution for organic guns
I'm glad you started the video by acknowledging H3VR.
However, I think it does overlook some of the very nice features that H3VR has implemented for firearm handling that could be (and in some cases have been) implemented in other games that don't necessarily need to share its slavish attention to real-world detail:
- One-handed weapons that gain stability when the off-hand is held close - as if to brace with a two-handed grip, without having to actually grip with the second hand.
- Two-handed weapons that can be stabilized with a control on the off-hand. (Pulling the trigger on the off-hand reduces the movement sensitivity, greatly aiding in precision long-range engagements.)
- The "virtual stock" that stabilizes stocked weapons when they're "pulled into the shoulder".
Unrelated to weapon handling, I feel that H3VR's "spin your hand around" wrist menu is such an obvious and intuitive solution to avoid tying up a button for "menu" when most VR controllers have so few buttons available to begin with. I wish more VR developers would take note of that one.
weird to mention rec room, but rec room's watch menu was done really well imo with you being able to look at it or tap it to open it, so as not to have any buttons required to be used for it
also armswinger is the best movement system
A very nice feature that h3 has, at least on the index, is the ability to hold your touchpad in order to move the bolt on a bolt action rifle, meaning that you don't need to let go of the rifle with your main or off hand. It's such a nice feature, I am surprised it hasn't made it in any other VR fps. It feels so natural, shoot, hold touchpad (that also naturally bends your fingers in a pinching position, just like it would if you were to actually try to cycle a round irl), make the Cha-Ching motion, done. You're already holding the rifle just like you were before.
I'm not sure what the bindings are like for other controllers, but on the index I would say it is the definitive way to do a bolt action rifle in VR.
Hot Dogs, Horseshoes and Hand Grenades also has arguably the most replayable mode (Take and Hold) of any VR games, perhaps tying with Blade and Sorcery's Dungeons mode. H3VR also has hand models but only for Index users (they are giant sausage fingers)
There are player body mods for H3VR. It was a welcome surprise when they came to be. Also, multiplayer mods, both local and online.
I wish this was available on quest 2
A hybrid between realism and creative. Like a quad barreled break action shotgun with a leash underbarrel attachment. With the leash, you can propel light enemies for easy melee kills with a spike underneath like the meathook from Doom.
I always gotta bring it up when I have a chance, but I really like the weapon handling of Into the Radius. Both two-handed and one-handed guns feel good to me, and the aiming through scopes has found a good happy-medium over the years as they keep adding QOL features (the current game feels very different compared to the initial 1.0 version).
The need to clean your weapons also finds the right balance between realism and fun in my opinion. It feels very rewarding to me, since the weapons feel "right" and you actually have to take care of them, but you don't need to disassemble them and mess with springs and whatnot.
(Though if a game DID make you disassemble a gun, that might be cool too... I know "Ab Aeterno" is attempting to do that and it looks very detailed and impressive. It's another game inspired by S.T.A.L.K.E.R., like Into the Radius is, and being developed by one dude. Hopefully it turns out as good as Vertigo 2!)
I think every dev should be subscribed to this channel
"Especially outside America."
You got that right haha. Love them in games though!
Into the Radius have an ultra realistic gun mechanics also.
Webley and Scott deisgned a break-action revolver almost 2 hundred years ago in Birmingham. It carried the british army through WW1 and WW2. Not the orginial designer, but one of the most well known iterations of it.
Honestly H3vr helped me so much when I went to my first gun range
i love the pistol in vertigo 2, the reloading feels amazing and once you put in the mag it automatically puts your hand into 2 hand grip
My favorite VR guns is from Into the Radius. It had the perfect mix between realistic weapon upkeep and handling while still being simple
4:54 yep, accualy half life opposing force, it looks like a mix between Barnaclee hand weapon by desighn and another alien weapon (i think shocktrooper) with feeding mechanics and explosive balls
I think an interesting idea for an ammo counter in a game like onward would be clear magazines like if you wanna check your ammo you can pull out the mag and it will go from solid to clear so you can check your ammo
I am enjoying "The light brigade". It's hyper accurate, with no assistance to aiming, so you need to two hand weapons and aim carefully rather than just roughly fire in the right direction. They also tend to have a large weapon like a rifle or SMG, and a handgun for smaller areas where your large weapon can't get the right angle, like firing directly below you over an edge. All the reloads feel great, and with the tension the game brings, it makes the complexity of reloads and aiming part of that tension. Just one more important point. I think it's important to have a "shooting range" near where you first get your guns to be able to practice firing, aiming and reloading with unlimited ammo at close and long range targets. Given the complexity of some reloads and the different capabilities and sight lines of some weapons, it helps ground non-gun nutters and gives them a change to get use to these physical interactions that a "press X to reload" game can skip over.
not me actually saying "LETS GOOOOOOO" when i saw bulletstorm. I grew up on that game.
surprisingly for me I think my favorite vr guns has to be Resident Evil 8. They feel SOO good, also the fact that reloading is way more forgiving because dropped mags don't remove your total ammo count. So you can go crazy with reloading and having fun, instead of worrying about dropping a mag and having to pick it up. I get that it's way more realistic than that, but honestly I prefer the way RE8VR does it. It's just FUN, and I don't feel like it takes away anything from the game. One setting you NEED to turn off is sight assist. The game will automatically line up the sights to make aiming easier, but I hate it. I'm glad you can turn it off. The headset rumble is also surprisingly effective too, like using a shotgun you feel the shake, or when your scoped with the sniper the rumble feels closer. It's hard to explain but it adds a lot.
I really wish RE8VR gets the praise it really deserves, I unironically think it's one of the best Vr games we have. (Which is kind of sad since it's a port)
I feel like we could provide for both people by having a toggle option. Personally I like the technical stuff because you can master it and make reloading muscle memory and fast as ever instead of having to wait
Awesome examples!
Definelty a very informative video on the subject. As a game dev, this is absolutely going to be useful to me, thank you !
The adjustable file in the original Vertigo and the shotgun sniper you showed here from Defe tor are truely what vr guns should be all about. Being able to fiddle with the guns in the heat of battle so it fits the use case perfectly plays into vrs strength so well
these videos are great for developers thank you
7:04 ultrakill is also a good example
It made me kinda sad to see the upgrade for the Vertigo plasma rifle that fully shoots out the magazine. It is an obvious choice for faster reloads but man... I love flicking out that old magazine
Oh my god I now absolutely *need* Bulletstorm 2 as a VR game.
H3VR and Alyx are my benchmark for VR firearm. Firearm is the art of engineering, when implemented correctly they add satisfaction to weapon manipulation.
for example the one hand shot gun in alyx, the external mechanical movements feedback to player input is just a weapon porn.
Because in H3VR most of the real world firearms are as correct as possibly represented, sometime those firearms can be annoying to use in VR. so the there are clever ways to handle firearm in the H3VR to make the manipulation more enjoyable.
for example magazine palming, one hand bolt operation and cartridge/shell stacking. These 3 I have never saw to be used outside of H3VR and these are very clever ways to operation real world firearm.
And finally, the weight of the weapon especially firearm is very annoying when simulated incorrectly in game.
Are we not talking about into the radius?? That game has super immersive and well working guns, and they are also upgradable and to an extent, customizable. The reloads are smooth and the way you store your ammo feel realistic and immersive. I beg you to check it out!
Realistic guns, or guns that play to VR's strengths?
Yes, and yes.
Guns are intricate, and modern guns are very customizable. Virtual Reality is oftentimes at it's strongest when it gives the player tons of little details to fiddle with. For instance, the classic double-barrel sawed off 12 gauge - between H3VR and Pavlov, they behave quite different. In H3VR, all break-action guns have ejectors, despite the fact that a good amount of them don't actually function that way in reality. Still, crack open a double-barrel in H3VR, and it'll throw the used shells out to make way for new ones.
Pavlov on the flipside, requires the player to tilt the shotgun to allow the shells to slide out. This isn't terrible in it's own right, but considering the second difference, it can become quite frustrating.
When closing a shotgun, in H3VR you can either flick it closed or grab the barrel and close the gun by hand. Beyond that, you could go so far as to whack the bottom of the barrel against the floor or a wall, to use physics to force the gun closed. Whack it into another gun you're holding, just close the gun however you like. However, in Pavlov, you can ONLY close the gun by flicking it. Also, if you don't flick it just right, it might simply slide the shells out again, leaving you to need to reload them once more.
Also, reloading is quite different between the two. In H3VR, you grab the ammo off your ammo belt, however you have set it up, and put it towards the empty chamber and it kinda pops in place. However, you can also toss it up in the air, and catch it in the chamber if you so wish. You can leave a pile of ammo on the ground and slam the open shotgun down into it and probably load at least one shell that way, or my favorite, leave the shotgun open, holser it, and load the chambers that way.
Pavlov on the other hand, requires the player to be holding the shotgun in order to figure out what your (always in default position) ammo pouch is going to spawn to reload it. If it's holstered, you can't reload it, gotta grab it, which will auto-close it and you gotta open it up again.. it's kind of a pain.
So, dual-weilding double barrel sawed off shotguns in H3VR is quite fun, imho. Fire four times, break em open and the empties fly, throw em in the hip holsters, grab 4 shells with both hands, throw them into the chambers, grab the guns, flick em closed, and you're good to go. In Pavlov, you fire 4 times, put one gun away, break open the other, slowly slide out the shells, put new shells in one at a time, carefully flick it closed, grab the other gun, slowly slide the shells out, put the new shells in one at a time, carefully flick it closed, grab the first gun again, and you're ready. Considerably less fun, I'd say.
Wanna know the true way to load weapons in H3VR?
Put a pistol on the table
Put a magazine, right on top of the grip
Spawn a sledgehammer
Hit said contraption with the sledgehammer
your my favorite vr youtuber
Lol I love the way euros and non gun owner's talk about guns. No hate at all, love the vids and VR content
Nice video, but needs more Vertigo 2
Look at garzouka games vr. His new vertigo vid is 🔥
@@ilfoxyy Yeah I know, I am even in his discord server
Defector's guns look very innovative, I never really took notice of that game, time to give it a try. We do need more creative guns that make use of VR instead of just trying to imitate real life.
*before finishing*
I really hop into the radius is on here 😅. In my opinion they are some of the best
Very nice
It's a great video but I think the question at the end depends on the type of game. Is it Onward, a more grounded in reality milsim experience where you'd expect maximum handling and understanding of the weapons? Or is it a game set in a Cyberpunk/Dystopian future with different technologies?
I am a sucker for stylised guns. Such as the ones in Vertigo 2.
Bulletstorm would be the wildest VR game
I think custom creative guns will benifit a game more because having the same guns in every game i feel like at one point will be boring while custom guns are cool because you get to learn how they work and it gives the devs more freedom in designing it. But some games are supposed to be realistic games where custom guns dont work well so its not good in all scenarios but i think having a good weapon variety or feature set on the weapons will help games not feel boring from using the same exact gun all the time.
This is a good list. I think COMPOUND has really great feeling guns as well
I love both realistic and creative guns. Alyx was a good mix for example
revolves in pavlov feel really good and are satisfying to reload
There is only one weapon I want in VR, ideally with the fitting game along. The M41-A Pulse Rifle. Fully detailed, complete interaction and if someone would make an Alien game on top... I could die happily. No wait, first there needs to be Thief 2 The Metal Age VR, THEN I can die happily.
I agree and made m own in unreal. I made the pulse rifle & smart gun and they feels awesome. I also added lightsabers that can slice objects. It is so satisfying with the glow turning on and off with reflections you can attain on PC VR. I am working on enemies now and will release free to play for nerds who want Alien and Starwars VR fun. There is an official Aliens VR game coming out soon so hope to release near.
That would be neat having a nerdy playground in VR :). Yeah heard about the Alien VR game but there are no real infos as far as I know and knowing what developer is making the game I honestly don't have very high hopes for a good game.
@@Hoshi82 Which is why you should get unreal and play. make your own games for fun. But yes, I am just making a nerds playground with toys I always wanted.
@@mistrfinga I am too stupid for that ^^.
where is Into the Raidas it has some of the best gunplay iv ever seen with upgrades alt fire modes to conserve ammo witch you have to load shot by shot into the magazine and still has an intriguing eerie story.
Compound and boneworks/lab both have really good feeling guns
Pavlov VR and Pavlov Shack: did you forget about me?
4:50 , "this is a gun where you feed it 𝗕𝗔𝗟𝗟𝗭" ahahhahahahahah
into the radius has some nice guns
I like realistic guns. More arcadey guns are fine for some games, but I love the depth of realism.
And by realism, I don't mean real-life realism, I mean subjective realism--whatever is realistic in the world. So laser guns can easily count.
Usually I don't like alternate-type goober guns, but Vertigo 2 made them super satisifying.
Really glad to see some appreciation for Vertigo 2! Such an underrated masterpiece, and I don't use that lightly
i woudlnt say underrated as its been really big in the vr space recently and has very good reviews from people who have played it so i wouldnt call it underrated.
I never knew you could Flick the shotgun in HL alyx. Mind is blown 💥
And now I realize that this flip reload can be used in other VR games as well 🙈
i agree with you on this video and while i prefer more realistic reloading, i also find more Sy-fi reloads fun to do as well! i believe there should be more devs making VR games that cater towards VR's strengths, the more realistic stuff still has its place and both should continued to be explored further!
I love how UA-cam categorized this as "Half-Life"
Thanks for putting Vertigo 2 on my radar. The lack of imagination in general for "from the ground up" VR games is an issue. People haven't comprehended the strengths (and weaknesses) of this new medium. Retro-fitting previously popular PC games doesn't work. It takes new thinking. Notable exceptions: HL:Alyx, SuperHotVR, Stormland, Windlands/2. There are probably others.
I like the creative "fantasy" guns, as long as they have proper reload mechanics. For me after a couple of years of playing VR, the level interaction on guns is key. Reloads are just as big a part as shooting. I hate it when they remove the fun part of interacting with the one thing you carry around all the time. Bonelab is for me the best of the bunch when it comes to satisfying reloads and gunplay. Half Life Alyx probably had the best feeling pistol, when inserting a new mag your hand automatically stayed there like you where holding it two handed, which i havent seen any other game do apart from Dead Second. Contractors has the best feeling mag insert, on assault rifles and alike(not pistols), your hand stays there holding the mag until you let go. MOST if not 95% of shooters let you insert a mag into a assault rifle, then resets your grip to open hand immediately after. I've always found that weird since your hand is still holding down the grip-button.
Honorable mention has to the Starwars Tales From the galaxies edge, "venting" the guns felt so so good, making the gunplay very satisfying. Although already exsiting Starwars weapons these felt really nice in game.
Can't wait for Vertigo 2 on quest 2
The Ak alpha in Ghosts of Tabor ❤
1:26 just so you know what you were talking about was a cylinder not a barrel the barrel Is what the bullets come out of when you fire the gun
Great callbacks to pancake games!
Is there a chance of us getting a dedicated vertigo 2 video?
0:44
What do you mean? The firearm is the current peak of human mechanical genius, we should all know the workings of the feats of our species.
"Especially outside of America"
Very well.
The whip mechanic is just like the game just cause 4
not having Pavlov on this list is a crime
No. It's not. Pavlov's weapons are extremely basic. Doesn't really have the widest selection either.
@@mightyowl3875 Pavlovs weapons were designed for smoother gameplay, and satisfying sound design and great animations. They are by far some of the best weapons I’ve used in VR, or at the very least, in a multiplayer shooter. Complexity doesn’t always mean greatness
@@jokinghazard2312 They look a bit too dull and generic for me. I respect your opinion though.
@@mightyowl3875 fair enough, to each their own I suppose
I love guns
Vertigo's revolver isn't a new design.
It's a break-action revolver. They're real
I didn't feed that Vertigo 2 alien grenade launcher at the mouth. I did it on top, and it has an animation for that too.
Yeah, didnt realise until someone else said it. Feels better putting it in there aswell
@@virtualinsiderbro what?
Needs more vertigo 2
Bro got the wonder weapon from bo3 shadows of evil
6:01 that kinda looks like boba fett's EE-3 from star wars
wow vertigo 2 is awesome
I don't think the best guns are the ones that are wacky, quirky or easy to use, nor do i think they are the ones that are the most realistic, the best ones are the ones that successfully cater to their respective audiences.
I personally love realism, but that doesn't mean i am of the opinion that all guns in VR should be realistic, however, that doesn't mean that VR game developers should ditch the idea of making realistic firearms. I don't think VR developers should shift their focus towards either type of VR guns, it's nice to have good balance between the two.
Look a5 da flick of the wris!
Is there a business email for this channel that I could contact? maybe reaching out on twitter is preferred? Just wanted to request permission to cite/share this channel as a resource for developers on some websites or forums.
My email is in my youtube profile page but you can share my channel with anyone you like.
I'm not sure if you'll see this but I'd love to know, what is the most immersive vr game u played what's ur favorite?
I think Lancernauts was a good inbetween of realistic handling and cartoony fun, almost like Metro Exodus guns, where the handling and mechanics makes sense, but you still need to manipulate them as if they existed, making it less of a "push this one button to reload".
Also what is up with all the Vertigo 2 comments
Hearing him say clip when he was showing a speed loader for a revolver made my American blood boil
Okay change playback speed of the vid to 0.25 at 5:25 and honestly it's hilarious cause the animation actually looks pretty rubbish with his voice being slowed down makes it extra funny.
An Indiana Jones adventure and use the whip to traverse the levels and disable enemies.
Always wanted to play Hot Dogs but can't stand Vr games without at least rendered hands. There are so many VR games out there with loads of guns (like Into The Radius) with full IK so it being too difficult seems an odd excuse..
for original, arcade-like shooters it's better for a simpler gun system. for a gun SIMULATOR though, it SHOULD have the full feature the gun has in the real world. it's even in the type of game, gun SIMULATOR. it simulates the firearm
Into the radius maybe?
You feed it WHAT?!
Wow
"outside of America" you forgot finland, solvenia, poland, serbia, cyprus, etc.
Why do you always tilt your hand like that? Whenever you're aiming down your sights the gun is always like 25° to the right.
The gun is central for me. You are only seeing one eye but obviously I have both screens in view.
@@virtualinsider Alright, understandable.
You should really try Pavlov! I have both games and I have to say Pavlov is even better in these aspects
In my opinion pavlov also has some very realistic guns
I'm fine with any gun in vr
I wish you could get h3vr on quest 2 without a pc
Love how it says the game is Half life 1
Gaming
Stabilising "fan"? It's a flywheel / gyroscope.
it everybody really cares about guns in real life... especially outside of america 😂😂
as a hardcore doom fan. or at least someone that played the first game a lot as a kid. i dont like doom eternal at all. these days i just play gzdoom with the brutal doom mod. i prefer classic run and gun gameplay in a doom game. eternal was frustrating as heck.
1:29 ummmm actually🤓🤓 that is a speedloader🤓🤓🤓🤓🤓
get on breachers
8:06 isn't that literally just half life alyx?
Prefer Realistic guns, But thats just my taste :)
1:33 its not a clip. Its a loader.