Skyrim VR with Oculus Rift and Touch

As an interesting coincidence, and in a crappy mood because Dimwit Drumpf just won’t shut up and die already, I decided a few days ago to fire up Skyrim so I could wander around, be nice to Villagers, do a favor for a Jarl, kill some Bandits, and forget for a short while what utter shit that idiot is making of America Again.

Coincidentally, the very next day, one of my closer work buddies asked, “So, did you see that Skyrim VR is out on Steam?”

WHAT?!! OMG!!

So immediately upon getting home from work that afternoon, I went and bought it. Full price. None of this silly putting it on my Wishlist and waiting for a Steam Sale (which happen frequently). Bethesda absolutely deserves a premium price, given the (literally) hundreds of hours of enjoyment I’ve gotten from what has now really become a franchise in its own right. (Yes, it’s already part of the Elder Scrolls franchise, but it would seem that Skyrim has more “legs” than the rest.) Plus, I want to do my small part to encourage them to do more things for VR (or as I prefer to say, “which support 3D HMDs”).

First time trying it out, I got hung up with a glitch during the Character Selection and Modification subroutine… I ended up with a generic Nord with the name “Prisoner”. Figured I would just plow onward, going through the initial tutorial-ish chapter, just getting used to vastly different control mechanics. Then I’d start over and try to get the Character Setup stuff done correctly.

And so I did. Took me 3 tries, but finally figured it out. That’s one spot where the stuff that floats in front of your view doesn’t jibe. It’s a picture of a couple Vive Controllers blocking your view of the floating virtual keyboard, with cartoon thumbs, and some markings which seem to imply “You must type your name with the thumb joysticks.” And with Touch, at least, that ain’t true at all.

No – you must use the left-hand (odd) laser, and your forefinger trigger, to shoot past the foreground Vive Controllers image, to the dimmed keyboard behind them, and hit the backspace in the upper-right corner to erase “Prisoner”. As soon as you’ve hit the backspace once, the foreground crap disappears, so you can see what the heck you’re doing.

Anyway, on the 3rd try, I got it. So when I go to load the game, there’s one “Kleiven” and three “Prisoner” in there. LOL… I’ll have to figure out how to delete the Prisoners, which coincidentally was exactly what the Imperials are trying to do in the 2nd scene of the game.

Finally, I spent over an hour in Skyrim VR last night. I spent way too much time fussing over the Kajiit head-and-face characteristics. I think there’s no 3rd-person view.

My buddy says “No third person would make sense. Can you see your body in it?”

I replied, “Only time I could see my body was when making the character adjustments just before not cutting my head off.  Just see either floating Touch Controllers, or weapons if unsheathed. Don’t see arms, feet. But I see hands (fists, actually) if I’ve chosen no weapons, but am going to hiss and scratch the bad guy to death.”

Anyway, Bethesda made great choices for how to deal with turning, running, rendering. The thing that made me stop wasn’t any hint of VR sickness, but the brow getting tired of the pressure. If the Rift was 50% lighter, or the weight arranged such that it doesn’t need to press so hard on my brow, I could see playing like that for 3 hours easily.

I’m somewhat tempted to try adding a weight to the rear strap. I wonder if it were balanced back-to-front, though heavier overall, if it wouldn’t need to press so hard to stay in alignment. The weight could be borne by the top strap more than anything else.

Or maybe just tie a big Helium balloon to the front. It’s not like I could look more silly anyway. But I digress.

Skyrim VR is SO FUN! I hadn’t seen the game without make-it-more-beautiful mods in a long time. I’d forgotten how homely the NPCs are. But it didn’t take long at all to get used to that and ignore it, completely enveloped in the game. This is only my 2nd time starting from the beginning, and I’m consciously making different choices, just to experience it all from a different perspective.

Boy howdy, when suddenly set upon by a Wolf or Skeever, armed with a long-bow, it is not a simple push-a-button ordeal to start poking the beast with sharp, pointy things. I need to get into the habit of sprinting away, turning a 180, and THEN trying to draw the bow. Or just walk around with the sword more of the time. Derp.

SkyrimMilkDrinker

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2 comments on “Skyrim VR with Oculus Rift and Touch

  1. kelvindean says:

    And why is it, Bethesda, that with a race of cat-people in the game, that you didn’t have at least one Kajiit NPC that chases butterflies and birds? I mean come on… it was right there.

  2. kelvindean says:

    After a brief period of un-learning strictly game-pad behavior, I’m remembering that the first time I dealt with a DeathLord, I had to die and respawn maybe a dozen times before I could manage. The whole concept of moving and dodging with a thumbstick, AND aiming with another thumbstick, and shooting a bow & arrow with a trigger, just would not connect in my head at first.

    Well I’m now progressing through the game’s main story arc more quickly than before, so theoretically I came across the first DeathLord with less Archery experience on the meter than I did a year or so ago (first time ’round). But now it’s real eye-hand coordination, and real target acquisition, and real target picture. The game’s experience-meter and pre-made animations are not holding me back. The rate of fire and accuracy I can achieve with real arm movements outpaces what the game would be doing this far in, with the Xbox Controller.

    On a related note, my legs are killing me from doing mini lunges for hours.

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