Half Life: Alyx Announced, Valve's "Flagship VR Game" coming March 23rd

Started by Xevross, Nov 19, 2019, 01:32 AM

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Are you for arms or not?
against.  nothing in vr is more disorienting than when the game is trying to translate real world motion to in game motion but then fails. 

current vr is not tracking arms,.. just hands.  any "stretch armstong" moments or "rubber bone" moments are 1,000,000x more immersion breaking than just not having arms. 

someday though, when technology catches up, arms would be good. 


someday though, when technology catches up, arms would be good.
It's something we will probably start seeing in 3-5 years.  

A trick that the Index, Quest, Rift S, Vive could do is track the arms when they are in view of one of the cameras.  Otherwise they probably wouldn't be in the field of view.  

It's probably doable right now, I'd be flabbergasted if finger tracking was easier and that's largely functional right now.  But for whatever reason body tracking like that hasn't been implemented yet.  




Alex Kipman, the chief visionary behind HoloLens, had some serious praise to share after trying the game just last week.

"Had the great privilege to play Half-Life: Alyx at Valve yesterday. Most inspiring and immersive VR game I have ever experience and I have played a few," he shared on Twitter.

On the other hand, Microsoft's Phil Spencer, Head of Xbox, lives and breathes games. And while he maintains that the company's next console, Xbox Series X (formerly Project Scarlett), won't focus on VR, he also got to try Half-Life: Alyx this Summer and called it "amazing."


What would you ask them?
Biggest questions I'd be interesting in seeing answered:
-If there's been any thought of porting to PS5
-What kinds of discoveries they've made while making the game/What surprised them while designing the game
-What kinds of plans do they have for the future


We're developers from the Half-Life: Alyx team. Ask us anything! : HalfLife

With the exception of some tweaks to the absolute final scene, the game is done. Lots of us at Valve, as well as playtesters, have played through the entire game multiple times.

Right now we're primarily polishing and fixing bugs, which is where we'd hope to be at this point in the development cycle. We're confident we'll hit our intended release. (We let the Valve Time happen before we announced the game.)
Right now it's around 80 people, which puts it as the largest single team we've ever had at Valve.
Our locomotion and comfort features are all done, including things like Seated, Left-Handed mode, etc. We have almost all our accessibility work done as well, but there's a little bit more we'd like to do there (support for one armed play, for instance).


Spoiler for Hidden:
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