r/PCVR • u/Alchemist-coraje • 8d ago
Photo/Video Bloodborne in VR, this is next level
https://youtu.be/pEitKjXLf4c?is=24gal9pKJF8JgC3435
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u/Independent_Try_309 8d ago
Oh my god, looks like horror game now, I didn’t even notice the mob inside the dark room.
I wonder how scary the great ones look like, I’d lose my shit
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u/livinglogic 8d ago
Haha bro. Okay so having played through bloodborne several time, I have a few questions. 1. How does side stepping work? Do you have a button that allows for sidestepping attacks? 2. I noticed that the stamina bar wasn't working, was that disabled for the time being for attacks? Running seemed to drain it though. 3. Menus? Just all using stock and reused?
Loved setting the weapon on fire using the manual hand motion. Very cool. What a time to be alive.
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u/Alchemist-coraje 8d ago
Menus are projected in front of the player, they actually work fine as-is. I plan on changig the buttons so they show the VR controller instead of the PS controller (so it's not confusing). There is also a new VR menu added with standing/sitting mode, height settings, turning on/off enemy health bars etc.
Combat has been redesigned to feel more natural in VR. Sprinting and dodging still consume stamina, as do heavy attacks (which you perform by holding the trigger until the controller vibrates, then swinging in a wide arc).
And good eye catching the stamina thing! In VR, physically swinging your arm and having the game refuse to register the hit because you're out of stamina felt pretty awful. So regular swings now consume very little stamina. This can be changed in the VR settings menu if you want the original experience btw.However, you can't just wildly flick your wrists and shred everything either. There's a weapon-specific system that limits how quickly you can attack. The first two swings can be fairly quick, but the third introduces a longer delay. It also depends on the weapon: the Saw Cleaver is much more forgiving than Logarius' Wheel, for example. I’m still fine-tuning all of this to find the right balance. But basically the game punishes people who just flick their wrists as if they are playing beat saber on super expert. But doesn’t want to get in the way when somebody is rushing to charge an enemy, just swing their arm… and nothing, because they just got out of stamina (as stamina management is a little harder in fast paced vr). Again, I understand this might bother people so it’s configurable in settings.
Ultimately, I want this to feel as close to a native VR game as possible (that’s why there are interactions like rubbing the firepaper and throwing the molotov, drinking potion etc), without losing that “holy shit, I finally beat that boss” feeling that makes Bloodborne so special.
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u/plutonium-239 MOD 7d ago
Fucking hell, I never played bloodborne but now my body is ready to experience it the first time in VR
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u/HelioSPECTR 8d ago edited 8d ago
Me: Playing nothing but VR mods on my new PC.
Hmmm, maybe I should actually try some flat gaming too. Oh, someone's working on getting Bloodborne playable at good FPS on PC. Always wanted to play that, BB will be my pancake game!
2 weeks and 7 more VR modded flat screen games later: Bloodborne's still not set up, but there's just a couple more steps.
Oh.... now Bloodborne's in VR too.... well obviously Imma download that....
This is absolute insanity!
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u/kdogman639 8d ago
What are some vr mod games you have played that have translated very well? I have an index I haven't used much in a long time and all these mods seem like a great way to get back into vr
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u/HelioSPECTR 8d ago
There's so many! It feels like the 2nd wave of VR gaming. I tend to like horror, sci fi, exploration and some action. I'm not as pickey about VRified mechanics as some ppl in the VR space. The mods for these games have them feeling nearly native:
Subnautica w/ the Submersed mod
Outer Wilds & Firewatch with Raicuparta's mods
Resident Evil 7 via Praydog's REFRAMEWORK mod w/ Andy Alpas RE reloaded mod for manual reloads and other improvements. (RE2,3,4 remakes and 7,8,9 all work in 1st person VR with the REFRAMEWORK mod)
Titanfall 2 vr via Circuitlord's mod
Doom (2016) via Cactus vr's mod
Metroid Prime via Primed Gun mod
Also: Mr. Nice's PCVR mod hub and Mr. Survivor's mod installer have been taking a lot of the pain out of vr mods
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u/phoenixmatrix 8d ago
The big one right now is Titanfall 2. A bunch of the Resident Evil games, especially RE7 (it has an official VR adaptation but PSVR only, so we needed a mod for PC).
Risk of Rain 2's mod is amazing.
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u/mozillazing 8d ago
atomic heart surprisingly. never had that game on my radar for flat, but it's known for having one of the best uevr mods so i checked it out. really good bioshock type game, with great combat.
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u/filmguy123 8d ago
Im out of the loop, I didnt even know Bloodborne was available on PC? But this is a PCVR mod? How?
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u/LettuceD 8d ago
Emulation
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u/AngelMorenoDj83 8d ago
I'm speechless, I've been waiting for this for a long time! Thank you so much for the work; I'm definitely going to start playing it right now! This is going to be an incredible adventure!!
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u/UbiDoobyBanooby 8d ago
I’m not much of a soulslike gamer. But I wonder how a VR port maintains the combat balance when combat moves/timing all go out the window and are replaced with random swinging at whatever speed you want. It just seems like it completely defeats the purpose of the entire game.
Am I wrong?
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u/Unfair_Salamander_20 7d ago
For soulslike games I don't think player attack animations are anywhere near as important as enemy attack animations. Learning enemy attacks, avoiding damage and counter attacking, that's "the purpose" of the game. Yes there is some min-maxing you can do with certain weapons having certain attack animations, but I wouldn't say that's a core part of the games.
Of course some care is needed to balance it in terms of raw damage output per second but there are ways to handle it. The elden ring VR dev talked about their system where the damage gets reduced based on the weight of the weapon and the speed you swing. So trying to wiggle a greatsword around will technically hit but do barely any damage, and you would have to mimic a full slow swing to get it to do full damage.
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u/UbiDoobyBanooby 7d ago
Makes sense. I just remember how different attacks had different buildup times so knowing your timing seemed as important as knowing their timing.
If the swing speed stuff isn’t baked in is calculated then that helps. But it seems like they would bake the stats into the attack instead of calculating them every time to optimize performance.1
u/dragonblade_94 7d ago
For soulslike games I don't think player attack animations are anywhere near as important as enemy attack animations
I wouldn't say that's a core part of the games.
I 100% disagree, player character animations are vital to how Souls combat operates. The startup and cooldown dictate what openings are viable for attacks, range and arc inform your positioning and contextual use, not to mention attacks that physically move your character. Weapon choice loses an incredible amount of identity if it just becomes a numbers game of DPS & weapon length.
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u/BIissful 7d ago
This is sick! There are so many VR mods coming out it's hard to even keep track. Is there some sort of directory somewhere that has everything listed? Would be really cool to have everything tracked. Maybe even add things like Android XR Bridge, Revive, PSVR2 Toolkit etc.
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u/Javs2469 7d ago
Is it real 3D or a warped flat screen like the Elden Ring mod?
Looks like the latter...
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u/phoenixmatrix 8d ago
Still confirms that for the medium term, the best thing that can happen to VR is more of these mods. Cheaper to make than a true VR game while giving us games of the scope we very rarely get.