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Daydream by Google

Daydream VR by Google

The Daydream View headset is made with lightweight fabric, 
inspired by what you wear. Paired with a controller, both are 
designed to be easy and intuitive.




It will be available through the online Google Store and at 
retailers in five countries:
  • United States: Verizon, Best Buy; $79
  • Canada: Bell, Rogers, Telus, Best Buy; $99
  • United Kingdom: EE, Carphone Warehouse; £69
  • Germany: Deutsche Telekom; €69
  • Australia: Telstra, JB Hi-Fi; $119

VR Headset Review Website


VRHEADsetReVIEW


Great website that reviews all VR Headsets on the market.

Star Citizen VR Technology Immersive Gameplay

Star Citizen VR Technology 

Immersive Gameplay | Valve Vive | Oculus Rift


TGN Partner CaptainShack applies the idea of upcoming VR technology to Cloud Imperium Games' space sim, "Star Citizen." A FPS Universe cannot be complete without VR headset. CaptainShack explains. Star Citizen "First-person Universe" exclusively for the PC while improving upon the mechanics from past giants like EVE. 

STAR CITIZEN FOCUSING ON VR

IGN: STAR CITIZEN FOCUSING ON VR


And they've got original Crytek VR folks on the job.

Virtual reality support for Star Citizen will "get up to speed" in early 2016, says CEO Chris Roberts.

In a December livestream by Roberts Space Industries—and transcribed on RoadtoVR—Roberts says that the goal is to have VR support for all major VR headsets.


The development team has been focusing heavily on releasing Alpha 2.0, leaving VR implementation in the background. According to RoadtoVR, some parts of Star Citizen do have support for the Rift DK1, but the game has not caught up to more recent developments in VR technology.
"It’s a little more complicated because we’ve changed the engine so much," Roberts says. "We’ve changed the rendering pipeline to enable us to do a lot of things that we need to do so it’s not very easy."
Roberts and Cloud Imperium Games certainly have the money to step up Star Citizen's VR support, as the game surpassed $100 million in its crowdfunding campaign in December.

VR Headset Review Website

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Star Citizen Guide to VR for the Rift and Vive

Star Citizen Guide to VR for Rift and Vive

The VorpX profile exists on the cloud for you to import. 
It’s listed as Star Citizen2 (GeraldEvans)

Star Citizen 2.3.1 in the Oculus Rift


UPDATE:


  • This only works with Windows 8.1 or Windows 10. On versions before that the VorpX Desktop Viewer will not be an option.
  • I’ve changed my custom resolution to 1080 × 1100. This has the effect of making the chin piece of the helmet more noticeable. YMMV but otherwise I was having to switch to third-person before going through the airlock to ensure I wasn’t about to suffocate.
  • Alternately change your FoV to 85 (default is 65) with the user.cfg and your chin piece will be more noticeable.
  • You will need to use zoom (mouse wheel or rebind) to read displays if you change the FoV
  • Create a 1080 × 1200 resolution in your computer’s advanced display settings or in the Nvidia Control Panel (or AMD Crimson). This is the native per-eye resolution and forces HUD conformity.
  • Right click the desktop
  • Open Nvidia control panel
  • Select ‘Change Resolution’
  • Below the list of available resolutions select Customize
  • On the next window Create Custom Resolution
  • Select 1080 wide and 1200 tall with a refresh to match your display and 32 bit depth
  • Do not put in a refresh rate faster than 90 Hz as this will cause HMD flickering
  • Apply and Confirm (Create the res only. Do not set your Monitor to this res)
  • The results: http://imgur.com/a/VNJuu
  • Set VorpX Control Panel to your HMD and check these boxes:
  • Use Built in Audio Device
  • Enable Head Tracking
  • Enable Head Tracking Roll
  • Show Start Message
  • Enable Expert Settings
  • Run as Administrator
  • Do Not Show Start Page
  • Select Cloud Profiles
  • In the bottom right of the window, register / login to your free account
  • Search and select the Cloud Profile "Star Citizen (GeraldEvans)"
  • Make sure that in the system tray the VorpX Watcher is paused and the Desktop Viewer is not running
  • Run the SC Launcher and Launch Live or PTU (follow the instructions below per build)
  • Once in the SC menu, select graphics "Fullscreen = No" and resolution to 1080 × 1200 (This will force the HUD to conform to your HMD)
  • Resume the VorpX watcher
  • Start the VorpX Desktop viewer
  • Put on your HMD
  • TAB back to Star Citizen
  • Select your destination
  • Once loading, press DEL and turn Virtual Cinema Mode OFF if you had it ON for menu navigation
  • Walk forward immediately upon spawning. Sometimes not doing this can cause head tracking to fail.
  • Jump in a ship
  • Double-Tap LEFT ALT to toggle freelook

  • Unbind Mouse for both Flight Movement and Flight Targetting in the advanced controls keybinding section of SC
  • Do Not toggle Freelook (with Z)

  • If you’ve set your base stations to power down when not in use make certain you wake them up prior to running Vorpx
  • If your HMD doesn’t show anything, disable secondary / tertiary monitors

  • Set your custom resolution to 960 × 1080 to match the native per-eye resolution of the DK2

  • Stream Theater: http://www.vrbites.com/howto/play-pc-games-in-your-gearvr/
  • Intugame VR: https://www.youtube.com/watch?v=oPrFk8HVa-I

  • Make a custum USER.CFG file and set your FOV to 120 It removes the super-zoomed in feeling
  • https://robertsspaceindustries.com/community/citizen-spotlight/2770-Star-Citizen-USERcfg-Guide

The Guide:

At this point you may be in VR mode. To see menus clearly, press DEL and use arrow keys to set Virtual Cinema Mode to ON
2.3.0
2.4
HTC Vive
DK2
GearVR

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Star Citizen Drake Herald

Star Citizen: Herald First Impressions!

Drake Herald in 2.6 PTU


Drake Herald is now in the game, and it's an interesting little bird. Let's get in, tour the thing and take her for a spin!

Star Citizen Origin 85x

Star Citizen Origin 85x 

85x First Impressions Video


Star Citizen alpha 2.6 is stunningly good!

Star Citizen alpha 2.6 is CIG’s answer to those crying about the livestream… it’s stunningly good!


Star citizen alpha 2.6 is the birth of something amazing. 

Star Citizen 2.6 PTU New Flight Model

The New Flight Model 

in Star Citizen 2.6 PTU



Star Citizen Super Sabre

Star Citizen 2.6 PTU Super Sabre + 8 Weapons = WIN





The Super Sabre

The Sabre can be equipped with 85x Turrets giving it the ability to have upto 8 Size 1 turrets. I also talk briefly about Plugs, Hardpoints and Pipes here too that are all part of customization and ship loadouts in Star Citizen... or will be in the future.

Star Citizen in VR - A Tutorial for VorpX

Star Citizen VR Tutorial for VorpX



VR Headset Review Website

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Star Citizen in Virtual Reality is incredible

Star Citizen VR


Today was the second time I attempted SC in VR using the application Virtual Desktop. This isn't a "true" VR application like VorpX is, instead it allows you to view your games on a giant screen. It doesn't sound like much, but it's incredibly immersive and the sense of scale is real. The ships feel huge now! All of them! Even the little Aurora doesn't feel so little when your using a VR headset.

Using the HMD plus Virtual Desktop allowed me to really immersive myself into the game. It's an experience like none I've ever had. I've played multiple made-for-VR games since I've gotten my headset, and I swear that I have never felt more immersed then when I entered the SC universe. It felt so real. At one point, I've even achieved presence. This is something I've never done in any other VR game until this point, and what blows my mind is that a.) I'm not having an "real" VR experience (no character head tracking) and b.) SC is still poorly optimized. Once CIG implements native VR support and the server-sided issues are fixed, I can only begin to imagine how immersive SC will be then.


Walking up to the Hornet in VR for the first time felt strange. I had never noticed just how large this ship is. On a monitor, it looks so tiny. After starting up the engines, I carefully maneuvered around (I don't remember being this cautious before) and promptly warped to a Comm Array. I fought a pirate, and gasped at the wonderfully detailed explosion he turned into. The details and the scale of the Comm Array were really highlighted in VR. Even using the computer and hearing the array boot up brought out a sense of awe.


Of course, I was killed by a fellow player not too long after.
Afterwards, I warped to a location whose name I did not recognize. Some asteroid belt with a transmitter. I don't want to go into many details as to avoid spoiling the story-line, but this is where I had felt presence. I navigated over to the asteroid where the transmitter was hidden behind and EVA'd out of my Aurora (didn't want to wait for the Hornet). Everything about this situation felt ominous. As I approached the transmitter, everything hidden in the darkness of the asteroid's shadow, it began to play a message. I stood there, the sun hidden behind this 'roid, ships fighting in the background, various asteroids scattered all over, as this eerie message was being played back to me. For a brief moment of time, I was no longer "playing" Star Citizen. I was living it. The awesome feeling of presence washed over me, and I got goosebumps all over. It didn't last very long. The moment I turned my head to look back at my ship, I got a face full of empty screen (Virtual Desktop, remember) and it was over. If this was native support or VorpX I know that feeling could have lasted much longer.


In all the years that I've played video games, in all the experiences I've ever had with technology and various simulators, in all the VR games I've played NOTHING has ever came this close to actually feeling lifelike. I really don't have the words to describe it, and I really feel that this post is inadequate in sharing my experience. All that I can say is that SC in VR is going to be a lifelong dream come true. If I was able to achieve this level of presence in a game that didn't even track head movement (yet) and is poorly optimized with a low framerate, I know that it's going to be possible to achieve presence when it has native support.


I ended the session chilling in the Hangar gawking over my Reliant. I can't wait until I can take her out. In VR.


Josh Kbosh



VR Headset Review Website

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Star Citizen Capital Ships

Star Citizen Capital Ships & what you need to know

Demo manHello Citizens another video this one took me a long time to get finished but now its here.
Its all about capital ships and tips about how to use them and staying alive ! 


Star Citizen - Capital Ships in 2.6




Star Citizen Capital Ships - Military Overview




VR Headset Review


VR Headset Review Website


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Star Citizen 2.6 - Vanguard Hoplite Ship Tour & Free Flight

Star Citizen 2.6 - Vanguard Hoplite Ship Tour & Free Flight (Star Citizen 2.6 PTU Gameplay)


Star Citizen Ship Status 2.5

These are the status of ships in 2.5 Star Citizen release:

SMALL SHIPS

ShipHangar-readyFlyable
P-52 MerlinYesYes
M50 InterceptorYesYes
Aurora SeriesYesYes
Mustang SeriesYesYes
300 seriesYesYes
Hornet seriesYesYes
GladiusYesYes
Avenger SeriesYesYes
Vanduul ScytheYesYes
Vanduul GlaiveYesYes
GladiatorYesYes
Xi’An Khartu-AlYesYes
Reliant KoreYesYes
MPUV CargoYesYes
MPUV PersonelYesYes

MEDIUM SHIPS

ShipHangar-readyFlyable
Cutlass BlackYesYes
Cutlass Red/BlueYesNo
Freelancer BaseYesYes
Freelancer VariantsYesNo
Vanguard WardenYesYes
SabreYesYes

LARGE SHIPS

ShipHangar-readyFlyable
Retaliator BomberYesYes
Constellation AndromedaYesYes
Constellation TaurusYesNo
Constellation AquilaYesNo
Constellation PhoenixYesNo
RedeemerYesNo
StarfarerYesYes
Starfarer GeminiYesYes

Star Citizen - Super Hornet OR Gladiator?

Star Citizen - Super Hornet OR Gladiator?


Star Citizen Gladiator Review

Star Citizen: Gladiator Review

Price comparison Banu Merchantman

Price comparison Banu Merchantman. Although there are mayn other factors that influence the price, and we are not exactly comparing apples with apples, this simple comparison will give you a good idea of where the Banu Merchantman fits in terms of value for money,

Banu Merchantman $250 - 100m - Cost per meter = $2.5

Starfarer - $300 - 100m  - Cost per meter = $3
Starfarer Gemini $340 - 100m  - Cost per meter = $3.4
Retaliator Base $150 - 71m  - Cost per meter = $2.11
Caterpillar $295 - 67m  - Cost per meter = $4.4
Constellation Andromeda $220 - 61.10m  - Cost per meter = $3.6
Carrack $350 - 123m  - Cost per meter = $2.84







ShipPrice USDCargo CapacityRatio
Banu Merchantman$250.005018$0.05
Starfarer$300.003321$0.09
Starfarer Gemini$340.003321$0.10
Retaliator Base $150.00128$1.17
Caterpillar$295.00512$0.58
Constellation Andromeda$220.00134$1.64
Constellation Taurus$150.00243$0.62
Freelancer MAX$140.00123$1.14
Freelancer $110.0052$2.12
Carrack$350.001058$0.33


From the above it is obvious that the Banu Merchantman is cheapest option per cargo unit. This is of course not taking into consideration the operational costs of each ship.

Except for the Retaliator Base, the Banu Merchantman also is the cheapest cost per meter. This is mainly because the Retaliator Base does not have the module costs factored into the length comparison. If the cargo modules are factored into the calculation, the Banu Merchantman is by far the cheaper.