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Socoder -> Nintendo -> Labo VR

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Posted : Saturday, 06 April 2019, 00:07
So.. um.. they're adding VR to ZeldaBOTW..

See #SuperMarioOdyssey and The Legend of #Zelda: #BreathoftheWild in VR, #NintendoLabo style! These Nintendo Labo experiences will be available via free software updates on 26/04. Don't forget – Nintendo Labo: VR Kit launches 12/04!


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Posted : Saturday, 06 April 2019, 00:07
Woah! Now how do you play Mario Odyssey and ZeldaBOTW whilst holding the VR crapboard to your face!?
Posted : Saturday, 06 April 2019, 10:07
I bet they make damn sure you have bought Nintendo Cardboard for$80 before letting you run the VR update.

Check out my excellent homepage!
Posted : Saturday, 06 April 2019, 10:16
There's a £60 edition with the full kit, but there's also a £35 "Starter" set. Not sure what's in the starter set.. . Ordered the full kit.

Wasn't going to.
It's very "head movement" based, so will be mostly incompatible. But the prospect of wandering round BOTWs world in 3D was a little too much for me to avoid!!

Thoughts once it appears!!

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Posted : Saturday, 06 April 2019, 13:39
Running into a Lynel wearing a 3D VR helmet will have you shitting yourself, double quick!
Posted : Saturday, 06 April 2019, 17:52
Now we just have to wait for a 3rd party to create a plastic version with a strap!
Posted : Friday, 12 April 2019, 08:24
Would love to have posted my thoughts on this, but at 3:30pm, the fucking thing still hasn't been delivered.

Fs, Amazon, what's the point of a preorder??!

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Posted : Friday, 12 April 2019, 10:12
Finally showed up..
The Chase is on, now, though..
More.. later!!

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Posted : Friday, 12 April 2019, 13:35
Initial Playtime.

Spent just over an hour putting together the headset.
It's a lot more substantial than Google's Cardboard, and includes little sponges to protect the switch, and a nice "cap" to lock it into place once it's in there.
Things that are missing include any kind of magnets.. Google Cardboard uses a little sliding magnet that the compass sensor picks up as a "button".
Instead, the Labo VR includes a small area on the upper right which acts as a "Tap Zone". Simply tap here with your finger, and it magically knows you're doing so.
.. Turns out, the Switch must have a teensy little microphone up there, as evidenced by the fact that I can tap-tap without the VR shell in place, and it still knows I'm doing so.

After the hour long "Putting it together" tutorial, you finally get to peel off the sticker to unveil the lenses, slide the Switch into place, and give it a go.

The viewing area is surprisingly large, and comfortably fits over my face with my glasses still on.
The quality is .. Alright.
It's crisp and focused enough that you can see "scanlines" in the display. It's nothing too bad, but .. Yeah, a higher definition screen would've helped, there.
But the image focus is nice and crisp, much more than I'm used to with cheapo Google Cardboard and other plasticy models.
The Switch fits snuggly into the VR Unit, and the motion seems to be going well enough that I'm not feeling too queasy after about an hour's worth of play, which is.. frankly.. outstanding, given my usual issues with such things.
I think it may be to do with the removability of the unit. You have to hold it to your face, and a quick breather can be had by pulling it away momentarily. This seems to relieve a LOT of my normal issues.

Also, the quick example VR Kit Toys seem to involve a lot of mostly static objects, so far, so there's not been a lot of quick head movements which would usually trigger my motion sickness.
Having said all that, I am feeling a wee bit of post-play queasiness, so .. Maybe I played for a "little" bit too long?

All said and done, the quasiness isn't terrible, and the quality of the visuals is decent enough that you can have a good time in the VR landscape.

Is it "The Best VR"? No.
Is it "OK".. Yeah, I guess so.

My main complaint would be that it seems to want me to constantly hold the thing to my head, whilst also holding a separate joycon in my other hand. This seems to be a bit of a pitfall, and isn't quite as natural as Ninty would normally aim for.
Other than that, though, it's a nice little fun thing, and ...

Wait.. I'm missing something.
Where's the Zelda VR thing?!

"but the free VR updates for Super Mario Odyssey and The Legend of Zelda: Breath of the Wild won't be released until 25th April. "

Awww, god damnit...!!

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Posted : Friday, 12 April 2019, 14:30
For those intrigued by such a thing.. (eg, Spinal!)

Here's what the VRmode looks like without the headset.


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Posted : Friday, 12 April 2019, 20:19
Nice write up, as you know I've been messing with "proper" VR for awhile now so I'm half tempted to get this... more to see Zelda and Mario in VR than anything else!

It's good to hear you have been able to play it without too much motion sickness, yeah take breaks, you need to get your VR legs and for you Jay it will take a while. Also because the Switch VR will have only 3 DOF the motion sickness will be much worst than a device with 6 DOF.
Posted : Saturday, 13 April 2019, 04:21

The VRGarage does appear to have a LOT of stuff that you can play around with, but whether I can get it to do THIS...?

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Posted : Saturday, 13 April 2019, 04:36
Oh I sure do hope so!
Posted : Saturday, 13 April 2019, 04:55
Lots to learn.
.. currently haven't even got the ball to bounce!!

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Posted : Saturday, 13 April 2019, 16:02
VRGarage does sound interesting...
Posted : Sunday, 14 April 2019, 08:36
Gawd, this has taken me all day!!!


Although the camera can be attached to moving objects, as soon as you switch to VR mode, it detaches from your positioned camera, and locks down the camera to "default position".. so, that ain't happening!!!

Things can't "float" unless you turn off gravity, (eg the spikes)
Note how the spike falls apart once started.
But if you turn off gravity, the ball wont bounce..
.. so.. um...

The floor isn't infinite, so I can't do my typical endless scrolling. I'll instead need to scroll the spikes, but then the floor obviously isn't moving.

I'm not sure it's doable.
I'll continue to try, but .. doesn't look too good.

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Posted : Sunday, 14 April 2019, 08:53
...I don't think you can share your VRGarage creations. I can't see any kind of option for it...

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Posted : Sunday, 14 April 2019, 15:09
Can you set the mass of the objects, eg set your spikes to 0?

Must be doable as how would you create a platform game (floating platforms).
Posted : Sunday, 14 April 2019, 15:13
I don't "think" you can. You can set them to moving or not moving, but then they won't move, and if I'm needing to scroll them instead of the ball, then they're going to have to be movable.

Also, the "pixels" won't attach to each other due to those darn diagonal gaps.. I really need to learn to stop making pixelart objects with diagonal gaps in them!!

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Posted : Sunday, 14 April 2019, 19:53
Hmmm... what about creating a loop (think circle) terrain so you mimic endless scrolling?
Posted : Monday, 15 April 2019, 02:27
Great minds think alike.
Yep, that kept me awake all night..
Left the Switch downstairs, couldn't be arsed to go get it, but my mind was buzzing with "circular dislike!"
I'll be trying that out later..

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Posted : Monday, 15 April 2019, 05:38
Attempted this, but it's all getting fudged, so will have to delete and re"write" a lot of it...

The thing doesn't have loops, ifs or anything like that.. it has "events" and events can trigger things.
It also doesn't have "move to x/y/z" and instead only has "move by amount".
So, rather than say "if button held, move ball to.."
You have to say "always move ball by x,y, but multiply the x,y speed by whether the button is held."

It's all rather confusing for an oldskool coder like myself!

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Posted : Monday, 15 April 2019, 05:56
This is your basic program loop..

Start -> GOTO A
A: wait 0.04 seconds, then do "my game goes here" and also GOTO A

It's that "multiple paths" thing that keeps throwing me!

Note : they're called "Wormholes" rather than GOTO. ..Silly Nintendo!!

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Posted : Thursday, 18 April 2019, 14:40
Build Two.
I opted to make the bird for my second build.. I know, it's been almost a week since build one, but.. it's been a busy week, ok!!!?

The bird took around about 2.5 hours for me to get through. Quite a complicated build, but still kept nice and simple with these onscreen instructions helping you every step of the way.
Rubber bands and little plastic grommets to hold it all together, and in the end you have a nice little Flappy Bird. Mmm...
You pull it's "arms" and the wings will flap.

Once mounted to the headset, and held to your face, the flapping of the bird's wings will fan your face a little, to give the illusion of flying through the air.
The little 3D landscape that you can flap your way through is nice and simple, both geometrically and graphically, so although it's nice to look at, it's not the world most amazing scenery.

Would be lovely to become a bird and fly through Hyrule like this.. mmmm...
That's not gonna happen, though, is it.
Aw well..

Build Rating
Difficulty : 2/5 as with all Labo kits, it holds your hand at every single crease. A couple of fiddly bits, and my big adult hands made a couple of those fiddly bits a little more fiddly. But otherwise simple enough.

Time : about 2.5 hours. At one point, I thought "it's gotta be done, soon, right?" .. then realised I was only halfway through section 3 of 5!!

Value : Doesn't really look "that" bird like, but the nice 3D flappy game is quite nice. Didn't get to play it too long, though, as the queasiness kicked in. But I put that more down to tiredness after staring at a Switch screen for the 2.5 hour build, more than actual VR sickness. I'll have a proper play tomorrow, though, and let you know.

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Posted : Friday, 19 April 2019, 08:26
Several SpikeDislike attempts later...

1. I don't think it has a File-delete button, so these experiments are taking up space on the file menu!!
2. The ball keeps its momentum, so you hold the A button and the ball moves forward a little bit, you then let go of A and.. it keeps on going..
3. Figured "well, a box at least wouldn't do that. Lemme try using a box..". .. the box does indeed move exactly as you move it. .. as long as it's on the floor. As soon as you let it bounce, all hell breaks loose!!

View on YouTube
Note : I'm ONLY controlling the Y movement, here!

So.. yeah. I think this is a FALE...

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Posted : Friday, 26 April 2019, 05:13

My Thoughts on BOTW : VR Update

Woohoo!!! The Zelda:BOTW update appeared early this morning!

1. Visibility
Clarity is surprisingly clear. Details can be seen really well, with the menu being entirely readable even through the "low" resolution of the Switch.
I think that Nintendo's experience with low-res handheld screens is certainly being used, here.

2. Resolution
Although the res is "OK", it's also really obvious that it's low res, and pixelation is quite pronounced.
It's still perfectly fine, and it looks bloody gorgeous, but .. Yeah.. :\

3. Motion
Uhoh.. (Note : My motion sickness issues are fairly substantial as-is, so VR motion sickness is amplified quite significantly. This will NOT be the case for everyone!)

I spent about 5 minutes in the game.. I started at the last saved point (image above), before teleporting to the Shrine of Resurrection and having a quick nosey around the Great Plat-Oh.
The motion sickness kicked in about halfway through that, so I had to keep removing the goggles and taking deep breaths.
It's now been about 10 minutes since I played, and things are still feeling a little bit swirly.
I might not get as much enjoyment out of this as I'd originally envisioned.

4. Playability
The game is (from what I've seen so far) exactly as it was, so all the menus are there, and all the graphics are the same. This is literally no more than a camera viewport change, with motion-based camera controls added.

I'm slightly disappointed that hitting the "First Person View" (click the right stick) still ends up with the "Slate" frame around it, thus losing a "true" first person VR experience.

But, otherwise it's fine. The button controls work exactly as they did, so you don't actually "need" to roll your head around, and can continue to use the right stick to rotate the camera. I think this is probably a good idea, but I do worry that it might be adding to my motion sickness. Time will tell.. .. If I give it the time!!

5. Functionality
Taking in the views from some of BOTW's more scenic areas will probably be the best function of this update.
I can imagine that the coastline at sunset will be particularly breathtaking, and I'm looking forward to spending hours and hours simply gawping at the game's loveliness, once again!
The world needs more of this kind of thing!

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