Grand Theft Auto: San Andreas has been announced for the Oculus Quest 2

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The Grand Theft Auto Trilogy Definitive Edition won't be the only play to experience in a modern form. Oculus announced a VR spin on an old classic during its Facebook Connect event, revealing Grand Theft Auto: San Andreas for the Oculus Quest 2. We got nothing more than the confirmation that the game exists, and that "it's a project many years in the making". We've seen games ported to VR before, with the recent release of Resident Evil 4 VR for the Oculus Quest 2 as well. What are your thoughts? Are you excited to see Grand Theft Auto in VR, or are you wary of how this open world game will play in virtual reality?

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DinohScene

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It will be in first person, and it's not the mobile port, it's the unreal engine version. Wait til it's released til you start panning it.

Unreal renders the game, the "GTA 3 engine" that handles all the animations, mission scripts, spawn mechanics, physiscs etc hasn't been changed.

I don't think the definitive edition is just another regurgitated mobile port, surprisingly enough.
The definitive edition has been reported as being remade in Unreal Engine, and I can't find a single source that says the mobile port uses that as well.

Now, if this VR port's "a project many years in the making", I can't imagine it's based off the definitive edition... and you know what that means :creep:

You'd be surprised.
Unreal handles the rendering, not the rest.

It's just the same game with different visuals.
 
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Spider_Man

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No shit RE7 VR is better. A VR release was planned, so they developed around that. RE4 was a game released over a decade and a half ago. Obviously they had to cut shit from it. Half of that stuff would be nausea inducing. A terrible comparison.

And with San Andreas? Aside from some vehicles, and even prostitution... I sincerely doubt there's much in the game that needs cut to accommodate for VR.
How them two totally contradict.

And no, re4 could be fully playable as its original state in vr, all they had to do is as stated above.

So because you say its old and wasn't intended for vr, thats why it had shit removed.

Gta sa exactly the same, but you think it will port without removing shit.

Hmmm ok.

Id rather have a new vr headset with new vr games, not inferior ps2 titles ported.

But again its funny facebook slate the psvr yet they get this sack of crap, and they're actually proud of it.

All i can say is by now cashcom must own the Gunness book of records for how many times you can recycle the same shit game.
 

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If they for real achieve Motorcycle controls were you need to turn your wrist to accelerate, they already won me over.
Yet, I'm curious how they'd implement bike physics. You sure ain't supposed to move your legs, since those won't get tracked anyway.

Or running instead of walking, stamina and all that stuff. There are so many things they might need to figure out how to implement properly for it to feel just right. Needless to say I'm sceptical, even though I wish for this to be good.
You'd be surprised what can be tracked with just a headset. There's an app on Steam that I absolutely love called "VRocker". It has two modes it can process movement through. One has you shift your weight left and right, and it converts that into forward movement, feeling kind of like a slow lazy walk at low speeds, or roller-skating at high speeds. The other works in a similar way to a pedometer, tracking the up and down jostling when you run in place, and converts that into forward movement in VR. You have to spend a couple minutes the very first time you run it, to calibrate the sensitivity and movement speed into what feels the most comfortable for you personally, but it works like a charm. Plus, the body movement you're doing helps eliminate motion sickness from moving in VR. VRocker itself can hook into pretty much any game out there, letting you implement the physical movement system into games like Skyrim or Fallout, even. (It can also stack with VorpX, as well.)

I'd assume that mimicking a similar system would be incredibly easy for a big AAA company to do. Jog in place to run, shift weight to walk. If they were to implement something like that, San Andreas VR could be an amazingly immersive open world game, which to be honest, VR really needs. The biggest-scale games we've got are still HL:Alyx, Skyrim, and Fallout, maybe Alien: Isolation if you want to include the VR mod. You don't even see Vivecraft very often anymore, unless you're watching one of those ultra-realism shader show-off videos. We've got the tech at this point, we just need a couple decent developers to help give VR a kick in the pants to get things going. (HL:Alyx came pretty damned close, though. A couple more releases at that scale would have done the trick.)
 
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You'd be surprised what can be tracked with just a headset. There's an app on Steam that I absolutely love called "VRocker". It has two modes it can process movement through. One has you shift your weight left and right, and it converts that into forward movement, feeling kind of like a slow lazy walk at low speeds, or roller-skating at high speeds. The other works in a similar way to a pedometer, tracking the up and down jostling when you run in place, and converts that into forward movement in VR. You have to spend a couple minutes the very first time you run it, to calibrate the sensitivity and movement speed into what feels the most comfortable for you personally, but it works like a charm. Plus, the body movement you're doing helps eliminate motion sickness from moving in VR. VRocker itself can hook into pretty much any game out there, letting you implement the physical movement system into games like Skyrim or Fallout, even. (It can also stack with VorpX, as well.)

I'd assume that mimicking a similar system would be incredibly easy for a big AAA company to do. Jog in place to run, shift weight to walk. If they were to implement something like that, San Andreas VR could be an amazingly immersive open world game, which to be honest, VR really needs. The biggest-scale games we've got are still HL:Alyx, Skyrim, and Fallout, maybe Alien: Isolation if you want to include the VR mod. You don't even see Vivecraft very often anymore, unless you're watching one of those ultra-realism shader show-off videos. We've got the tech at this point, we just need a couple decent developers to help give VR a kick in the pants to get things going. (HL:Alyx came pretty damned close, though. A couple more releases at that scale would have done the trick.)
Personally I’d prefer to wait until treadmills are commonplace, but there is actually some trackers (forgot what they’re called) that you can attach to your ankles or around that area for this motion but much more precise. Not only that, but it converts that motions directly to joystick inputs, and you can adjust the speed and sensitivity it inputs on a per game basis
 

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Re4 looks shit in vr, and it has had parts of the game cut out.

So facebook wants to brag about been the best vr experience, yet it cant even get a retro game to run like the proper game but in vr.

While they like to dis the psvr, we had re7 that pisses over that pathetic excuse they want to pass retroevil 4 as.

And whats the odds, gta sa will have content stripped from it too.
I’ve been playing re4 vr for a few hours and I’m enjoying it so much. It got back my memories when playing it on the Wii. VR games don’t look much better (and more in standalone mode) so this game stands graphically.

willing to see how they adapt gta to vr 👀
 
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Axido

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You'd be surprised what can be tracked with just a headset. There's an app on Steam that I absolutely love called "VRocker". It has two modes it can process movement through. One has you shift your weight left and right, and it converts that into forward movement, feeling kind of like a slow lazy walk at low speeds, or roller-skating at high speeds. The other works in a similar way to a pedometer, tracking the up and down jostling when you run in place, and converts that into forward movement in VR. You have to spend a couple minutes the very first time you run it, to calibrate the sensitivity and movement speed into what feels the most comfortable for you personally, but it works like a charm. Plus, the body movement you're doing helps eliminate motion sickness from moving in VR. VRocker itself can hook into pretty much any game out there, letting you implement the physical movement system into games like Skyrim or Fallout, even. (It can also stack with VorpX, as well.)

I'd assume that mimicking a similar system would be incredibly easy for a big AAA company to do. Jog in place to run, shift weight to walk. If they were to implement something like that, San Andreas VR could be an amazingly immersive open world game, which to be honest, VR really needs. The biggest-scale games we've got are still HL:Alyx, Skyrim, and Fallout, maybe Alien: Isolation if you want to include the VR mod. You don't even see Vivecraft very often anymore, unless you're watching one of those ultra-realism shader show-off videos. We've got the tech at this point, we just need a couple decent developers to help give VR a kick in the pants to get things going. (HL:Alyx came pretty damned close, though. A couple more releases at that scale would have done the trick.)
I used Natural Locomotion for Skyrim VR and it did feel alright. And to this day I prefer the way Sprint Vector handled their locomotion. That is truly a great game. The only thing it really lacks is a level editor. If that was there, I would spend days within that game.

I know how much potential there is out there. Yet, I feel like AAA flat game developers are either too lazy or too scared to implement proper locomotion. It is as if they underestimate their target audience. Beat Saber sure is a workout, yet it's the best-selling VR game to this date. How it makes sense to not even implement natural locomotion as an option instead of solely sticking to teleportation and stick movement is beyond me.

Changing that mindset could lead to the most pure VR experiences and avert some commercial failures.
 

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Talking about VR. Do you guys know if there's any tool to shrink game space in Room Scale games?

The only VR game that gave me problems with Quest 2 has been John Wick Chronicles, it was only developed for Vive and Index. It works "fine" on Quest 2, but the Room Scale is just gigantic, you need at least 20 square meters to move properly, while it works fine (2 square meters) on the official headsets. Can that be fixed on Quest 2?
 
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Mama Looigi

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Talking about VR. Do you guys know if there's any tool to shrink game space in Room Scale games?

The only VR game that gave me problems with Quest 2 has been John Wick Chronicles, it was only developed for Vive and Index. It works "fine" on Quest 2, but the Room Scale is just gigantic, you need at least 20 square meters to move properly, while it works fine (2 square meters) on the official headsets. Can that be fixed on Quest 2?
SteamVR literally has the option to adjust world scale on a per game basis ;p
 

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Unreal renders the game, the "GTA 3 engine" that handles all the animations, mission scripts, spawn mechanics, physiscs etc hasn't been changed.



You'd be surprised.
Unreal handles the rendering, not the rest.

It's just the same game with different visuals.
Now it's being co developed by the La Noire Case files team, I'd say it's going to be pretty different from the mobile port.

https://uploadvr.com/gta-san-andreas-vr-developer/
 

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That would mean they'd have to downgrade GTA V and port it to ARM. GTA V on Android when then?
Not much of a downgrade considering it was also released on the 360 and PS3. Just give us lower res graphics with the features of the proper versions and it should work fine.
 
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