Can someone post a list of actual games for VR? I mean games...

Can someone post a list of actual games for VR? I mean games, not just tech demos where you stare at stuff and maybe click some in game buttons or pick up items.

Because every game that I see doesn't even have walking implemented, WALKING. You point out at things and it teleports you there, it gives me the impression that if a big company cannot script walking that doesn't make you want to throw up, then there's a big problem. I looked at upcoming games and they're all 10x slower paced that normal games.

When I thought about VR in the past I thought I'd finally play games like GTA as a madman, drive as fast as possible, duck, cover and do what VR was supposed to be about. Is the reason for all these non games the fact that VR is new and there was no time for development, or this is simply how VR games are gonna be? What do you think?

Is VR porn good?

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It's not about walking making you want to throw up. (as if teleporting was any better, and people said the same shit about polygonal 3D in the 90s) It's all about marketing.
The marketing is trying to make VR seem like something more than just another display device. It's supposed to be 100% accurate and immersive, and gamey things like normal fucking movement would 'ruin' the image that ads are trying to paint. They think that a normal game with VR support won't sell as much as a designated VR Experience (tm).
Another thing is that the marketing is targeted at normalfags, so it's better for them if the games resemble actualy vidya as little as possible, and can be played for a few minutes with friends taking turns before turning that shit off and everyone going back to drinking, talking about celebs and blankly staring at their phones.
I wouldn't be surprised if publishers and marketplaces discouraged or outright rejected normal games for VR devices for these reasons.
It also takes less time and money to shit out the VR equivalent of a single screen arcade game, so there's that.

VR is a meme, there are no games that are not gimmicky shits. VR is only viable as replacement for trackIR for flight sims and such.

Porn is the only possible redemption but it will get censored by cucks and SJWs anyway. Have fun

Valkyrie is about the closest you get to that and it's still shallow arcade shooter with P2W shop.

You got elite dangerous, but it's expensive.
Hotdog, horseshoe, and hand gernades. An awesome virtual shooting range with lots of customization and content despite being early access and it updates bi-weekly or once a week if it's an important update.
Out of ammo. A base defense game where you can command people to build trenches and sand bags to defend your command point from terrorist, and you can control your unit and use a radio to order an air strike or a strife run.
Hover junkers are the first vr online game and it shows, but it still fun to play and uses the vive touchpad to reload guns and such. It's an early access title but it updates weekly but idk if people still play it.
Onward. 4vs4 tactical shooter where you use the touchpad to move Around instead of teleporting. Super early access but still interesting to play around.
You also got your driving games like project cars or drift rally. Also raw data plays weird because you move by teleporting and it's the worst

Well, this looks a bit better than almost all VR "games". At least it looks like a game and not like something to experience in 10 minutes.


I suppose it's just gonna be gimmicky games them, and it's a shame. I see that the tech is here, it works, it just needs to be cheaper. But if people aren't willing to make "gamey" games, then there's no point. Didn't we all want to play something like Doom or Fear in VR? That would had been awesome. Fast movement, fast turns, action and explosions.

The biggest limiting factor, is that devs HAVE to use the teleport movement. Otherwise, if they just used normal thumbsticks like the wii nunchuck, it would make it too clear that all you are essentially replacing with a 'vr' headset, Is the function to turn and look around.

VR will remain a meme until we can jack our brains into a computer and play like SAO.

A PSVR med tier with weird tracking but it's cheap and has games with gameplay unlike the phone vr. Rush of blood is a literal rail shooter and jump scare galore. It's interesting that you aim using the mounted flashlight rather than aiming down the site.
Rigs is really fun and never really got motion sick because it's doing it's best to tell you "hey you're on a robot, don't get sick" but you might get dizzy if you started jumping a lot or using the flying mech.
Battle zone is the same feeling as rigs but it's much faster, but I only played the demo and it feels so expensive for what it looks like stage based wave shooter in a very maneuverable speedy tank.
Psvr world is entry level "experience" that some have gamplay to it that make your grandma/family member happy

also in vr porn. If it's 2d porn: it will be super turn off when your wifu clips into you and only see her eyeballs or she's horriblely animated and her legs are twisted. As for 3D porn. Grab a phone vr/tape phone into your face because it's useless to buy all this expensive headset for a 360 videos of a girl siting your face

So when is disney or whatever going to sue them for copying tron?
It still costs almost 1k total for psvr. (if you count the console)
I can set up a build for that much with a dk2 and whatnot for around the same price as a ps4 + psvr

I bought a Rift DK2 based on my experience playing Half-Life 2 VR at a friend's place. I also got a Razer Hydra, which is now collecting dust.

Playing through HL2 with motion controls to aim your weapon is completely awesome. It's probably the most fun I've ever had with a half-life game, including SMOD and variants. The control system wasn't the best, and the hardware isn't great compared to the current stuff, but it's still fun to play.

My rift DK2 collects dust now though, because I don't really play any games that support it.

The DK2 itself is pretty good, but the resolution is not great which gives you the 'screen-door effect' - ie. you can see the gaps between pixels. After a while I got used to it, but a higher resolution device would have less problems and look better.

VR porn is pretty good. I tried some videos and a crappy unity game, and it's not bad. Really to get the optimal VR porn experience you'd want some kind of sex toy to connect with, because otherwise you're just fapping to a porn on a very large screen.

I'm looking forward to getting a Vive when the price drops a bit or when they release a new model. Alternatively there's the OSVR which is cheaper, and I hope it'll end up being good. Right now there aren't a lot of games built for VR as far as I can tell, but we'll see more as time goes on. I play elite dangerous which was amazing with VR, and I hope to get it set up with VR again soon. I'd also like to get Arma running with VR but I dunno if it's viable at the moment.


Thumbstick movement is awkward, but I prefer it to teleporting anyday. If you look at a game called onward (vid related), you've got a combination of physical movement and thumbstick control to move your room around. This is probably the ideal solution for character movement, but I'm mostly interested in cockpit-based games where I'm sitting down using a joystick.

I looked at the gameplay, it's exactly what I described. It's a minigame that I would have no interest in if it wasn't for VR. No movement, you're put on a rail and you just look around and shoot. This wouldn't pass as a decent PC game usually.

Finally movement, this looks nice. It would be good to have more of these sorts of games.

If this was not in VR and for PC I would had judged this as mobile trash, because that's how it looks like. A simple game that I played before with no innovation at all, I might at well play that tank game for the ps2, which is much much better. These games don't attract me because it's literally simple games that we played before for free.

Looks like on rails shooter again. I have to say, they look decent, but it's just not what I expected gaming to be.

Why doesn't anyone just make for example something like Max Payne first person in VR? Imagine throwing yourself in the air in slow motion, shooting enemies, running for the next cover. The usual stuff that a good game does, so you don't feel like a spectator.

So I guess VR porn really does turn you on much more? Because VR porn counts too if the games aren't good. I'd play some Skyrim in VR to look at all the angles on a chinese cartoon girl in a tavern, that would be cool.


Of you say that games like HL 2, which are fast paced, can be playable on VR then this is great. Just what I wanted, I want to know if the device is capable of letting players experience a normal game that we play now, but on VR, instead of gimmicky things. Because if we can experience that, even if there are no good games for VR now, in time this will fix itself. The tech is there, we need the damn games!

Where's Gothic, Morrowind, Fear, GTA in VR? This is what I want.

But battle zone is vr, or you can have the option of playing it with or without.
PSVR world some games is just sit and enjoy the show like the deep sea one and some has gameplay like the London heist; a game that gave me flashbacks of childlike wonder when I first experienced those shitty "4d" cinemas. You also got scavenger oddysy which is like rigs (driving a mech) but it's story based and most likely as short as London heist (stopped at chapter 2) didn't try that ball and highway sliding game yet

Rec Room and Raw Data are decent, although Raw Data's devs need to fix their crashes

House of the Dying Sun and Elite Dangerous are okay too

Here you go:
-

If vr devs need to stop worrying about people who get car sick from playing vr games we'll get those better interactive games that doesn't use teleporting or rail shooters.

But DK2 only works on your PC, PSVR works on PS4 and also on your PC.

A chair in a room is a spooky vr game that gives you the ~hint~ of jump scare rather than a jump scare and it's cool. It uses teleports if you have a tiny room which is an alright rather than disabling the game because you have a room that doesn't look up to snuff.
Like accounting which made me go out of my play area because the devs expecting that you have a huge room only for vr (but it's a funny vr experience game)

It's a vicious cycle because of the initial prices and one of the reasons I fucking hate both the Occulus and the Vive.

You have these new displays on the market that all need games to justify their existence, so the companies that make them sign up with a bunch of smaller companies (to cut on the costs) so they make something for them.

The problem starts when you consider what companies are working for this. They are small team devs that really can't do much better and some probably already had other projects or didn't even work in videogames before.

Then you have the fact that, because of the price, the number of people that have VR devices is fairly limited. If you were the owner of a small dev team and someone asked you to make a game that's not gonna sell more than one or two thousand units… Just how much effort would you put into it?
If they made 5 bucks per game, at 2000 units, that's 10.000$. That pays a dev team for about 2-3 months, maybe.
That's why you only get low-effort, because nobody, neither the VR makers nor the dev companies has any interest in making better games.

But then you have the other side as well. Clients look at this trite and start to wonder, "Why the fuck would I pay 600 or 800$ for what amounts to a new monitor when all I can play with it is shit?"
So less and less people buy into it and interest dies down.
Less clients, less reasons for better games.
Worse games, less clients.
And the cycle never stops because those fucking idiots priced this shit all wrong.

However, now I'm interested since I'm playing on buying the OSVR from Razer.
We truly live in the Berenstain World since Razer has actually launched a CHEAPER product than the competition…

I though there was a driver or program or something similar that "converts" most games to 3D. As in, you might not get the head tracking, or the tracking acts like your mouse, but it's at least rendered 3D on your screen, no?
Or does a game need to be specifically compatible with that shit?

I was mostly thinking about playing old games with VR instead, like Neocron as well as Minecraft (the ravines and high-rise buildings should look more interesting with it), maybe even finnaly get into Mech games but with VR.
Would be a shame if none of those worked without direct support, but if Half Life 2 does, maybe it's possible?

Both 3D and VR injectors exist. They don't work with that many games and can have some issues, but they're already existing and slowly getting better.

Quick question: would hologram vidya have any significant advantages over VR when it comes to being more than a gimmick?

No, it would actually be worse.
All the issues with space and having to move around instead of using controllers would be even worse.
Resolution on a screen is already quite a chalenge, doing it by projecting light would be even worse and you'd get a much worse quality.

You might want to search around since "tactil holograms", projections that you can touch and move around, already exist, but it's a very prototype technology.

Besides, the idea is for us to abandom this real onto the virtual one, not bring that place into reality.
What did your waifu ever done to deserve such a cruel fate, user?

VR was made to ensure retards become blind and are more easily killed when the time comes.

You could say the same about any monitor, especially CRT ones and I don't see you complaining about those.

You could say all that about videogames in general and yet, here you are!

You're confusing VR and HDR. HDR is the one with eye melting brightness.

Dirt Rally

Space Pirate Trainer is the only good VR game.
No artificial locomotion, no story, just a modern **early access* light gun arcade game.

its out of early access now. the melee baton and shield are the best to play with

PS4 VR has a REZ port that uses the headset.
I would never buy a VR headset, but if somebody gave me one, I'd actually play that game again.

Their logo should be a Holla Forums banner

You fags need to quit thinking VR is a platform that games are made for. VR headsets are fucking displays that are tied to your movement, that's it. Asking for "games for VR" is like asking fir "games for an LCD monitor".

There the new Ace Combat and Eve Valkyrie. Farpoint seems nice but have limitation, you move forward and backward but can't turn 180 degree and you pretty much walk a straight line

oy vey

So how it's like playing normal FPS games with no head tracking in VR on PC?

I want to play my favourite games without head tracking, I just want to see the whole game instead of just the monitor. Does it make it more immersive or not?

It's pretty much the same as playing in native VR without moving your head as long as you use a 3D injector like TriDef to provide stereoscopic vision for depth perception

If that's the only thing you want wait for next-gen.
The low resolution really counters the upsides of the 3d and whatnot.
It's enjoyable but not worth the hassle IMO.

The first time you try it it's feels REALLY cool though.

So it only feels like "wow this is cool" the first time? It's not worth buying it just for that? I want for example to play RE4 in vr, planetside 2. No head tracking, I don't want that.

But I don't know if I can justify the price.

are there still no decent swordfighting/boxing games for VR?

While stereoscopic vision might lose the cool factor over time, the depth perception that allows you to play better remains. Anything involving close combat or distance weapons that aren't hitscan will remain better even after the wow factor has worn off.

That's nice then, because I want to plau morrowind and gothic 2 in VR.

The game I felt it worked really good with was Metro playing without a HUD.
But then it comes down to not seeing the objectives thingy if I filled the screen.
The negatives outweighed the positives for me.

If you get them to run on a modern system and with a 3D injector especially 3rd person perspective games can gain a lot. Good luck.

How is VR with racing games? Any upcoming games gonna take advantage of that?

To be honest, I personnaly only look forward to VR for two reasons.

The first is indeed the immersive factor. I plan to start with Mech Warrior and other mecha games once I get my headset as I feel being inside the cockpit is the best way to enjoy VR, but some other games like heavily modded Oblivion, Skyrim or space games will be neat too.

But the other is essentially that. I feel that in most FPS you kinda have to wing it, having no depth perception. A guy get's used to it and you use the relative size and speed of your target to calculate where to lead your projectiles.
This doesn't work so well for melee where a guy moving to your side completely vanishes from your vision, usually at a very fast speed. Melee in first person almost always sucks.
But with depth perception? Shit, lining rockets and using melee weapons is gonna be easy as shit.


I don't know how the injector works for that one and I'm certainly gonna try it but. Zeno Clash, both the first and the second, are gonna be fucking amazing with VR.

That's one of the genres most severely limited by the relatively low res of current gen HMDs. Wouldn't get one for racing yet.

VR will be killed by people trying to make normal console games for it instead of making VR games

>VR will be SAVED by people trying to make normal console games for it instead of making VR games
ftfy
Less gimmicky shit, more real games.

Yes, but the truth is that the market for cockpit sims that benefit from VR display is tiny, hell the market for those games is tiny, period.
If these companies want to sell the hardware there needs to be some kind of killer app, and what they have instead is Kinect game tier.

What is this contradiction? How did you even managed to post that?

user, console games are full of gimmicky shit and bat attemps at having the type of games that would be much better on a PC. The entire Uncharted series is a gimmick extravaganza. I still like consoles but they can't even save themselves, let alone save VR.

Fuck off faggot

When we were dreaming of VR, it was about playing the games we already loved in a better way, not designing everything around a shitty roomscale wagglan gimmick and faggots with weak stomachs.

When we were dreaming of VR, it was about fully simulated worlds only different from real life in that they have game mechanics
Stop being retarded

You're living proof that water supplies are being poisoned.

Then buy your overpriced omnidirectional treadmill, overpriced force feedback gloves and enjoy the low budget techdemos the tiny market for ridiculously expensive holodeck wannabes will get.
Meanwhile I'll be playing VR games.

No, you'll be playing console games with teleportation and seated motion controls

It's the cancer brought by the natural limitations of roomscale. Classic movement is a lot more common outside the roomscale wagglan ecosystem.

Classic movement is vomit inducing
There's a reason cockpit games are best

For a minority, most are fine. Even most of the minority that gets motion sick at first can get their VR legs and then play with classic controls. The remainder who can't get over it are somewhere around 5%.
Boy, we sure should build everything for those 5%, it would be so unfair to exclude them!

...

We should build everything for VR, instead of building everything for something else and then having VR be some worthless gimmick slapped on top of it

Best Games for VR now

Onward (Vive) - 4v4 (Eventually 8v8) Shooter

Art of Fight (Vive) - 4v4 Shooter

Quel 4D (Vive) - Oldstyle Doom Shooter

Rigs (PSVR) - Mecha stadium shooter

Battlezone (PSVR) - Tank Combat

Elite Dangerous (Vive/Oculus) - Space Sim

Project Cars/Assetto Corsa (Vive/Oculus) - Racing Sim

Vivecraft (Vive) - Minecraft in VR

GTA Vive (Vive) - GTA V in VR

Accounting (Vive) - free game by one of the guys who made Rick and Morty

It's literally a rick and morty game

>we should build everything for my favorite gimmick
No, we should not. We should also not misrepresent the reality.
The reality is:
Teleportation is something that was invented for and mostly used in roomscale.
Outside of roomscale, most games use classic controls.
Only a tiny minority needs roomscale and teleportation to be able to use VR without motion sickness.

Last, but not least:
You know every Holla Forumsirgin worth their salt despises teleportation and wagglan, therefore you tried to connect it to a platform where it is a rare occurrence, just to make your platform of choice look better where it is the norm.

Look, I'm not saying the Vive is shit, it isn't but it's overpriced as fuck. I'm not even saying roomscale must be shit. It could be good in some games, but its limitations make it unlikely that development effort concentrated on the roomscale wagglan gimmick will lead to many good games, it's just too limiting. Too bad for the 5% that can't enjoy VR without it.

It's limitations mean that it won't lead to good games because devs are too fucking lazy to make games that work within those limitations, not because they are somehow antithetical to the idea of vidya

They use some of the same voice actors, but they share no character of settings.

They are making a Rick and Morty VR game, but I don't think its out yet.

character or setting

...

It is limiting without a ridiculous amount of super expensive ultra niche HW that will never become mainstream, SW can't do shit about it no matter how lazy a dev living in crunchmode half of the year may be or not. Would it be nice if a dedicated VR room with a moving floor or a fuckhuge sphere to walk in became affordable and mainstream? Sure, it just won't happen. If it doesn't happen, roomscale is limiting game design, classic movement isn't. Take off those rose tinted glasses you view your Vive with and look at it objectively. It's also a decent HMD for non-roomscale games, you don't need to embrace the cancer to enjoy it.

You only need something between a GTX980 and GTX 1080 to play the most demanding VR games. Expensive yes, but I wouldn't call it ultra niche.


Have you playing many roomscale games? In most (well the good ones), you still have classic movement. You only need a 2mX2m space to get the most out of roomscale. Anything else is just extra.

What do you think "squanchtendo" means user


I never said it wasn't a limitation, I just said it didn't need to be a limitation on good games
Lazy shit that is trying to be something it isn't is not a good game

You know very well that I wasn't talking about the GPU yet you're still trying to deflect. Doesn't work. Roomscale isn't a solution, it's a collection of problems that arise from targetting 100% of the possible market instead of only 95%. There are solutions to the problems introduced by roomscale yet they're all expensive enough or limiting enough to reduce the total addressable market a lot more than they could expand it.

I looked up footage because I'm not spending money on vr and it's literally "Shaggy Dog Story: The Game." There is absolutely no jokes whatsoever other than people tripping up over their words for up to half an hour and it ends with you shooting yourself in the head. Pretty good representation of the show, at least. I'm not going to do a spoiler and fill it with a show that did awkward dialogue before this shit because there's a fucking million of them.

The best VR game currently available can't be bought, won't be mentioned on any VR site or community(all they do reprint press releases or gab about consumer devices), is made by Sega and probably nobody here has heard of it.

sensics.com/notes-from-the-zero-latency-free-roam-vr-gameplay/

This is exactly what VR was when people imagined VR arcades 20 years ago yet on gaming and VR forums nobody is interested in it. This is what the VR scene should be but instead we have tech demos and mobile games running on expensive headsets with limited tracking getting all the attention.

This is the disaster of the decade in video gaming as far as I'm concerned. There was so much potential yet they turned VR into a mobile app store.

user
That's what we have now, with a gun-shaped controller and a backpack for the computer
The only difference is the real life "couch" co-op, which isn't exactly what anyone had in mind when they thought about jacking into the matrix

No, that's exactly what I thought you were taking about. But now I see you were referring to some stupid walking platform. Something like that is complete unnecessary. It's becoming clear you never played a roomscale game.
First, motion sickness is not limited in any way to roomscale games. People get sick in Elite Dangerous, Eve Valkyrie, Project Cars, etc. in the same frequency. People get sick because there body is expecting movement but its not experiencing any. In fact you generally hear a lot more complaints about motion sickness for seated games.
Secondly, the only thing roomscale means, is you can walk around a set space. It doesn't require more powerful hardware, at most it only requires additional sensors (Vive lighthouse, Oculus cameras). If you need to move outside of your play area you either use the trackpad, point with the controller, or teleport.

oh, so all I have to do is empty out a room in my house or apartment and then bolt sensors onto the walls.
yeah, you're going to see that take off real soon now.

...

Go home marketing investor, nobody cares what you think

Or you to could clear a 2mX2m space, and put the sensors on some bookshelves like I did. But if you want to go fully autistic, sure.

It's unnecessary if you want your gameplay limited by the inherent problems brought about by roomscale, only to chase the last 5% of the possible market. This could be a solid business decision if roomscale was the cheapest option of entry into VR. It isn't. Maybe Microsofts VR offensive wil change that, but then again it'll be tied to Games For Windows Live 2.0 aka the w10 store. Heard about anything breaking sales records using that? Me neither.

Vive is outselling the Oculus. Oculus is coming out with roomscale. It adds $200 to the price. VR isn't selling because there only a small library of games.

What problems are brought about by roomscale? People get motion sick in VR standing up or sitting down. You need 2mX2m space for the best experience, but you can get away with standing/seated only for the majority of games.

Let's imagine you put a decent laptop in a bag and use the Vive or CV1 for free roam. Oh that doesn't work at all. The Vive only works in a small enclosed area while the CV1 is directly in front of a tracker camera.

Right now there are people in VR sprinting down corridors and running around untethered for 30 minutes straight in specifically designed levels where they're never out of bound. That's in stark comparison to consumer VR where you're standing in space most of the time and can't even turn around without tangling yourself on a wire. At best you're stuck in a playpen with an umbilical cord.

Limited motion that restricts the avatar to the players physical abilities and available space. If you think that workarounds like teleportation or redirected walking will have more success than conventional games with conventional controls from a new perspective, have a look at Kinects success in regions where living rooms aren't huge and realize that roomscale needs more space than Kinect. Even if the limitations for possible gameplay were accepted, which I really doubt, that would already limit the market more than adding the somewhere around 35% to 40% of players needing some time to get their VR legs to the 5% that never will. Then look around how many here think teleportation, treadmills or redirected walking are great ideas and how many look first if conventional movement is available or if they're restricted to that "gimmicky shit" - or how many have lost their interest completely.
Furthermore, it's not Oculus vs Vive. It's Oculus + PSVR vs Vive + the Oculus motion controllers. Maybe Vive + Oculus motion controllers + what MS is cooking up right now, but MS doesn't exactly have a brilliant track record over the last few years.
So far the numbers look remarkably better for the camp without roomscale - unless you count very limited roomscale aka "standing experiences" in, because that would include PSVR.

Again waiting for players to get there "VR legs" applies to seated games as well. It's not unique to roomscale.

Again you can use conventional controls to move around in roomspace. And no I don't think VR games will replace conventional games. That was never the goal of VR, nor should it be. Instead, the goal was to make a whole new genre.

PSVR is not in the same league as Oculus and Vive headset wise. Its price difference doesn't just come from the tracking, and its not on the same system as they other to. So they can't be compared well.


Standing experiences are roomscale, just on a smaller scale. All the technology you need for one you need for the other. Most (95%) of roomscale games for the Vive can be used with standing room only.

The Kinect also almost never worked. It was pretty much just guessing. Even operating the menus was a trail.

The current tracking in the Vive is mostly flawless.

And since the tracking is done locally using sensors on the headset and controllers it's possible that they'll be able to expand room scale to warehouse scale with a hundred people inside.

That's the only saving grace for the Vive, their tracking system works and is upgradeable. You could have all your limbs and each finger represented in VR accurately right now with this system. Supposedly they're working on getting knees and elbows tracked in the next version.

It applies more to seated games and a subset of standing experiences than to roomscale, thought I had made that pretty clear.
You can, but roomscale games are designed around alternative locomotion methods, limiting their gameplay design.
That was one goal, the other was adding to existing genres and, via injectors or updates, existing games. The overdramatization of motion sickness hinders that, that's why I'm fighting against the idea that it's a guaranteed side effect. It isn't. Most untrained people will never experience it and most who experience it at the start will overcome it, only a tiny minority needs a "comfort mode".
True, it has better optics and display, but worse tracking. It'll reach and surpass the Rift in tracking quality after some time for the SW to reach maturity, but won't reach the Vive in this aspect.
I don't agree. Standing experiences break the roomscale definition as natural locomotion is impossible, leading to either overuse of teleporting worst case: teleporting between fixed position like in the PSVR Batman so far that any immersion benefit that could be achieved is lost - or to conventional controls, which negate roomscales effect of making VR accessible to those prone to motion sickness. In short, standing experience "roomscale" limits more than it helps. And that's before effects like motion controller occlusion are considered…

When VR inevitably fails, I might pick up a Vive for Tabletop Simulator.

So you're bringing up a problem roomscale doesn't have as much as seated?
Some are, some aren't. Most shooters use standard motion. Most games will give to the option between standard motion and teleportation.
Every VR game I have ever played with a comfort mode, I could turn it off. Unless you're referring to roomscale, in which cause, roomscale was never created to be a comfort mode.
PVSR has a worse field of view, and a lower res screen. It also have terrible light bleed from the outside. It will need a second and possiably third camera to match the Oculus's tracking.
Roomscale gives you more room to crouch, look around corners, and turn around. In the majority of roomscale games, your actual movement has negligible gameplay value. In short, standing experience roomscale, just makes limits your smaller movements, as you will almost always be using standard controller motion or, in shitty games, teleportation.

Overall, what you seem to be misunderstanding is that roomscale games are meant to be only used with real world locomotion, and this is simply not the case. And I agree wholeheartedly that many devs have unnecessarily gimped their games because of the fear of motion sickness, and it's a shame. Games like Onward, Art of Fight, and Quell 4D are some of the best example of roomscale games. And none of them rely on real world locomotion.

I disagree, it very much was presented as a comfort mode from the first public demonstrations on. Was it designed as such at first? Probably not, just natural engineering curiosity how far you can go with a solution, in this case, the solution for positional headtracking. But it's used as a solution to avoid putting any expectations on the player now, a crutch to avoid git gud. Devs don't use it because of itself, they use it to circumvent a boogeyman that doesn't exist for the vast majority.
Lower nominal res full RGB screen with more subpixels than the competition and a higher FOV than the Rift.
Didn't experience this but then some say the same about Vive or Oculus. Different facial shapes produce different results.
It already has a second camera that's just not used yet. Oculus only has one in the default set, a second can only be expected when their motion controllers are purchased separately.
It's not misunderstanding to view something from a different perspective. Looks like you're also thinking that many games rely on roomscale not to bring a better experience but to avoid an overblown "danger". Let's hope they're weeded out soon by the power of the wallets vote.

Is Serious Sam VR good?

best VR game tbh fam

best vr game
worst serious ham game cant even circlestrafe or harpeeskip

I disagree, that's like saying people drive cars today so they don't have to deal with horses. While it's certainly true, its definitely not the reason most people drive a car. As for when they showed it to the public, they certainly mentioned it as a benefit, but it absolutely wasn't their main focus.
It uses both cameras for depend. I was referring to the need of a second camera to eliminate occlusion. Oculus only has one for the default because it doesn't support roomscale in that mode.
It is a misunderstanding when you are ignoring the majority of all the games that are made for roomscale that are not made that way for motion-sickness reasons. And I was referring to the few games that only offer teleportation locomotion. I generally dislike that form of locomotion.

99% of all the best games ever were for consoles. Of course a PCfag would be the one actually arguing against playing real games and instead just playing shitty tech demos.

The vive works in as much space as the sensors cover
That is the exact same thing just in a warehouse instead of your living room