The Golf Club - VR Announced

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HeMan

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« Reply #75 on: October 13, 2016, 03:01:39 PM »
I can't stress enough that I was on the same page as a lot of people like VR being a gimmicky/novelty thing. It's impossible to describe how immersive and fun it is.

You need to try a VIVE.

http://www.digitaltrends.com/virtual-reality/where-to-try-htc-vive/

Here's a map, find the closet place, strap in, say things like "Wow" and "OH my goddddd" because that will happen, come back here, apologize for your foolishness*, we then become best friends.





*This is optional.

Lol, fair enough. My comments maybe were harsh. I am in no way saying that VR gaming isn't very cool and I have no doubt I would absolutely be blown away the first time I played.

That being said, I just wonder how long it will last before it gets old. Obviously, from a business standpoint, that wouldn't matter as they have already purchased the device/game. But for that price point, how many would be willing to jump in for a novelty item (I know you think it isn't novelty but until it is mainstream, it has to be).

I have no doubt you guys conducted adequate market research on this and I hope it is another avenue of success for this game, I just have doubts (not that my doubts matter).


jcauthen04

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« Reply #76 on: October 13, 2016, 04:04:30 PM »
Just got back from my local Microsoft store.  I demo'd the HTC Vive and it's pretty damn cool.   They just had a demo of 5 different mini games.  One where you are underwater on a sunken vessel, one where you could paint, another you are up on a mountain looking around and could teleport to different spots, a game where you shoot a bow and arrow.  It was about 10 minutes total.

It was pretty comfortable and I did not feel queasy at all.  Being able to look all around and see fish swimming on all sides of you was insanely immersive.

Thanks for that report!  It does sound like something everyone will have to try for themselves to get a handle on.  It's a shame you couldn't have played something akin to a golf game.  Even the mini-golf game might give you an idea of how the Vive's motion controls could work with golf.

I don't get anything out of an empty handed practice swing when I'm playing real golf.  In fact, it messes with my balance makes me feel awkward.  I see some pros do it and often enough that it apparently does something for them.  I had the same problems with the Move when I first tried it... not enough mass to steer my swing with.  It felt unnatural and caused a hitch in my back because I didn't have a mass to act as a centrifugal force.  Once I added the SimStix golf grip and enough lead tape to feel like a golf club in my hands; it was magically transformed into a much different experience.   I don't see this as a doable option with the Vive's VR controls though.

Again, it could work... I'd just have to have my own hands-on with The Golf Club VR to prove it to me.
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ProTee United

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« Reply #77 on: October 14, 2016, 06:20:22 AM »
Purchased a Vive and all I can say is "WOW". Its amazing and addictive.... The difference is night and day compared to a Gear VR or Card Board experience. The picture quality and the controllers make it ultra realistic. Its not cheap and you do need plenty of space but its worth every penny.

Can't wait for TGC VR to be released!

mebby

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« Reply #78 on: October 14, 2016, 09:57:20 AM »
Purchased a Vive and all I can say is "WOW". Its amazing and addictive.... The difference is night and day compared to a Gear VR or Card Board experience. The picture quality and the controllers make it ultra realistic. Its not cheap and you do need plenty of space but its worth every penny.

Can't wait for TGC VR to be released!

Do you, by chance, have Project Cars on VR?  I'm curious as to your thoughts on that.  I'll be purchasing the Vive soon.  Can't wait to try it!
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« Reply #79 on: October 14, 2016, 10:19:58 AM »
Not yet but great tip, will buy it later today and try it out. My guess is that 90% of the Vive owners will buy TGC VR just to see it.
Once you own a Vive you will want to get the most out if it and just try everything out  ;)

mebby

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« Reply #80 on: October 14, 2016, 10:29:09 AM »
Not yet but great tip, will buy it later today and try it out. My guess is that 90% of the Vive owners will buy TGC VR just to see it.
Once you own a Vive you will want to get the most out if it and just try everything out  ;)

Thanks for the info!  Looking forward to trying it out.
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« Reply #81 on: October 14, 2016, 11:04:57 AM »
Ouch, major dissapointment. It supports Vive, but its not designed for it. Can't even get it to work right out of the box. Requested a refund...
So, try TGC VR and some other games designed for Vive first. If you like shooters I recommend "Raw Data".

Vive has several virtual environments. One of them is an Autumn Forest. If you load that you will get an idea of what TGC VR will look and feel like.

mebby

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« Reply #82 on: October 14, 2016, 12:30:10 PM »
Ouch, major dissapointment. It supports Vive, but its not designed for it. Can't even get it to work right out of the box. Requested a refund...
So, try TGC VR and some other games designed for Vive first. If you like shooters I recommend "Raw Data".

Vive has several virtual environments. One of them is an Autumn Forest. If you load that you will get an idea of what TGC VR will look and feel like.

I thought it worked because it shows up in Steam as a VR title...  Sorry man.
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« Reply #83 on: October 14, 2016, 12:36:38 PM »
No problem. Already received the refund... You should try it yourself, you never know. I do advise you not to fiddle around to long trying to get it to work. All the VR for Vive games I purchased so far work great right out of the box. I expect TGC VR also to work straight away as its been designed to work with Vive from day 1.

jcauthen04

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« Reply #84 on: October 14, 2016, 01:07:39 PM »
What I'm most interested in seeing with The Golf Club VR is a video of someone using the motion controllers to execute the swing.  At the very least, I've got to have my hands engaged in a golf grip position if I'm going to perform an action that's going to even remotely replicated a golf swing.  It looks like both of these motion controllers may have to be in play somehow?

I can't imagine how swing two motion controllers, with my hands completely separated and doing their own thing, is going to feel anything more than tokenly representative of a golf swing ???  I'm sure I'm letting my imagination fill in too many blanks here, so I'll just sit back and wait for a full demonstration video, showing TGC VR both inside and outside the headset.
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HB_ShaunW

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« Reply #85 on: October 14, 2016, 07:25:22 PM »
What I'm most interested in seeing with The Golf Club VR is a video of someone using the motion controllers to execute the swing.  At the very least, I've got to have my hands engaged in a golf grip position if I'm going to perform an action that's going to even remotely replicated a golf swing.  It looks like both of these motion controllers may have to be in play somehow?

I can't imagine how swing two motion controllers, with my hands completely separated and doing their own thing, is going to feel anything more than tokenly representative of a golf swing ???  I'm sure I'm letting my imagination fill in too many blanks here, so I'll just sit back and wait for a full demonstration video, showing TGC VR both inside and outside the headset.

We are only going to be using one of the Vive controllers for the golf swing. I find myself focusing on replicating my golf swing while playing TGC VR on pro. We have a small pool of golfers to choose from in the studio but from what I've seen I believe we're the closet a video game has come to the real thing. Early Access on Steam is only going to help improve that experience.

jcauthen04

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« Reply #86 on: October 14, 2016, 11:09:03 PM »
What I'm most interested in seeing with The Golf Club VR is a video of someone using the motion controllers to execute the swing.  At the very least, I've got to have my hands engaged in a golf grip position if I'm going to perform an action that's going to even remotely replicated a golf swing.  It looks like both of these motion controllers may have to be in play somehow?

I can't imagine how swing two motion controllers, with my hands completely separated and doing their own thing, is going to feel anything more than tokenly representative of a golf swing ???  I'm sure I'm letting my imagination fill in too many blanks here, so I'll just sit back and wait for a full demonstration video, showing TGC VR both inside and outside the headset.

We are only going to be using one of the Vive controllers for the golf swing. I find myself focusing on replicating my golf swing while playing TGC VR on pro. We have a small pool of golfers to choose from in the studio but from what I've seen I believe we're the closet a video game has come to the real thing. Early Access on Steam is only going to help improve that experience.

Just looking at the Vive controller, I don't see anyway I could grip it that would feel like I'm doing anything that's analogous enough to gripping a golf club.  I'm not necessarily saying that most gamers would need to make at association to enjoy and get gaming challenge ouf it it.  I just know that my senses were expecting something that felt familiar in my hands when I tried to play Tiger Woods PGA Tour with the Move for the first time.

Here's a link to Amazon's page for the SimStix PS3.

https://www.amazon.com/SKLZ-Golf-Simstix-Station-Black/dp/B008ERUQ9G/ref=cm_cr_arp_d_bdcrb_top?ie=UTF8

Can you envision some sort of mechanism by which something like the SimStix could be coupled to the Vive's motion controller and have the game translate its input?  I'm thinking the controller would be subjected to some some angles and motion velocities it wouldn't be expecting if it were.  I still can't escape the notion that it's going to take a golf grip with golf club mass in my hands to make full swing motion control work for me, based on my experience with Tiger Woods PGA Tour 13, and the SimStix/Move.
« Last Edit: October 14, 2016, 11:22:09 PM by jcauthen04 »
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klEinZaubErEr

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« Reply #87 on: October 15, 2016, 08:32:05 AM »
We are only going to be using one of the Vive controllers for the golf swing. I find myself focusing on replicating my golf swing while playing TGC VR on pro. We have a small pool of golfers to choose from in the studio but from what I've seen I believe we're the closet a video game has come to the real thing. Early Access on Steam is only going to help improve that experience.

Shaun - have you ever tried TW11 on tour pro for the Wii with motion plus attached? (Ignoring the poor graphics & shocking physics - I'm only interested in the swing)

If so & you feel your statement still rings true then can you start applying the thumbscrews to whomever needs it so that the ps4 VR/Move combo is just as realistic

If you can get that sorted then I'll be in heaven as although I enjoy the golf club I must admit my go to golf fix is TW13/14 with simstix/move as I find it more enjoyable than flicking a stick

HB_ShaunW

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« Reply #88 on: October 15, 2016, 11:38:21 AM »
Quote
Shaun - have you ever tried TW11 on tour pro for the Wii with motion plus attached? (Ignoring the poor graphics & shocking physics - I'm only interested in the swing)

If so & you feel your statement still rings true then can you start applying the thumbscrews to whomever needs it so that the ps4 VR/Move combo is just as realistic

If you can get that sorted then I'll be in heaven as although I enjoy the golf club I must admit my go to golf fix is TW13/14 with simstix/move as I find it more enjoyable than flicking a stick

A couple things I need to note here. All video games prior to the vive that utilized motion controls tied all of that input to an animation on a 3d model that has no representation of you. The other thing is, you were playing these games on a flat screen, you may have felt that it improved the experience, but was it really that fun lining up on the floor with an imaginary ball to swing your controller?

TGC VR is going to fully immerse you in the game of golf. Your height, angle of approach to the ball and swing adjustments will all have an impact on your game. You get to see your ball, you see your club and you get to decide how you're lining up each shot. There is no mapping of any data to a player model in-game either, it's all 1-1 tracking from the controller. On Pro if you swing and miss the ball, you're going to miss, if you have a wicked hook or slide you will see that in game, and if you want to play a flop shot you need to adjust your stance and club to see the results you want. TGC VR is not meant to be a golf trainer, however the combination of precision tracking from the HTC Vive, the amazing courses we have from the original TGC and the complete immersion VR gives you. I very much believe we have a fantastic and realistic golf game.

There have been a couple comments about the use of the SimStix. I personally have never used one but after looking it up, if golf becomes popular enough in the VR space I could see things like that starting to pop up. Vive is currently our only targeted release for TGC VR, as I have mentioned before we're not opposed to coming out on other hardware but it's currently not in the cards for this project. I hope you have an opportunity to play TGC VR on the Vive once it's been released, it will be great to get feedback from fans of the original game.

jcauthen04

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« Reply #89 on: October 24, 2016, 09:52:11 AM »
There have been a couple comments about the use of the SimStix. I personally have never used one but after looking it up, if golf becomes popular enough in the VR space I could see things like that starting to pop up.
Here it is a little over a week later, and look what I just found:

http://imgur.com/a/nZica

The guy who created this modded Vive controller says this both enhanced the feel and improved the quality of his gameplay.  I wasn't quite sure how this extended length would affect the way the game processes the motion inputs from the Vive's position, but this is a positive early report.

One other thing this modded controller would do for the player is to allow them to impart more wrist snap on the shot.  Every shot I've seen played from the VR videos I've seen thus far seem to reflect flight properties consistent with a swing that was executed with minimal wrist snap, but what I'm seeing may not be soley based on lack of wrist snap.

Here's a link to the full thread where the creator of this mod discusses it in more detail:

http://steamcommunity.com/app/489600/discussions/0/333656722979905288/

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« Last Edit: October 24, 2016, 09:54:05 AM by jcauthen04 »
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