Why were the controls changed from TxK?

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Re: Why were the controls changed from TxK?

Post by ESY »

Absolutely do not agree with this. Most games, yes. But an arcade, leaderboard based game, no way. Deeply understanding the established controls is integral to generating high scores. Made the point elsewhere, but Defender is what it is because of the controls.
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Re: Why were the controls changed from TxK?

Post by r1ckyrock »

I virtually never post here, although I've been around forever. I have been meaning to say something I have noticed re: PS4 T4000 controls vs. TxK on Vita. I have played both, and still play the Vita version regularly (as well as T2000 and T3000). I have indeed noticed the "looseness" of control on PS4 compared with the Vita version - which feels tighter and more precise. One day I decided to play the PS4 version with PSVR on - even though it obviously isn't in VR - just to be more immersive. First thing I felt is it just looked way better than on a television screen. Second thing - the controls felt better to me too - more immediate - tighter. Has anyone else tried this? Of course, one cannot help but feel a twinge of sadness that the whole thing isn't actually in VR anymore, but still, for me, this is the preferred way of playing. Could someone else give this a go and see what they think?
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Re: Why were the controls changed from TxK?

Post by Misfit »

r1ckyrock wrote:I virtually never post here, although I've been around forever. I have been meaning to say something I have noticed re: PS4 T4000 controls vs. TxK on Vita. I have played both, and still play the Vita version regularly (as well as T2000 and T3000). I have indeed noticed the "looseness" of control on PS4 compared with the Vita version - which feels tighter and more precise. One day I decided to play the PS4 version with PSVR on - even though it obviously isn't in VR - just to be more immersive. First thing I felt is it just looked way better than on a television screen. Second thing - the controls felt better to me too - more immediate - tighter. Has anyone else tried this? Of course, one cannot help but feel a twinge of sadness that the whole thing isn't actually in VR anymore, but still, for me, this is the preferred way of playing. Could someone else give this a go and see what they think?
Interesting. You may have something there...

Before T4K and as a huge fan of TxK I was desperate for the big screen Tempest experience so I bought a PSTV to play it on the TV.

Hated it! I just didn't feel as immersed and couldn't get on with the controls at all they felt too loose, which I put down to the dual shock controllers.

So maybe this is the reverse. By going to VR you've almost replicated the more in your face feeling of having it on the Vita a few inches from your nose and at the same time the controls all feel more immediate?
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Re: Why were the controls changed from TxK?

Post by hairy_pete »

Speaking of immersion ... is there any possibility 3DTV mode could be added in an update?
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Re: Why were the controls changed from TxK?

Post by gilesgoat »

hairy_pete wrote:Speaking of immersion ... is there any possibility 3DTV mode could be added in an update?
That could happen if/only we'd be contacted for a PSVR update/version because "all the thing that does 3DTV" is "tied" to the thing that also can do PSVR.
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Re: Why were the controls changed from TxK?

Post by InfernalGrape »

r1ckyrock wrote: PSVR
I remember video about Tetris Effect game (gonna be released soon?) where they played it both in vr and not vr. In vr it had, like, zero lag; in not vr, tv added lag.
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Re: Why were the controls changed from TxK?

Post by gilesgoat »

InfernalGrape wrote:
r1ckyrock wrote: PSVR
I remember video about Tetris Effect game (gonna be released soon?) where they played it both in vr and not vr. In vr it had, like, zero lag; in not vr, tv added lag.
There may be something here about TVs .. TVs MAY WELL INTRODUCE lag their own, be sure you are in some "gaming mode" and/or you have every sort of "TV post processing" disabled.

Also .. there's a difference in the rendering/buffering, when you render "for TV" you normally have a 3 buffers scheme, when for PSVR you have 2 ( I tried one it just can't work - and I am not sure why but it doesn't work with '1' ) also PSVR 'does more' as it can actually update at least part of the pic "middle way", the "relevant motion matrices" are updated higher than a frame rate.

In terms of lag certainly PSVR should - if SW is properly done - give you "the absolute minimum it can give'.

Fun facts Oculus seems to render "totally synch off" so "pump me out as many frames as you can" and attain sychronization/timewarp "in some way internally" in fact I still believe that as tracking Oculus is lightly ( but noticeable to the trained eye ) better than PSVR must be said Oculus has much more "dedicated HW" for that ( and you need a really beefy PC/GPU that is orders of magnitude faster than PS4 ).
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