Fallout 4 VR Review: Dropping The HMD-Bomb

by Tal Blevins • December 11th, 2017
Platforms: Vive

- Arguably the most expansive, detailed VR experience to date
- Nice variety of locomotion systems
- Smart implementation of full VR controls for such a complex system


- Muddy, grainy visuals with some apparent graphical bugs
- Controls can be convoluted because of Vive’s lack of sticks and few buttons
- No full gamepad support

There aren’t many games I’ve played more than Fallout 4, so you might think I was over it when Bethesda announced it was bringing the wasteland to virtual reality last year. Well, you’d be wrong. I was sooooo excited to charge up my Power Armor, head into Boston and look a crazed Super Mutant right in the eye before I shot a Jangles the Moon Monkey at his face. Sure, a fetid, barren, war-pocked hellscape that serves as a constant reminder of loss and grief may not sound like the kind of place you’d want to spend dozens if not hundreds of hours, but I was giddy with excitement to strap on my Vive and explore The Commonwealth with my faithful German Shepherd companion by my side.

Since Fallout 4 has been out on other platforms for a couple of years, I’m not going to focus on the ins and outs of the game itself — there are plenty of resources you can read for that kind of background. I will say that as someone who has spent over 300 hours in the wasteland previously, I’m a fan. So for the purposes of this review, I’ll focus on how well the Fallout 4 experience translates to VR.

The first thing you have to understand about Fallout 4 is that it was built specifically for the Vive head-mounted display (HMD) and accompanying Vive controllers. While a gamepad will register some button presses and trigger pulls, the analog sticks don’t move you and your hands don’t register in space when using a gamepad, so unless you’re content with standing in the same spot for hours waiting for enemies to slide up under your stationary gun before you take a shot, you’re not going to get much out of trying to play that way…you have to use motion controllers. Don’t get me wrong, I prefer to play virtual reality games with full motion controls, but in a game as big as Fallout I was left wanting for a gamepad option on occasion simply because of fatigue issues after playing for hours.

Overall Bethesda did a great job mapping Fallout’s intricate control options to the Vive wands, but the controls can be a bit convoluted because of Vive’s lack of analog sticks and limited buttons. This means that some functions are a tap while others require you to hold down the same button for a longer period of time. It takes a bit of getting used to and I wouldn’t call it completely intuitive by any means, but everything made sense and after just a bit of time I was wandering through and interacting with the world just fine.

As Fallout 4 is a complex game, some controls are contextual depending on what you’re looking at or focused on at the moment, so you have to be careful when moving around quickly that you don’t accidentally start a conversation, pick up an item or inadvertently whack someone with your pistol. I also found I had to back up slightly on occasion in order to position myself to pick up items that were highlighted even though they were registering as something I could manipulate. A minor annoyance, but it did break the seamless flow of the world I was expecting.

I’ve always found the buttons and trackpad on the Vive wands rather sensitive, so I found myself moving sometimes while trying to pull up the Pip-Boy if my thumb wasn’t directly in the center of the trackpad as you have to click the center of the left pad to bring up your nifty wrist computer. And on more than one occasion I accidentally tapped the grip button while trying to steady the controller in my hand while clicking the right pad to turn. Now this wouldn’t be so bad if I didn’t have my molotov cocktails equipped and that was the button that releases them. It’s a surprising situation to say the least when a kind wastelander offers you a quest and thanks you profusely for helping their downtrodden family, then seconds later they’re screaming in terror and pain because they’re caught in an inadvertent firestorm from Mr. Butterfingers over here.

Fallout 4 VR includes a couple of locomotion options: direct movement and teleportation. While I tested out both, I ultimately opted for direct or full locomotion as I wanted to be as immersed as possible, and you just don’t get that when you’re hopping and bampfing around the landscape like Nightcrawler. Teleport mode works by pointing and pulling the left trigger. Depending on how far you point, two different colored circles appear: blue for close, normal movement and green for a further sprint that requires action points. It’s actually a really smart system that fits the game well, so while I didn’t use it often, I give Bethesda credit for its implementation.

Direct movement is very intuitive, with direction and speed controlled by the left trackpad and turning by clicking either right or left on the right trackpad. I was hoping for a smooth turning option, but as it is now you can define your snap turning angle down to 30-degrees, so I got used to it pretty quickly. If you’re prone to motion sickness but still want to try out direct movement, you can control the amount of tunnel vision and edge dithering using the in-game menus which will make it easier on weaker stomachs, especially while sprinting.

While you mostly use whichever form of locomotion you desire throughout the entire game, you have to use teleport when tidying up your settlements and building objects in Workshop mode as your left pad acts as a selector wheel for object placement. This can be disorienting and take a bit to get used to if you’ve been spending hours upon hours in direct movement mode, but it wasn’t a huge bother.

I found playing Fallout 4 standing up the best experience, but as you can imagine, given that you’re running around the wasteland swinging your arms this way and that aiming your guns and looking at your Pip-Boy, it gets tiring standing up for hours at a time. You can sit down, but I wish there was an easy way to reset the HMD height within the menus. And even at full height while standing I was shorter than most of the other folks I met. I’ll chalk it up to either me being a petite Pete or spontaneous radiation growth. I was cryogenically frozen underground for a while, after all.

Unlike the previous versions, your character isn’t fully customizeable and you’ll pick from a handful of pre-determined male or female faces. While I missed playing as Lemmy of the Wastelands with my huge handlebar mustache and black cowboy hat, this wasn’t a big deal as you never really go into a third-person view like you did sometimes on non-VR platforms.

The Pip-Boy personal wrist computer has always been part of the Fallout universe, and I was impressed by how natural and satisfying the Pip-Boy implementation is in Fallout 4 VR. Instead of hitting a button to bring it up, you simply raise your left wrist and there it is in all of its ‘80s, 40-column, green monitor glory. Simply navigate with the Vive trackpad to the option you want, select and lower your wrist to make it go away. All in all it’s pretty slick, and you can change the size of the Pip-Boy depending on visual preference. That said, it does get tiring after a while holding your arm up, so after the novelty wore off I opted to go for the Pip-Boy overlay, which was also very easy and intuitive to use. I did find myself going back and forth between the options as I played just because I thought it was neat.

Another fundamental part of Fallout is V.A.T.S. (Vault-Tec Assisted Targeting System), which is also uniquely implemented for Fallout 4 VR. Instead of completely stopping the action, VR V.A.T.S. puts you in a slow-motion mode that lasts as long as you still have action points. While in V.A.T.S. you can target specific enemy body parts, so you may aim for the hand to disarm your opponent or target the sensitive stinger of an angry Radscorpion. Since you’re using motion controls, V.A.T.S. gets a little chaotic, especially when you’re far away as your V.A.T.S. target tends to jump from left leg to body to right arm to left leg to right leg to left leg to body as your opponent continues to move slowly and you attempt to hold the controller perfectly still.

While Fallout 4 was never a beauty to begin with, the VR version is a noticeable graphical downgrade, and this is where Fallout 4 VR shows its biggest blemishes. Many of the textures looked smeared, muddy and noisey — almost like a moire effect — full of grain and big pixels like when you take a low-light picture. This was much more apparent at night, and it became downright distracting to look at some walls as they appeared to have an almost tartan pattern. You can adjust the dithering via menus to reduce the visual noise, but the textures are still very low-res and muddy, especially at close range.

The visuals at night were also impacted by the starfield layer, which seemed way too close in relation to terrestrial objects as if you were surrounded by a transparent planetarium. Even though the starfield is obviously closer visually than say the clouds or behemoth electrical towers, the stars are occluded by objects further away and disappear as you pass by them — which of course is exactly how you should see the stars — but the effect ends up looking strange and confusing, and takes you out of the otherwise highly-immersive world, especially since the stars appear over the cloud layer so it feels like the universe is closer to you than the Earth’s atmosphere. It’s just one of those things that makes your brain go “this isn’t right,” and that’s the last thing you want in VR in order for it to be believable. I don’t know exactly what happened since Skyrim VR actually looks better to me at night on the PS4 and this is the same engine, but there’s definitely something weird going on in the VR version.

As with other Bethesda games, expect a fair amount of pop-in while playing Fallout 4 VR, especially at distance. When you’re down in the city it’s amazingly immersive and intimate, but I did amuse myself on occasion by standing atop a massive freeway to surmise the surrounding landscape, moving my head back and forth to watch the buildings in the distance pop in and out of view. Now you see it, now you don’t; now you see it, now you don’t.

I also encountered some visual issues where textures that were on objects nearby would show up as textures on far-away buildings or landscapes — which was disorienting and took me out of the experience — as well as some some slow down with explosions or when there are lots of effects and ragdoll physics happening in the game world.

Virtual reality is all about putting you into a scene, an experience, a world — and the developers at Bethesda craft some of the biggest and best digital worlds imaginable. Sure, Bethesda games are usually rife with bugs, unintentional wackadoo moments and other imperfections, but the complexity of the worlds and the systems at play are magical, and it really feels like the game world is just happening around you, not because of you. You are a player, not the star, and the world doesn’t always wait for you to make a decision for something to happen — it just happens. The feeling of happening upon a truly random event is something I’ve always enjoyed about Bethesda’s open-world games, and those moments are even more powerful in virtual reality.

The immersiveness and emotional impact of Fallout 4 is that much more real in VR, and I can tell you that there’s nothing more heartbreaking than seeing Dogmeat hobble, limp and yelp in pain while taking fire from a Super Mutant. There were so many times while I was in cover during a firefight and just had to go full Rambo, screaming and running straight at a group of wasteland scavengers because they were harassing my poor pup pal. It also makes the scene that much more visceral and gruesome as you blow someone’s head off with a shotgun and watch as the eyeballs, teeth and brain fly out the back. And little touches like craning your head around a corner to see what’s on the other side, looking right into Mama Murphy’s drugged-out eyes while she’s telling your fortune or slowing down time in a fire fight and craning your head to the side to watch bullet jackets eject from your machine gun just inches from your face just make you feel like you’re really there.

I’m happy to report that Fallout 4 VR does work on Rift with the Touch controllers, but there are some pretty major drawbacks you’re going to encounter if you’re using the Rift. That’s not a surprise as this is an experience that was built and optimized specifically for the Vive and the Rift isn’t officially supported, but it is still possible, at least to a degree.

Fallout 4 VR’s control system is built around the Vive trackpads, so Touch’s analog sticks don’t work exactly how you would expect as they can only move so far and snap your control back to the original or neutral position once you let go. This means the menus can be difficult to navigate, especially when they are long as you can only move so far down the list. And while you can slightly overcome this limitation by using a gamepad to navigate up and down within the menus, that becomes cumbersome as you need multiple controllers near you at all times.

Some things also just won’t work with either the Touch controllers or the gamepad, no matter how hard you try. For example, the in-game map is effectively unusable with the Rift + Touch as you have very limited movement on the map with sticks and you can’t even navigate the map with a gamepad at all.

The lack of proper control support with Rift is a real shame as the Rift version actually looks a bit better than the Vive to me, with more vibrancy and less screen-door effect, although I still encountered the aforementioned grainy textures and mindfreaking starfield.

Final Score: 7/10 – Good

All in all Fallout 4 VR is good, but not the amazing experience I was hoping it would be. It’s fun, expansive and ambitious, yet also flawed and wonky. And while it’s not a total bomb, it didn’t completely blow me away, either.

Bethesda game are like a big, clumsy factotum friend who you can forgive for not being perfect because they do so many things so well. Fallout 4 VR has its share of problems, but I found myself wanting to jump right back in after a few hours away from the wasteland to see what I could uncover next. I know I’ll be playing this for weeks if not months to come, and hopefully some of the graphical and Touch control issues will be addressed in a future update.

Fallout 4 VR is available now on HTC VIve for $59.99.

Read our Game Review Guidelines for more information on how we arrive at our review scores.

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What's your reaction?
  • johngrimoldy

    Would the score have been higher had you not already been familiar with the game? Myself, I have never played. Would you expect that I’ll be blown away?

    • Tal – UploadVR

      Although obviously impossible, I tried to look at the game from as much of an outside perspective as I could and focus on what was there and how it was implemented. That said, 7/10 is a “Good” game, but it does have some issues, mostly with visuals. But I’ll still be playing this for a long time to come, so I do suggest you try it out if you like post-apocalyptic worlds.

      • johngrimoldy

        Thanks Tal for replying. I’ve been looking forward to this since I started reading the buzz quite a number of months ago.

        • Tal – UploadVR

          Absolutely! Like I said, I’ll definitely be playing a LOT of Fallout 4 VR, and I’m looking forward to future updates!

    • Patrick Bradley

      I think if you never played you will have an awesome time

  • Octavio Cardozo-Willigs

    The results are in- Skyrim has won!

    • Fenrisfil

      Mods. As soon as I discovered you can use your mods and DLC in FO4 VR, Fallout 4 VR won hands down.

  • Peter Laurent

    More like dropping the ball. I can’t even get past the enter your name part when the vault-tec guy is at the door, it’s a common issue on the steam forums and reddit. Did no one playtest the start of the game?

  • ipodderx

    Is the Touch/gamepad problem factoring into the review score? Because I don’t think its fair for it to influence the score, considering the game was never advertised for the Touch or gamepad in the first place.

    • Tal – UploadVR

      No, it was just in the review for informational purposes. My philosophy on game reviews is to review what is there and around what the intentions were, not to penalize for something that wasn’t part of the original design or intent. So, for example, while I’d love Fallout to have a mutlplayer component so I could play with my friends, I won’t penalize it on the score because it doesn’t include one.

      • IstDasDeinBecks

        So that means, that Skyrim is a better VR Game? That is what the score is telling. It should have the same issues, cause it is the same engine.

        • Sven

          Well Skyrim doesn’t have the night sky issue, but has pretty much all the other issues as well. Skyrim does support a normal controller from release and includes the DLC.
          However on PC can’t you throw some more gpu grunt at it and crank up the visuals yourself?

          • RFC_VR

            Any assessment of supersampling for this application?

    • koenshaku

      Agreed, mentioning touch makes little sense for a game that was not made for it..

      • Tal – UploadVR

        That’s probably the most asked question we’re getting about Fallout 4 VR, so I definitely wanted to mention it.

        • koenshaku

          fair enough, i’m guessing you guys haven’t tried it on WMR?

  • Nathan Maxtro

    Nice job on Bethesda for screwing up the VR version.

    Vive only
    No controller support
    Can’t play in third person

    Sigh. I’m a Rift owner who bought it with dreams of playing Fallout and Elder Scrolls in VR. And yet somehow, that didn’t happen even though Fallout 4 and Skyrim are in VR now. Sigh, again.

    • IstDasDeinBecks

      Sign. Also hate all these politics and exclusives!

      • CQCoder

        Yes, I do hate Facebook.

        • Bundy

          You’re part of the problem.

    • koenshaku

      Well you can’t say you didn’t really know this was coming with the relationship between Bethesda and Facebook. The game does at least work well with WMR I can confirm after playing it for an hour ^^;

      • Wyrd

        Zenimax and Oculus, technically, but correct in the trickle-down end result. 🙂

    • CQCoder

      Perhaps you should support a VR device that doesn’t play the exclusive game?

      • Chris7

        Then throw your vive in the trash cause viveport has exclusives as well…welcome to the planet earth .. Good day sir

        • Chris7

          Their exclusives just don’t matter because they….. Just don’t matter

          • Chris7

            I will probably be jealous of that HTC SMART Toaster(BAGEL FUNCTION! ) they’ll make when they go out of the VR business for the same reasons they had to get out of smart phones and everything they ever did before that.

          • Brian Brown

            You are an idiot. The Vive is part of the Steam VR ecosystem. Other companies are making more comfortable, higher res HMD’s that will work with all of your existing Vive hardware.

            So HTC doesn’t matter that much in the long run.

            Oculus is great, but it’s not an open platform.

          • daveinpublic

            Steam is the one that speaks up about not liking exclusives, so it puts them in the spotlight when they ‘don’t test on Oculus’.

        • CQCoder

          Great comeback. We anxiously await the next gem.

          • daveinpublic

            I thought it was pretty good.

    • drd7of14

      Well, that was silly. Zenimax and Oculus don’t really get along. Just speaking of their business relationship. Fallout/Elder Scrolls will certainly be supported by Oculus (Skyrim one day), but I doubt they’ll ever go out of their way to optimize it. Not unless business relationship improve that is.

      • Nathan Maxtro

        I don’t need it to be fully optimized. Just have basic functionality restored, like being able to play the game with an Xbox controller.

        • drd7of14

          That will probably come later once it has game controller support. It doesn’t even have that right now for the Vive (as the review mentioned). That will becoming later, so I cannot see why/how that would inhibit the Xbox Controller from being used with either the Vive or Oculus HMD.

      • Søren Lauridsen Moos

        Very disrupting that big companies act like children.
        Their childish cat fight only hurt the fanbase.
        I’m using oculus touch setup and really want to play this game – but no sir, you cannot play this game – NOT ALLOWED NO!, CAUSE MISTER ZENI AND MRS OCU ARE HAVING A FIGHT!

  • Ethan James Trombley

    Did the game take a hit because the downgraded visuals or did you feel like in the end that didn’t factor in much? I’m a little upset to hear about the bluriness especially with such high min specs. I was thinking it was a PSVR limitation, but maybe it’s the engine?

    • Tal – UploadVR

      Yes, the downgraded visuals and graphical glitches factored into the review.

      • Gordon Westbroek

        The visuals are low by default. Took a while to figure out last night but via DSS you can get it looking crisp and clear. The visuals we’re extremely blurry but after the tweaks they are great. I’ll have video on workarounds epyx911 vrnews on my channel in about 2 hours

        • Ethan James Trombley

          Sweet thanks man!

      • Ethan James Trombley

        Man I wish they’d release with more demanding options or maybe update when Volta comes out!

    • Richard Norriss

      The PSVR version isn’t even confirmed yet is it? And if it does come to PSVR it will be probably this time next year, so not sure what PSVR has to do with the bluriness/graphics of this game on Vive.

      • Ethan James Trombley

        Most reviews for Skyrim on PSVR mentioned bluriness. I was looking forward to this not being an issue on Vive, but it appears to still be there. Since the games are made with the same game engine then I was wondering if it’s the game engine that is the reason behind the bluriness.

        • Richard Norriss

          But surely the engine is scalable as it scales between the OG ps4 and the Pro.

          Skyrim on the Pro isn’t blurry in VR terms, quite blurry on the OG though.

          • Ethan James Trombley

            Right! So I was hoping for a more scaled experience, which the just released an update which gets rid of bluriness quite a bit!

          • Richard Norriss

            The resolution of the image can never be displayed more than 1080×1200 on Vive or 960×1080 on PSVR as these are the maximum resolutions of the headset. However obviously you can super sample from a higher res to help eliminate aliasing, depends on what gpu you’re running.

            But I’m sure Skyrim on the Pro will run at 960×1080, did you play Skyrim on the Pro or base ps4? I know the base ps4 is lower res than the Pro.

          • Ethan James Trombley

            I played on a pro and still found the resolution to feel less than native. Fallout also seemed less than native this morning but then they released the beta update and it significantly boosted the visuals:) perhaps it was an aa method that changed it but I don’t think so my 1080ti seemed to insta kick into reprojection with the beta update, but I could only play for a few minutes before having to leave 🙁

        • Wyrd

          They’re huge, extremely detailed, high-draw distance games no matter how you slice it, on any system.

          • Ethan James Trombley

            Right but from my experience in Skyrim it seemed to be running the VR equivalent of 480p, still an awesome game, but I was hoping the Vive release of the game engine would up the resolution. Perhaps it does and the effect isn’t severe, just still noticeable. I just made some coffee and Fallout just finished downloading so I’ll check back later!

  • Wrinkly

    Oh you can play it on the Rift. You just have to suffer the terrible Vive experience.

    They should have called this VFR also, Very Fast Refund.

    • gothicvillas

      not sure what you are on about. It plays a treat on Vive!! I never played Fallout 4 and I am amazed of it 🙂

      • Wrinkly

        Having played a few VR games, I am used to higher quality.


          Too bad about the visuals. Though if you look at past Bethesda Game Studios games, this shouldn’t be a surprise. The games are always vast but graphically behind (and full of bugs). Nothing new here and you can expect their next games to again be ahead of their time in many ways but not graphically up to par with most AAA games of the time.

          Best thing to do to avoid being driven crazy by it, is set a standard for Bethesda games that is separate from your standard for other games. It’s like Nintendo, as long as you compare them to themselves you see awesome progress, like Switch compared to Wii U or Zelda BOTW compared to Zelda Skyward Sword, but then if you compare the Switch or Zelda BOTW to other hardware and software outside of Nintendo, they are many years behind. I have a Nintendo standard, a Bethesda Game Studios standard, and an everything else standard haha. What I will do when Elder Scrolls VI is finally made available to VR on a platform I play on, is I will go back and play Skyrim VR so I can get used to that and then appreciate how improved the next experience in Tamriel is… I will just have to be careful not to play other modern games at the time for a week leading up to release or the illusion will be ruined haha.

          Hopefully once the whole mess with Zenimax and Oculus is worked out, you will get an update with significant improvements.

        • gothicvillas

          I had to come back and post another reply.. now i can agree with you. Vive wands are ruining the game. I can’t wait on Knuckle controllers. To be honest, playing with Wands is so bad, i can not even continue playing anymore. Touchpads keep breaking all the time! I keep fixing the rubber but day or two later its out again. Extremely poor design of VR controlls for Vive 🙁

      • Wyrd

        Enjoy! It’s by far the biggest and most complex game you’re going to find in PC VR right now. Great content.

    • CQCoder

      So just to be clear, you’re upset that a game that only listed the Vive as being compatible doesn’t work with the Rift? So you were somehow entitled to be able to play it? Typical.

      • Wrinkly

        Just to be clear, I am not upset.

        The game works with the Rift. It’s just not as good as it should be. As a Rift owner, we expect higher quality. Not this crap.

        I thnk the only upset people are those who were conned in to buying the Vive with HTC’s exclusive tweet.

        • CQCoder

          Yes, you sound like one level headed person. Definitely not upset. No chips on your shoulder. No self-righteous attitude. No self delusion. ‘As a Rift owner’….about fell out of my chair laughing. Thanks for a great start to my morning.

          • Wrinkly

            You sound like one of the people conned in to buying a Vive by the exclusive tweet, should have done some research first :p

          • Ethan James Trombley

            Dude why are you attacking everyone. Look your fine to be upset that a game not released for your system doesn’t work well, it’s just unreasonable. Stop making it about who has what system, and stop acting entitled. The solution is easy just buy both.

        • Wyrd

          It’s not INTENDED to work with the Rift. Any Rift support you can get working is an unintended bonus. 🙂

  • Michael N Paula Prata

    really, i hate negative comments on VR games, yes we can all point out our opinions but trashing a developer how crappy it looks or the bugs….guys remember that this is 1st gen stuff we need to embrace it love the imperfections, the develpoers are learning as they go. Delivering a full AAA game in VR is probably not easy and non of us here commenting is a game develpoer im sure!
    remember the 1st time you entered VR and how amazing it was even if the graphics werent that great and had some flaws……it was a wow factor….now it seams everyone biquers about every little flaw….could you do a beter job in creating this game….didnt think so….

    • Harry Hol

      If your argument is “the reviewer can’t make Fallout 4 VR therefor he is not allowed to be critical of Fallout 4 VR”, you really don’t understand how this works.

    • Søren Lauridsen Moos

      I don’t see any negative aspect? I see a game reviewer asking questions about the faults in this game, that will hopefully be adresses.
      “Bethesda game are like a big, clumsy factotum friend who you can forgive for not being perfect because they do so many things so well.”
      This is so true, ask any fallout fan out there, great gameplay in their games but it has always had alot of bugs and glitches in their environments.

      Hopefully Bethesda read reviews like this, so more bugs can be adressed and make this game batter than 7 out of 10. 🙂

  • HomosDeusVR

    Have to say, I’m not that surprised that this is slightly disappointing. At the end of the day it’s a flat game that’s been shoe-horned into VR. That never works as well as a game built from the ground up for VR. I’m baffled as to why game pad support is not there though. Surely very easy to implement!

  • Justos

    How ironic is it that this game plays best on Rift? Looks way better. Once the controls are ironed out its no contest.

    Zenimax know this too! No shame 😀

    • Phil_NYC

      Not true.

    • gothicvillas

      No it doesnt. I’ve seen on both and both look crap.

    • Fenrisfil

      So you have a Vive and a Rift? I only have the Vive and the game plays and looks great on it. The only bit that sucks is that optical sights are useless and that’ll be the case on both. If someone wants to buy me Rift I’ll make a proper comparison.

  • nathan willard

    You can turn off dithering which gets rid of noise observed in dark conditions, it’s under settings vr. It makes a huge difference in fidelity.

    • Ethan James Trombley

      Will deff try this when I get home tonight! Also have you seen the bluriness fix!?

  • Evgeni Zharsky

    We assume your pc was up to the task for this review? You never mentioned what you had it running on, it can make a big difference.

  • Doctor Bambi

    Fallout 4 VR certainly seems like it just wasn’t quite ready for prime time. Perhaps they should have released the game in early access for a month or so.

  • MrLonghair

    I kinda hope they can crank a patch out before christmas, for Skyrim VR the first one improved a lot of things and made some things work at all (with Move controllers) so I wanna say hang in there those of you who have FO4VR. How is the clarity in this when engaged in long range sniping?

  • Phil_NYC

    Update the review now that the fix is out. Night and day now.

    • Tal – UploadVR

      Patch didn’t change much dramatically for me with the graphics. Also, the patch is still in beta, so we wouldn’t re-review. That said, we do see games and apps as services and potentially will update reviews after major changes.

  • Vig200

    The game has now been patched by Bethesda specifically to address the graphics issue. This has given the graphics a major upgrade – now looks crisp, similar to Arizona Sunshine in terms of fidelity

  • JesperL

    After 3-4 hours yesterday, I would rate it 8.5/10, where the immersion is a clear 10, and the UI implementation is a 6.
    The VR controls work, but they are not great. But it just fade away, when you are sucked into the rich world of FO4. Being there just beat any other minor issue. That is of course based on current tech. Because I would totally wish for broader FOV and higher resolution, so we would have a clearer image with a longer view distance. Its ok with current tech, but there is definatly room for improvement. I think Pimax will be great in a year from now, with even stronger PC’s to come.

  • gothicvillas

    after initial excitement is gone, i can verify that Vive wands are letting the game down. Both of touchpads on my Vive wands keep breaking and dont click. Im already tired opening them up and fitting that damn rubber back. This is very bad and one of the reasons I dont play Vive so much lately. Half of my games I cant even play because of the wands. Knuckles cant come soon enough!! I even consider selling Vive and getting Oculus instead because of their Touch controllers. But man, I do hate Facebook 🙁

    • Muhammad Jihad ✓ᵛᵉʳᶦᶠᶦᵉᵈ

      I hate FB too, but love VR and want to support a company that is actually spending huge money making proper AAA VR titles, and there is only one company out there doing that right now, and it’s Oculus. On the plus side buying a Rift really doesn’t support FB since they’re losing tons of money on Oculus at the moment – and in fact I do believe they are losing money on every unit sold. So by buying a Rift you’re not actually helping them if you only use Steam. Also I haven’t used the Vive controllers but I really haven’t ever heard anything good about them – meanwhile I can attest to the Touch controllers being excellent and feeling natural. Also if you did get a Rift certainly invest another $50-60 in getting a third sensor, it’s a must – I don’t even do much where I’m turning around, but just having the third sensor makes everything track amazingly smoothly all the time – which is possible with 2 sensors and a lot of tinkering, but with 3 it’s really easy and always works.

      • Schorsch

        I don’t believe that Oculus is “losing money” with the current pricing, possibly making even, and even if they lose some money with every unit they sure make up 10 fold for it with software sales. Most people who have a Rift buy TONS of games, often much more than what they paid for the Rift. Oculus is not stupid. I am sure that they thought long and well about this, and that the lower Rift price for them pays off. More VR users –> more sales. Easy. Look how many 1000s of people (I guess) got Rift now because of the lower price.

        • Muhammad Jihad ✓ᵛᵉʳᶦᶠᶦᵉᵈ

          Nice opinion kiddo.

  • So, the game is cool, but also super-expensive for what it offers

  • Fenrisfil

    I’ve been playing this for a few hours now. So big hint, you can use your mods, saves and DLC from FO4 in Fallout VR. This takes a bit of a set up as you have to manually create the mod list files and do the old style mod set up, but it does work to at least some degree. Some mods probably won’t work (I hear quickstart mods don’t) and I haven’t actually been to Far Harbor or Nuka World yet so don’t know if the terrain will be messed up or not at this stage (Vault 88 does seems functional however). What I can say is that all assets (including Automatrons) appear to be present and I had a good wander around my various settlements and nearby areas and the only thing that seemed a bit dodgy was a strange (but minor) light issue that showed up in a room in Vault 88 and in one section of Jamaica Plain. Even my locking/unlocking mod works, though I can’t lock crates any more (at least not with the vive controllers) but I can lock and unlock doors fine and unlock any crates I saved in a locked state.

    Another big hint, you can put your hand through objects to bypass locks. Not most containers or loading screen doors, but anything with physical space/objects on the other side. including the cryolator case at the start and any power armor cage. You can also teleport through walls and stuff providing there is targetable floor on the other side. The game seems to try and push you back from walls, (which is annoying because why shouldn’t I lean out a window to shoot someone or look over the edge of a balcony?) but it doesn’t really stop you stretching your arm out.

    One thing I don’t like though is how utterly useless optical sites are in the game. They simply don’t work (you can’t see through them). So between that and VR games not being that good for sniping in general I’d say avoid any kind of sniper built. Also I’m not as impressed with VATs as most reviewers seem to be. I’m still getting used to that. One final note: I’m glad they included a comfort sneak option! I wasn’t looking forward to have to spend hours physically crouching. My knees are grateful.

  • Weird Wizard Dave

    I’m a little confused here, seems like an overly critical score and review that focus on some of the weaknesses but doesn’t really address the incredible sense of scale and immersion this game achieves. Teething problems aside, my game looks great and runs fine on my 1060 with a few ini tweaks, this includes a fix for the muddy textures and stars at the wrong depth (yes Bethesda dropped the ball but it’s an easy fix). Regardless though this is hands down the best VR game I’ve played to date. VR Interactions are simple and easy, okay they may not be quite as in depth as some of the built for VR experiences but was anyone really expecting them to be? They do work great and provide a nice balance of ease of use and interaction.
    I end up wondering if there’s some rift bias going on here, mentioning the game looks better on the rift and complaining that the controls don’t work well indicates the rift is the reviewers preferred platform and perhaps the lack of support there is dragging the score down a point or so from a more reasonable 8 out 10. Anyway 26 hours in and this game IS what VR is all about for me. Never mind arguably the most expansive, detailed vr experience to date. Nothing else comes even remotely close except maybe Elite Dangerous, which is a completely different kettle of non motion controlled fish.


    The immersion of this game is a 10/10 and obliterates all other issues when ran on a high end system.