No Man’s Sky: Beyond Guide – How To Build And Power Your Base In VR

No Man’s Sky is a massive game and playing it in VR after the Beyond update is an immense undertaking. Let us help you out a bit with this guide on how to build and power your base.

One of the new features added in the Beyond Update for No Man’s Sky is the need to power some of the larger pieces of your base. Things like base computers, portable refineries, and wooden structures in general don’t need power still, but if you want to get that teleporter up and running or turn the lights on then you’re gonna need some electricity.

For this guide we’ll cover the basics of base building, how to get started, where to find new blueprints, what the game mechanics of building bases in VR are like, and importantly, how to power your latest and most beautiful creations.

no man's sky traveler standing on planet vr

Before Building Bases

If you follow the main quest line in No Man’s Sky, then you’ll gradually learn how to build simple bases and what the different core pieces of equipment do. For example, if you have a warp drive installed on your ship and can travel to new star systems already, then you’e more or less out of the early tutorial section and likely have a simple home established on your starting planet.

Early on you’ll learn blueprints (basically crafting recipes) for things like wood floors, wood walls, wood roofs, a base computer, and specialist terminals. I’m not going to cover that stuff specifically, as I’ll assume you’ve at least gotten that far if you’re interested in building larger bases. If not, I recommend you at least finish those early tutorial missions first and foremost.

no man's sky base building

Base Building Basics in No Man’s Sky VR

Now the most important part of building a base in No Man’s Sky is planning and preparation. If you have an idea in your head of what you want to make and what you need to make it, then you can start stockpiling resources while you finish any preliminary steps ahead of time.

And while you do that, keep an eye out for Buried Technology on planets. When you use your Analysis Visor (holding your hand up to the side of your head and press the grab button on Rift S) you’ll see long-range icons of points of interest. Buried Technology modules look like a WiFi signal. Dig these up using the Terrain Modifier Multi-Tool attachment and you’ll get Salvaged Data, usually between 1-4 in each buried module. Save these up and use them to buy new blueprints.

For example, if you want to make a classical sci-fi base that looks like this one I just started or this one we built into the side of a mountain with circular rooms then you’ll need lots of prefab blueprints.  Or, you can stock up and research a bunch of wooden or concrete or other blueprints to get more freeform with it  all.

The No Man’s Sky wiki is a great resource to check before going into VR so you can plan ahead of time.

no mans sky good base location

Generally speaking though, in order for the game to recognize something as a “base” all you need to do is build a base computer, that’s it. When you make a base computer the game will register the location as one of your bases, let you teleport there, and saves the icon on your map and compass to easily locate again. Anything you build around that base computer is considered part of your base.

From there you can do just about whatever you’d like. I usually start by making a large cylindrical room from the top of the prefab list because I like how it looks. From there I connect corridors to make other rooms and stick a door on the front so I can enter and exit.

You can build your base however like. What works well for me, something Kyle Riesenbeck, our Operations Manager, showed me when we were playing, is to informally designate themes for rooms in your base. So in the first big room I put my refineries, save beacon, research station for new blueprints, etc. Then I go through a corridor and setup my specialty terminals with the NPCs I’ve hired, sort of like the heart of my base. From there I’ll make another branch to install a teleporter, maybe setup a garden in another room or in an enclosure outside. You can get really creative with what you do.

biofuel reactor no man's sky

How To Supply Power To Your Base In No Man’s Sky VR

But the more you build and add to your base the more you need power. The need for power is a new feature in the Beyond Update for No Man’s Sky and it’s a bit more daunting in perception than it is in reality.

Not everything requires power. For example, all portable technologies (the base computer, portable refinery, etc) all run on their own without external power sources. However, storage units, teleporters, and many other advanced parts require power. There are two fundamental ways you can power technology in No Man’s Sky: a Biofuel Reactor or the combination of Solar Panels and Batteries.

For long-term self-sustaining power the Solar Panels and Batteries are your best bet, but it’s nice to have a Biofuel Reactor handy as well just in case. I’ll talk about the differences next.

 

Biofuel Reactor in No Man’s Sky VR

The first power blueprint you’ll have an access to in No Man’s Sky is the Biofuel Reactor. It’s…okay. The downside here is that it needs a constant stream of fuel, such as Condensed Carbon, like a gas tank. So you can’t just set it up and forget it.

I’d recommend skipping this phase and going straight to solar panels and batteries even though it will take longer to setup. Then you can make a biofuel reactor to have on standby in case you need more panels and batteries later on but don’t have the resources and just need to quickly access a storage unit or use your teleporter.

Scroll down to running electrical wires for power for more details on actually connecting power units to your base.

Solar Panels and Batteries in No Man’s Sky VR

Renewable energy is the future and present in No Man’s Sky. You can set up solar panels anywhere you want — even inside your base — and they’ll create power. It’s kind of silly, but it’s true, unless it gets patched to require them to be outside. However, it does need to be daytime for them to accrue power — they’ll shut off at night.

What you then have to do is connect those solar panels to batteries that can store the excess energy for nighttime that was not used up during the daytime. The more technology you’ve installed in your base, the more energy you need.

Another Method: Electromagnetic Generators

The final method of powering a base that we’ve discovered so far is the use of Electromagnetic Generators. You should be able to upgrade your Analysis Visor at the Space Anomaly using Nanites to add on the ability to scan for electromagnetic field energy sources.

Then you build and place these Electromagnetic Generators at the specific location and they’ll constantly supply a dedicated amount of energy. By building multiple on the same location, you can amplify your energy. From there all you’ve got to do is run Electrical Wires to your base and you should be up and running. Note that they’re quite expensive to create, so you’re better off focusing on solar panels and batteries initially.

In the image above, you can see the Generators are placed underwater at the base of the field.

electrical wires no man's sky

The Tricky Part: Running Electrical Wires For Power

Having to run electrical wires across your base is easily the trickiest part of setting up in No Man’s Sky. Luckily, Electrical Wires are a free blueprint that cost zero resources to craft so you have infinite access to them at all times.

The trick to understanding what to connect where is to know what needs power and what doesn’t. Remember how I said I like the way prefab buildings look? Well the other benefit is that they have power connections on the exterior. And anything that is correctly installed inside the base (aka it locks into place correctly) will receive power if the base itself has power connected. This means you could set up a bank of solar panels outside your base, connect them all together, and then run a single wire to the base exterior outlet and have it power everything inside.

Wires can be extended from socket to socket, but you can also stop part way through to create a junction if you want to branch the wire or have it turn towards a new direction rather than stringing across your entire space.

This is the way to go, in my opinion. But you have other options as well.

no mans sky mountain base 2

For example, if you’re not using Prefab buildings then you can place a Power Transformer  on the outside of your building then it will power what’s inside. Switches can be used to connect things with Electrical Wires this way.

And that just about sums it up for building and powering a base in No Man’s Sky. Let us know if you have any questions and if you want to see a video walkthrough of all this, we may make that happen as well.


For more on No Man’s Sky VR, make sure and look at our coverage hub where you can find our beginner’s guide for playing in VR, details on how to customize your character’s appearance, and our review-in-progress impressions so far.

Editor’s Note: After publication we added a section on Electromagnetic Generators.

The post No Man’s Sky: Beyond Guide – How To Build And Power Your Base In VR appeared first on UploadVR.

GIVEAWAY: Win A Free Steam Code For No Man’s Sky With Free VR Support

As part of last week’s episode of the VRecap we’re hosting a giveaway for five free Steam codes for No Man’s Sky. Enter for a chance to win!

After last week’s massive Beyond Update released, No Man’s Sky VR support has finally officially arrived. The VR support is included as part of the core game itself and is compatible with all previous save files and can even play online with non-VR players.

The game has been out for VR users for about a week now and other platforms for a few years. In No Man’s Sky you take on the role of a traveller tasked with exploring foreign worlds, charting deep space, and discovering unseen solar systems across the universe. In addition to exploring and charting there is a main storyline, a detailed procedural generation system, space flight, combat, terraforming, and more. It’s a very dense game with lots of things to do and see.

We’re giving away five Steam keys for No Man’s Sky in this contest. Winners will be randomly selected and contacted via email. Since this is the Steam version of the game, it supports Oculus Rift, HTC Vive, Valve Index, and Windows Mixed Reality headsets.

GIVEAWAY: Win A Free Copy Of No Man’s Sky On Steam (Now With Free VR Support!)

You can enter in the widget above, or if you hate widgets or have trouble getting the form to work, just use this link here to enter on the giveaway page of Gleam itself. Good luck!

The post GIVEAWAY: Win A Free Steam Code For No Man’s Sky With Free VR Support appeared first on UploadVR.

No Man’s Sky VR PC Review: Fully-Realized Virtual Universe

No Man’s Sky VR support has officially arrived in the Beyond Update and we’ve got our fully finalized official review for the PC version of the game right here. 

Every game of No Man’s Sky begins both exactly the same and completely differently for each person. New players always awake on a strange, unfamiliar planet with nothing but a space suit and displaced spaceship awaiting repairs with the guidance to follow an identical set of instructions to get up and running — it’s the same, but different.

You see, No Man’s Sky is built on top of Hello Games’ ambitious procedural generation system that crafts billions of planets across millions of star systems and simulates plants, animals, terrain, alien species, economies, and more throughout the entire universe as a whole. Initially released three years ago, No Man’s Sky has evolved over the years and dramatically improved itself up until now, the Beyond Update, which is officially 2.0 for the non-VR version. With this update comes a revamped multiplayer experience, tons of new game mechanics like creature taming and expanded base building, and most importantly, complete VR support. At least, the 1.0 edition of VR as Sean Murray from Hello Games puts it.

Video Version Of The Review:

The premise alone for No Man’s Sky is almost too good to be true, especially when you add VR support into the mix, and that’s probably why it’s taken over three years post-launch to get to this point. This is a game in which you can explore a vast, massive planet full of unique flora and fauna, go mining, dig caves, explore underwater, terraform, build bases, and uncover ancient relics — then take off and fly to another planet or solar system and do it all over again without ever hitting a loading screen. It’s remarkable. And seeing it all from inside of a VR headset is a rare kind of escapism I haven’t seen executed this well before.

I’m frankly envious of someone that can don a VR headset for the first time and experience a game like this as their introduction to the medium. There is so much to do and see it will likely sour the taste of future experiences. Even though I could be considered a VR veteran at this point, it still caught me by surprise just how staggering the sense of scale was or the illusion of presence as I stood on my starting planet, stranded and alone. It’s the difference between wanting to finish the tutorial so you can get to the real game and wanting to find the necessary resources to keep surviving. It’s a connected universe that feels much larger than just a game.

Truth be told No Man’s Sky is a bit like several games jammed together into one package. While there is a main storyline about aliens, ancient civilizations, and solving mysteries, that’s far from the point of it all. This is basically, “it’s not the destination that matters, it’s the journey” boiled down into a video game. The sense of discovery is so ingrained into No Man’s Sky’s DNA that players can rename everything they discover from planets and solar systems to animals and flora.

no man's sky water planet island

With that ambition though, to let No Man’s Sky offer a bit of everything, is the caveat that none of the individual pieces are as refined or as deep as they could be. I wouldn’t go so far as to say it’s as vast as an ocean and as deep as a puddle, but there are whiffs of that notion throughout. For example, combat is about a bare bones as it gets — especially on foot. You point and shoot your mining beam for rudimentary attacks early on or point and shoot your boltcaster and other weapons you’ll eventually unlock later in the game. There isn’t a stat-based progression system of any kind, no abilities you unlock, it’s just very basic. Obviously you can install new technologies on your exosuit and ship to get that sort of gradual advancement, but it’s rarely combat focused. 

Other aspects like ship and exocraft controls feel very wonky and floaty in VR at first, taking some real getting used to. UI navigation is mostly intuitive with lots of holographic menus that you point at to make selections, but it gets tedious after a few dozen hours. Quick gesture commands in place of hot keys could have helped a lot. And targeting icons when using the Analysis Visor, something that was already tough to do in non-VR at times, is nearly impossible in VR. The lack of a crosshair just makes it painfully frustrating to accurately pick what you want to tag on the horizon when icons are cluttered together.

Hello Games have stopped just short of establishing this as a true MMO, but most of the pieces are here. The whole universe is persistent and players can see your bases on your planets and find things that you’ve named in real-time. If you’re on the same planet as another player at the same time, you’ll probably see them even if you’re not in a “group” together. But you can absolutely link up with friends and go exploring together or visit the new Space Anomaly social hub that includes a Nexus full of group multiplayer missions.

no man's sky vr ship warp drive no man's sky planet upload centauri No Man's Sky VR New

Hopefully the networking issues are resolved soon though, because it makes it difficult to enjoy a lot of the new functionality. While playing in a group with friends, there is a weird desyncing issue that pops up where you can see their icon and hear each other like you’re on the same planet, but cannot see each other. Like they exist in a separate but identical dimension. Avatars freeze in place and stop moving forcing a reload as well. Not to mention the slew of bugs that still exist like container items suddenly not letting you interact, your ship spinning in circles instead of landing at the Space Anomaly, or objects and terrain clipping through your base sporadically. 

There are a lot of moving parts here and a lot of those parts are still broken, especially in VR.

The Nexus missions in the new Space Anomaly hub offer great replayable variety with good rewards, too. Hunting down a pack of space pirates as a group, for example, can net well over 200,000 units. Some missions even task you with things such as establishing colonies and outposts on planets or taming creatures.

This is an incredibly dense and complex game. I’ve logged about 40 hours since the VR update released, a bit of which has been outside of VR to compare things, and I still feel like I’ve barely scratched the surface. I’ve still got some base building tutorial missions left uncompleted in my log because I keep getting sidetracked with other activities.

For example, one of my recent livestreams consisted entirely of myself and some friends spending almost three hours setting up a base on a home world I dubbed Upload Centauri. We dug holes into the side of a huge mound of terrain, built the base into the mountain, and snaked it back out the other side so it overhangs like a cliff. You can see it in the image below. We’ve even got a landing pad for ships:

no mans sky mountain base 2

No Man’s Sky is all about diversions like this. You could do any one of a thousand things that may seem trivial or boring at first, and then realize you spent six hours digging holes and stocking up on resources for your next base building expedition. I’ve flown around in space, hunting pirates and blowing up asteroids for precious minerals for hours while listening to podcasts and music while inside the headset, like an intergalactic bounty hunter. I’ve also sat in my cockpit while acid rain pours down with my eyes closed, relaxing, while I listen to the droplets bounce off the glass. 

When playing No Man’s Sky in VR it’s easy to not only get lost in terms of finding purpose and direction with what to do next in this nearly infinite procedural sandbox, but to get lost mentally as well; to lose yourself and forget about reality. It’s an overwhelming and captivating feeling that amplifies everything else the game does so well. 

There are just so many things to do and see it’s hard to summarize my thoughts and experiences, let alone articulate the breadth of it all.

As far as VR ports are concerned, No Man’s Sky is head and shoulders above its peers in terms of pure functionality. Performance issues aside, they’ve done tremendous work to get the game running and feeling “right” inside a headset. Everything from the inventory interactions, terraforming planets, driving vehicles, flying ships, shooting guns, building bases, and more is completely changed to fully support VR motion controllers. I’d even go so far as to say that building bases, manipulating terrain, and mining resources feels better than it does in non-VR mode because of the spatial awareness and 3D presence offered in a headset.

One of the most intuitive parts of it all is the wrist-based menu system that has you point at your wrist to pull up holograms of components for building or even a tiny hologram of your ship prior to summoning it. Reaching out with your hands and pointing feels extremely natural, albeit a bit clunky for some things. It’d be nice if there was a single gesture or button that opened your inventory since you spend so much time looking at it instead of having to twist your wrist and laser point at the right spot each time first.

Comfort

Comfort options are pretty standard in No Man’s Sky. You can switch between both smooth and teleport-based locomotion as well as both snap and smooth turning. There’s also a field of view dimmer. On PC it’s currently motion controllers only, but hopefully gamepad and/or mouse and keyboard will be added. Technically you can move around the room while playing on PC for roomscale, but if you get too far away from the “center” of the play space it asks you to return or recenter manually. There are plenty of options to keep No Man’s Sky as comfortable as possible while playing, but the real bottleneck so far on PC has been performance.

Speaking of performance issues, there are a lot of them right now still even over a week after launch. We’ve tested the game out on everything from a 980Ti and 1080 all the way up to RTX 2080 cards on Rift S, Valve Index, and other headsets and none of them really perform that well. There are lots of framerate issues and stuttering. It’s still very playable, but pales in comparison to the non-VR experience in terms of stability. Thankfully, most of the crashing issues appear to be resolved already with stability patches releasing nearly every day.

If you adjust the settings and take some extra steps to optimize things it runs decently well, but trying to stream or capture at the same time from a single PC introduces more chugging than any other VR game I’ve ever played. But when it does work and it all comes together to offer something smooth and enjoyable — it’s remarkable.

For the sake of this review I played only the PC VR version using a Rift S, but you can see a side-by-side graphics comparison in the video above. It’s the same game at its core, but the controls and visuals are obviously very different. You can read Jamie’s PSVR-focused review soon for more on the differences.

No Man's Sky VR New 2

No Man’s Sky VR PC Final Verdict

No Man’s Sky is very much more than the sum of its parts. When looked at under a microscope individually, each element can show significant blemishes with plenty of room to be more polished, more dynamic, and more expansive, but to focus too intently on the moving parts and not take it in as a collection of its immersive ambitions would be missing the point. Performance issues and some non-game breaking bugs aside, to appreciate what makes No Man’s Sky VR so special is to appreciate the underlying appeal of VR as a medium. They’re both about exploring a vast, endless sea of fantastical destinations. They’re both about embodiment and unrivaled immersion. And above all else they’re both about becoming who you want to be by exploring the far corners of seemingly limitless potential.

When No Man’s Sky VR is clicking, and that’s the vast majority of the time, it’s unlike anything else out there. Sean Murray called it the “perfect kind of sci-fi dream” and I find it hard to disagree.


No Man’s Sky is available with optional VR support on both PC and PS4. This review is specifically focused on the PC version using an Oculus Rift S. For more on how we arrived at this score, read our review guidelines.

And for more on No Man’s Sky VR, read our guides on base building, changing your appearance, and getting started with beginner info from a VR perspective. Or you can read our detailed interview with Sean Murray himself.

You can read our PSVR-focused version of this review here.

Editor’s Note: Due to the game’s scope and size, this article was originally published as a review-in-progress on August 16th, 2019. It was updated and expanded with significantly more detail and a final verdict, with a score, on August 23rd, 2019.

The post No Man’s Sky VR PC Review: Fully-Realized Virtual Universe appeared first on UploadVR.

No Man’s Sky VR Guide: How To Customize Your Character’s Appearance

Now that No Man’s Sky VR support is officially live, millions of players around the world are exploring the far reaches of space for the very first time inside a VR headset.

One of the most common questions I’ve seen from friends while playing and introducing them to the game is how to customize your avatar and change your appearance. You can see in the screenshot up above my character is green and black, in line with our colors here at UploadVR. You can pick from a wide range of color combinations as well as pieces for your suit and even various different races as well.

Customizing your avatar in No Man’s Sky is super simple and entirely free. All you have to do is progress through the main story tutorial missions up until your ship’s thrusters are active and you can leave the starting planet. From there, go to your system’s space station, which should be very close nearby. Once you’ve arrived, exit your ship, and face the entrance to the station. Go up onto the deck on your right.

Go to the far left side of this deck and you should see a circular pad terminal you can interact with and use to change your appearance. That’s it! It’s that simple. You won’t really ever see your avatar in No Man’s Sky VR other than at this terminal, but you do see your hands and other people will see your entire avatar in its full glory so you should make sure it’s on point.

This deck also contains a galactic terminal for buying and selling goods, various merchants you can talk to about suit, ship, and multi-tool upgrades, and more. Then on the deck over on the other side of the space station you can find NPCs ready to speak with you about their culture, teach you their dialect, and merchant stations for cartography and other missions. You’ll eventually unlock teleporters at each station on this deck too to travel between space stations and your bases in No Man’s Sky.


If you’re playing No Man’s Sky VR and have any inquiries for us about how to do something specific, leave your questions down in the comment section below!

For more on No Man’s Sky VR, check out our beginner’s guide, performance troubleshooting rundown, and this comparison of the PSVR and PC VR versions. Or check out our YouTube for tons more gameplay footage.

The post No Man’s Sky VR Guide: How To Customize Your Character’s Appearance appeared first on UploadVR.

No Man’s Sky: Beyond – Beginner’s Guide For Playing In VR

Now that No Man’s Sky: Beyond is finally out, including comprehensive VR support, we know there’s a lot of you that are about to return to the game after a long hiatus or are about to experience it for the very first time. Regardless, these beginner tips and tricks are for anyone playing the game in VR for the first time.

Anyone that’s familiar with No Man’s Sky can tell you that it’s a very complex and enormous game that’s essentially limitless. And with that sheer breadth of content comes a lot of intricacy that can often times seem confusing or overwhelming. Although this guide cannot cover everything the game has to offer, this will go over the basics of getting start in VR and some general tips to keep in mind while adventuring through the galaxy in No Man‘s Sky VR.

How To Launch No Man’s Sky In VR Mode

Playing No Man’s Sky in VR mode is incredibly simple. If you’re on PS4 just plug in and turn on your PSVR headset and place it on your head. You should be in Cinematic Mode at the PS4 Home screen. From there click on No Man’s Sky and it should automatically recognize your headset and launch the game in full VR mode.

For PC users, it’s basically the same, but you’ll likely launch it through Steam itself. I use a Rift S primarily as my PC headset, so after I put on my Rift S and open up SteamVR, I launch the game from inside SteamVR Home and it opens up just fine in full VR mode.

 

Performance Issues And Technical Tips

You may be experiencing some performance issues, but rest assured that Hello Games is reportedly well aware of the issues facing users and is working on resolving those.

But if you want to improve your performance on PC, there’s a few things you do. For starters, use these recommended settings, or lower, to minimize the impact on your game’s performance:

No Man's Sky VR Graphics Settings

In addition to that, here are some more tips from Anton Hand that he discovered, the creator of Hot Dogs, Horsehsoes, and Hand Grenades:

 

Comfort And Movement Options For VR

No Man’s Sky does a pretty good job of offering a lot of different comfort and movement options for VR users. Not only can you activate snap turning and teleportation movement, but you can adjust the field of view vignette for those particularly prone to VR sickness too.

You can also play with motion controllers or a gamepad — plus keyboard and mouse on PC. It’s just a shame there is no longer a photo mode built into the game now.

No Man's Sky VR New

Using The Multi-Tool For Mining, Terra-forming, And More

The first hour of No Man’s Sky is basically just a big tutorial to teach you the game flow and controls. YOu need ot keep a constant eye on your vital signs, hazard protection, ship fuel, and more. It’s the difference between life and death. Luckily, you’ve got the multi-tool.

Once you’ve got its various features enabled, it’s very handy. Equip the multi-tool by reaching behind your shoulder with your right hand and clicking the grip button. Then if you point your left hand at your right wrist, you can adjust things like the mode its in (mining vs terraforming) as well. But if you point your right hand at your left wrist then this is where you access your entire inventory, summon our space ships when outside, and so much more — like turning on a flashlight.

The multi-tool was already an integral part of the No Man’s Sky experience, but in VR you actually reach out and point before pulling the trigger which makes it even more impressive.

No Man's Sky VR New

So, What Do You Do In No Man’s Sky?

The topic of ‘What do you do?’ in No Man’s Sky is a common one, even three years after the game came out. While it’s mostly a procedurally generated sandbox with endless potential, there is some meat on the bones too. Specifically, there is a main storyline.

You’ll piece together cryptic clues and events that unfold across multiple planets, star systems, and more to find out what’s going on in the galaxy and what you can do to help. The core interest of your story is, theoretically, figuring out what’s at the center of the universe. It doesn’t have fancy cutscenes but there are lots of quests and it’s actually a very guided adventure now after all of the updates if you want to follow those bread crumbs.

No Man's Sky VR

Playing With Other People?

Getting online in No Man’s Sky to play with other people has a lot of different variations. The most basic way of playing with someone is to launch your save file, leave it open for friends to join, and then either invite a friend or wait for someone to find you.

But now in the Beyond Update, there is the revamped Space Anomaly that lets players freely meet up, including with strangers, group up, and even go on Nexus group missions together. With a hub like this it starts to feel like an MMO.

no man's sky helmet key art

Other General Gameplay Tips

  • On PC you can recenter your view at any time in the Options menu or by double-clicking the Touch controller analog sticks and holding them down on Rift S.
  • If you’re playing on PSVR, you can switch between PS Move and DualShock 4 anytime you want. For example, you could use the gamepad when on foot if you prefer having analog sticks and then reach out and pilot the ship with the Move controllers when flying.
  • Every time you visit a new star system you should always stop by the space station to check out the exosuit upgrades, talk to NPCs to learn the dialect, and check prices on any rare goods at the sales terminal.
  • Sitting down when piloting a ship or exocraft can help aid immersion and prevent VR sickness.
  • Scan animals, plants, minerals, and more with your visor to get units easily and then go into your Discovery menu to upload them for free nanite clusters.
  • The main quest is super important and valuable. It’ll unlock key technologies and game mechanics, as well as award you lots of stuff that is otherwise expensive or rare.
  • Stockpile important resources like carbon, oxygen, titrium, and others you need frequently, but don’t be afraid to sell high-value materials like Gold, Silver, and other semi-rare ores.

Above all else, though, is to play No Man’s Sky at your own pace and with your own goals. As soon as you get the ability to take off and fly you might go on a totally separate path from the main story and that’s totally fine.

Good luck and let us know if you have any questions in the comments below!

The post No Man’s Sky: Beyond – Beginner’s Guide For Playing In VR appeared first on UploadVR.

Watch: No Man’s Sky VR Gameplay Comparison On PSVR vs. PC VR

We’ve got a length side-by-side gameplay comparison video of the newly released No Man’s Sky VR support to show you from today’s massive Beyond Update.

In the video below we’ve put footage of the PSVR version running on a standard PS4 on the left and the PC VR version (via a Valve Index) on the right and we’ve done our best to line up the footage to offer a good comparison. Unfortunately because of the way the game works, when you first spawn into the world you’re randomly placed on any one of billions of procedurally generated planets, plus they’re different platforms. That means it’s virtually impossible to find two environments that look the same or similar easily and quickly.

As a result, the footage isn’t the same on both headsets, but it should do a good job of showing you representations of what gameplay looks like on each platform.

For more footage you can watch the opening 15 minutes of the PSVR version here, over 15 minutes of Valve Index footage here, as well as over two hours of me livestreaming the Oculus Rift S version right here.

We’ll be publishing lots of guides and other coverage this week for No Man’s Sky VR, as well as playing it as much as possible over the next few days. If you’re going to be playing it too, let us know what you think so far down in the comments below! And for more on No Man’s Sky VR, make sure and read our long, detailed interview with Hello Games’ Sean Murray.

The post Watch: No Man’s Sky VR Gameplay Comparison On PSVR vs. PC VR appeared first on UploadVR.

No Man’s Sky: The First 14 Minutes Of Gameplay On PSVR

It’s here! No Man’s Sky Beyond is live! At least it is on PSVR… in Europe.

We’re expecting Hello Games’ mammoth VR update to roll out across the day. That said, the PSVR update has gone live a little sooner than we expected on PS4. We’ve already trekked through the first 15 minutes or so to show you exactly how it looks inside Sony’s headset.

I started off on a pretty dusty looking planet. You’ll have to forgive all of the fiddling to get the Move controllers feeling right. The moment I first discovered a herd of animals was pretty magical, though. Take note this is running on the standard PS4, not the Pro.

No Man’s Sky Beyond adds full VR support to the entire game. Every planet and space station can be explored with a headset on. Not only that, but Beyond also adds expansive multiplayer support and a massive swathe of other additions and fixes, labeled No Man’s Sky 2.0.

We’ll be aiming to bring you our final impressions of the game as soon as possible but, frankly, the game is so big it’s going to take some time. In the meantime, though, you can be sure we’ll be streaming gameplay and providing loads of other content, so there’s no need to turn off.

Still waiting for the game in your region/platform? We’ve got plenty for you to catch up on until then. First, you can check out our huge preview of the game from last week. We also sat down with Sean Murray to talk about the work gone into the VR version. That should tide you over until we lose you for weeks on end. Enjoy!

The post No Man’s Sky: The First 14 Minutes Of Gameplay On PSVR appeared first on UploadVR.

Massive No Man’s Sky: Beyond Update Is Now Live With Free VR Support

The wait is finally over: Hello Games just officially released the Beyond Update for No Man’s Sky which includes a massively overhauled multiplayer infrastructure, tons of new features and game mechanics, a multiplayer “Nexus” hub, and, most importantly, complete VR support.

As of the time of this writing the update is live for PS4 players and is rolling out soon for other storefronts.

If you’ve got the game on PS4 or PC already then Beyond, just like all previous overhaul updates, is entirely free to download. Luckily, it’s not half-hearted  VR integration either. Instead, they’ve redesigned how you interact with the world and allowed players to carry over their entire save file or even play online with other players (VR or otherwise) in the same universe.

For those hungry for more details while the update downloads, make sure and check out our full breakdown of everything we know so far as well as our latest hands-on preview of the VR update and a long, detailed interview with Hello Games head, Sean Murray, about the past, present, and future of both VR and No Man’s Sky itself.

If that’s not enough for you, engage in some of our discussion topics, such as whether or not No Man’s Sky is the most important VR game launch so far and what you plan on doing first once the VR update is on your hard drive, ready to go.

Finally, if you don’t own the game already and are eager to jump in and start exploring, then you’re in luck because No Man’s Sky is currently discounted across both PS4 and PC for 50% off. You can pick it up off of the Humble Store, Steam, and PSN at that rate until August 21st next week.

Let us know what you think of No Man’s Sky VR support once you get a chance to try it down in the comments below!

The post Massive No Man’s Sky: Beyond Update Is Now Live With Free VR Support appeared first on UploadVR.

No Man’s Sky VR Interview: Sean Murray On The Past, Present And Future Of VR

Last week Hello Games invited us down to its offices in Guildford.

There, we saw No Man’s Sky in VR. We also talked about it. A lot.

Tomorrow, No Man’s Sky Beyond launches as a free update. It adds PSVR and PC VR support among other things. For many VR fans, this is something of a dream come true. Turns out the same is true for Hello Games.

We sat down with the team’s Sean Murray to talk about the creation of the VR mode. In the interview below, we discuss its history and the team’s hopes for the VR support. There’s a lot of ground to cover, so best get reading.

Upload: The first thing I wanted to talk about really was… I know how long this has been in your guy’s minds because I’ve been following VR for a long time. I remember back when before No Man’s Sky was coming out you guys were doing experiments with the [Oculus Rift] DK2. What’s the timeline been like, here? Back in those days, how much serious consideration were you giving this?

Sean Murray: Pretty serious. We’re professional developers but we’re also hobbyists. Something like DK2 gets released, obviously, we’re going to start messing about with it and trying to get little bits of the engine running. And at various points over the last few years, it’s been an ongoing thing.

Someone will do a little bit more work and a little bit more work and a little bit more work on it. And we’ll play it and there’s always been two or three people in the team here who just really, really, really deeply care about VR. And it’s been enthusiasts but also evangelists for it, saying this is what we should be doing.

And so those guys, when we got to the point on Next, there was a really strong argument there for “Okay it feels like we’ve kind of delivered on things that we really felt we needed to for the community.” Some of the big ticket items for them. In our mind, VR was maybe more of a niche thing for people. Maybe something that felt a little bit indulgent for us; now we can do this, now we can have our dessert.

Whereas before there were certain things about the game that I felt like people would almost be annoyed with us if we did VR before that. That was our take and, actually, as I was just explaining to you, we were worried that we would announce VR and people would say: “Oh but I’m not interested, what’s in it for me?”

Weirdly, it’s not gone that way. We actually are at a point where I need to remind people that it’s not just the VR update. People are really focusing on it. And people seem really excited about it.

We’ve been really surprised by that. In our heads, it was a niche thing for us. So I think it’s really exciting. I mean the stats on it were much higher than we expected. So, over a million people who own No Man’s Sky already own a headset. Which is a really big stat, especially when you consider how many headsets there are out there. It’s a really high percentage that already own No Man’s Sky. That’s much bigger than we probably expected going into this. That’s a cool moment for all of those people to get an update and to be able to turn on their headset and even try it out. And hopefully we give them a cool experience.

So it’s been there in the background for ages, but we’ve been kind of holding ourselves off. Like, trying to be good almost. And actually we probably didn’t need to wait this long because people seem really excited about it.

Upload: I thought you were going to do it ages ago.

SM: I think within the team what you’ll see is it’s grown. It started off with two or three people. We were almost trying to convince the rest of the team because it seemed like a lot of work. And we were saying: “Oh, don’t worry, it will just be quite a direct port. We’re not going to revisit this and this and this. It’ll be fine, we’re not gonna run on PSVR and it’ll be fine.”

And then as we’ve gone through it’s gone more and more exciting. More and more people as a team wanted to work on it. And that’s one of the biggest factors for us. You were saying kind of, where does it stop? When we reached the end of Next, we weren’t sure whether there would be things we would get excited about and this is one that we really got enthused about. We could see it within the team, they are becoming more and more enthusiasts and evangelists for it.

No Man's Sky VR

Upload: This being a port, again going back to the early days of VR was one of those golden rules was you don’t port games to VR, you make them from the ground up. Obviously, you guys, looking at it, have gone out of your way to make it feel native. I’m interested to learn if there were things in there you struggled with. A lot of people say when you port a game to VR straight away you’ll find the scale is all off in the world, for example. Were those sorts of things you encountered? 

SM: Yeah, like way more than I was expecting. It’s weird. So one of the nicest things is that I felt like, this was a game I’ve worked on a lot. So many of the team say this. When you’re working on a game for that long, the thing you would kill for is to see the game with fresh eyes, as somebody new to it. 

I can’t explain how removed from it you become. Like, imagine you were making a puzzle game. You already know all the puzzles so you will never find any difficulty so you can never experience what it feels like. And that’s how it is for us. Playing it in VR, suddenly, you could see the game fresh. 

I remember just feeling like small things like “Oh god, this is way too difficult.” And people had been telling me it was difficult and I hadn’t been listening to them. It’s like “Oh, I can see it now! This is really frustrating or too grindy, or whatever.”

There’s something about having a headset on and feeling immersed in the game that you feel like you want things to be a bit more immediate because it’s just a more intense experience. So there’s things like that where we actually made gameplay changes because we felt like, one, we were seeing it with fresh eyes and two, VR necessitates it almost. 

But the scale, oh my god. Our character does technically fit inside the ship and fits inside the vehicles, all of that kind of thing. You just play it and you think “No, in my head the ship was really big.” And it’s really fucking small! It’s mind-blowing, going through doorways and stuff. Technically the character does fit through it, but I feel like I’m going to bump my head. I feel like “Oh my god, that crate! How low down has that crate been?”

Upload: And this is happening across a billion planets.

Murray: Yeah, I mean there’s some lovely moments where you see just a normal — and we’ve had this with almost everyone who played on the team — just seeing like a tree. A lot of the trees in the game are 50, 60 foot tall. As trees are in real life in a forest. But you never take that in. And when you’re stood beside one just towering above you, there’s suddenly a real appreciate for exploring which wasn’t there before. Not the same immersion, not the same feeling of exploring.

But, we’ve actually ended up scaling up all the vehicles, all the ships, adding in loads more detail. Putting interiors into the cockpits, adding loads and loads of detail. And it’s made us make the non-VR version a lot better. You just have more of a sense of scale. You see it in, like in the video, those ships are about twice the size they are normally. It doesn’t look weird at all to you, it looks fine.

Now I go back to the old world and I’m like “What were we thinking?” These worlds weren’t cohesive or they weren’t as impressive as they should be. It just puts things into really sharp focus that you don’t see when you’re working on something day-in, day-out.

But yeah, we have changed the scale of so many things in the game. Even rocks and trees and little shrubs that it turns out where rocks and trees and little things that were way too big. 

Upload: And then, presumably the way they deform when you start mining them.

SM: And loads of those things change. They improve both versions of the game but they have a massive impact on VR. I think VR now, if you play it, feels about the same level of difficulty as the base game. I think, when people play they’re like “Yeah, this feels like No Man’s Sky in VR.” but actually, we’ve done so much refinement. And when we first ported it and first played it, it felt so arduous to play. 

Like, it was unbelievable. Just the length of time that you would be mining something for, or meleeing something. When you’re doing that in VR and you have a controller in your hand, there’s a certain intensity to the experience that you want things to be immediate. You want them to be real.

Upload: It’s such a hard balance because, like you’re saying you want realism and then you want instant gratification when it comes to VR. And it’s a pick and choose thing. When you’re in the cockpit for example in the trailer you’re pulling all these levers and stuff and that feels great but at the same time doing the same to mine a rock is exhausting.

SM: Right, exactly. We’ve gone back and forth. We’ve had things in the cockpits of the ships where you’ve had lots of buttons to press to go into pulse drive, to do various things. We thought that would feel cool but actually it’s off-putting because you’re doing that constantly and it’s repetitive and you feel like “No, I’ve got a controller in my hand, I’ve got some buttons.” 

But, certain other things where it’s nice to have a 3D controller, like the joystick, like the gun to place things in the world or to do terrain manipulation. that really benefits. But where you go too overboard, it can feel really repetitive. You can feel almost tired in your arms. There’s a real balance. We’ve generally been doing usability sessions and things like that with it where we’ll have 10 people playing at once that just go through and then we get another 10 people and another 10 people in. And generally we’re doing eight hour days with people. 

I don’t expect people to play eight hours a day. But we want to stress test it in that way and see how people feel about it after that.

Upload: People absolutely will do that, though. They did it for Skyrim.

SM: Yeah, Skyrim has really long playtimes from what I’ve heard. 

Upload: Obviously when this game started out it was about discovery, this whole universe was undiscovered basically for people to go off into. If you’re allowed to talk about it, how much of a percentage of that universe has been discovered now? 

SM: It’s funny, so as of Next, I can talk about that. There have been a quarter of a billion hours played of our game. Which is a big old number. As AAA games go, that’s still a lot of hours. This was pre-Next. Of the first galaxy, and there are many galaxies but of the first galaxy, there was less than 1% of the galaxy discovered. I don’t think we’ve broken that 1% yet. I know that the number of hours has gone up a great deal.

But yeah it really is vast. I could get really boring about it. There’s a ring around the outside where everyone starts. And when you plot it on graphs that we see, there is a good amount of that around the edge, and then there’s just huge swathes where no one has been. It’s like there’s kind of a white circle around the edge and then all the rest is just like a mess of little dots.

Upload: So you’re pretty confident first-time VR players are going to come in and have a new game to play. Because I’m one of those 25 hour players that played the game at the start and want to go back and start again and have that new experience.

SM: I hope you will. Also a lot of what we’ve done. There are updates that came out after Next like Visions and Abyss which expanded underwater and Visions expanded biomes to create a lot more variety. Those things are there and most people haven’t yet seen them or played them or whatever. 

No Man's Sky VR NewUpload: This is a really long shot but, Oculus Quest?

SM: Yeah. I’ve been playing it a lot, actually, and it’s lovely.

Upload: It’s the best. But… 

SM: Yeah. There is a future there, right, for that kind of device, right? People tend to think of, when you release a game, and it’s the thing I always want to hammer home to people, when you release a game that ‘that’s it’. Obviously we want to release good content that we are proud of and have a lot of people play on day one and they get a good experience. 

But our community really likes that we keep updating, we keep embellishing. And this might be version 2.0 for the game, but it’s version 1.0 for VR. There’s a lot that I expect people will want, and we’re going to see a lot of new players playing a lot of different ways. And we don’t know if they’ll end up really migrating to base building in VR which is cool, or if they’ll want to socially and they’ll want to play in the social space and it will be a bit more like VRChat or whatever where you’re just kind of messing about with your friends. Or whether people are playing online.

It’s really hard to predict but we’ll follow that. Whether it’s people wanting much more controller options, much more headset options or whatever. We’ll see. Because it’s very much a hobbyist space, especially on PC. There are so many things that are potential ways for us to go.

Upload: And now that you’re integrating the two user-bases too. There’s going to be behavior patterns to follow. Are you going to have friends that are in VR and not in VR that like doing different things?

SM: Yeah. We’ve already seen in playtests. Whether this will happen in real life we don’t know but in playtests you’ve got the guy who’s in VR playing with other people who are not, and they’re saying to him “You’re the one who builds the base. We’ll go off and collect the resources.” Which feels really nice, like you’re empowered in different ways.

 

The post No Man’s Sky VR Interview: Sean Murray On The Past, Present And Future Of VR appeared first on UploadVR.

No Man’s Sky Developer Has ‘No Plans For Cross-Play’

The developers behind space exploration and building game No Man’s Sky say that due to platform-related restrictions there is no plan to unite the communities playing multiplayer on PC, Xbox or PlayStation.

That means you can explore the universe together only with friends who bought the game for the same platform as you. That separation is far from unusual — cross-play is expensive to support and not always beneficial to players. It only works, for example, with a few games like Minecraft, Fortnite, and Rec Room — but those games do allow players on most systems to play together with players on others as part of a single shared community. The same plan is in place for this year’s new Call of Duty game. Right now, though, most gamers in most games generally can only play with friends who bought the game for the same platform.

“Due to platform restrictions, there are currently no plans to bring cross play to No Man’s Sky,” Hello Games explained in an email in response to questions.

No Man’s Sky Beyond

We are very excited for the launch this week of No Man’s Sky Beyond — an enormous update to the game across all three of its supported platforms.

The update includes the addition of VR support for Sony’s PlayStation 4 PSVR headset and the PC version with support for Rift, Vive, Index, and Windows MR. You can play together in sessions with up to 32 players exploring uncharted planets and building up complex bases together across both VR and non-VR systems. Wearing a VR headset, then, and playing No Man’s Sky after the Beyond Update will likely bring some players the nearest 2019 offers to living out sci-fi fantasies of endless exploration of strange new worlds.

That promise — somewhat more open-ended and creatively-driven than the typical multiplayer game — is why I asked Hello Games about whether cross-play was on its roadmap for No Man’s Sky after the Beyond update. I also asked whether the game would come to other storefronts with VR support like the Epic Store or Facebook’s Oculus Store.

“We are keen to work with anyone who can help get No Man’s Sky into as many hands as possible, and would never rule anything out, but, as a small team, we can only support so many platforms,” the developers explained in the email.

The post No Man’s Sky Developer Has ‘No Plans For Cross-Play’ appeared first on UploadVR.