The Talos Principle Torrent

The Talos Principle combines the world of the past and the world of the future, human consciousness and robot consciousness. This is a three-dimensional puzzle with a view of the 1st person, different from many other deep philosophical meaning. The main character is a robot endowed with a human mind. The Talos Principle takes this legendary animal and brings it not such a great amount into the present day age but rather past. The exact instant you open the diversion you are welcomed with celestial choirs and pictures of traditional workmanship, then much as any first individual shooter (or for this situation puzzler) as you are go through the essentials of development and activities.

I've deleted the spammy duplicate posts above. Don't do that, guys.Regarding keeping your saves - yes, it is possible. We've invested extra effort to make sure the saves are kept compatible so, you can manually copy the PlayerProfile file over, and it should work. It will even re-award you all the achievements you earned in flat version.Here's the procedure:1.

Make sure you exit both games.2. Turn off Steam cloud on Talos VR, so it doesn't overwrite your new copy with the cloud contents.3. Backup your current Talos VR profile,located inuserdata552440remote4. Copy the flat profile fromuserdata257510remoteover your VR profile.5.

Start the Talos VR version of the game and select PlayThe Talos PrincipleContinue in the menu to continue where you left off in flat version. When you do that, it will start awarding you the same achievement it has remembered from the flat save.NOTES:i) This is provided for your convenience only, and it may void your warranty. We cannot guarantee that such converted profile will not have some issues in the future gameplay.

Principle

If it does, we cannot help you with that.ii) In any case we recommend that you play the VR version from the beginning - for better experience, and to prevent eventual issues.iii) No, you cannot copy a save game from some one else. Saves are still tied to Steam profiles, even though they are portable between flat and VR.iv) You can only copy from flat to VR, not the other way around. If you attempt to copy VR profile back to the flat version, it will not load, because the old version of the engine is not compatible with it. Thanks for your efforts detailing that workaround.

Although the caveats & warnings don't inspire too much confidence.:)Of course, my intention is to play through the VR edition in it's entirety!But I may wish to go back & play the flat version in future, for any number of reasons (broken headset, unsupported future headset, friend who hates VR wants to try the game, etc). Originally posted by:Yeah right, 'the game is essentially the same in VR'.

I don't even have the energy to explain that away anymore.:( Apologies for any offence. I'm certainly open to becoming better-informed on why the separate game makes sense. Maybe there are things I've missed, since I haven't followed the news on the VR edition closely?What are the differences (besides controller/display device)? That the saves could carry over is what seemed to confirm that the actual puzzles that make up the game are the same.? Originally posted by:Yeah right, 'the game is essentially the same in VR'. I don't even have the energy to explain that away anymore.:( Apologies for any offence. I'm certainly open to becoming better-informed on why the separate game makes sense.

Maybe there are things I've missed, since I haven't followed the news on the VR edition closely?What are the differences (besides controller/display device)? Anno 1701 ratio chart calculator. That the saves could carry over is what seemed to confirm that the actual puzzles that make up the game are the same.?A Vr game is quite different for a normal one. The game has to be projected twice, once for each eye which comes with its own performance and optimization goals to be met.Things like motion blur, field of view, and other visual settings to ensure the beautiful fidelity is successfully transferred between mediums is important as well as the reduction of motion sickness.Scale becomes more important though I don't think thus was a big issue for them since their first person was already polishedMy biggest concern is all the reading, text is difficult to read in VR and u hope they've made some.

Kind of adjustment to make it easier.I'm short, a quick port will work but Croteam wanted to create that anxiety inducing presence. When you stand on the shore and look out into the ocean you should truly feel small and miniscule and that sort of presence doesn't happen with a ♥♥♥♥♥♥ port. All the puzzles are same in gist, yes. That's the idea from the outset. The saves can transfer over because we went to extra effort to create a conversion functionality that detects the old save and converts it to the new format. Unlike in Serious Sam, where saves are pretty dense data, and this wouldn't be possible, here, the save is just a list of which Sigils you have, which doors you've unlocked, which dialogs have you answered in the terminal and the like. If you've for example moved some objects around - that's not stored in the save.

So, we made a system that transfers that data from the old format to the new one, because people have explicitly requested that they want to continue playing where they left off in flat.The differences between flat and VR are huge. I've covered this before in several posts when we were working on VR versions for Serious Sam games. I'm really tired that the general public still thing that's a 'just' thing.And this particular thing is exactly what's killing the prospective progress of VR. In order for VR to work, it has to pay off to developers. But that's not going really well: On one hand, the market is small, and you can't sell many copies. (Compare this: and this:.

If you think we are suckers for selling little, here's one of the most famous VR bestsellers: and here's one of our puny old backcatalog titles: ). On the other hand, making a game work in VR is a huge effort.How is it a huge effort, you may ask? Here's some bullet points:- There's a huge amount of technical implementations just to render all 3D effects in VR properly. Mirrors, particles, imposter sprites, fog, lensflares. Many things require special treatment.- Then to optimize that, because the game needs to render twice as much and run at 90 FPS.- There are specific VR-only optimizations that relate to rendering things for both eyes kinda-in-one-pass.

It's called Nvidia VRWorks and AMD LiquidVR. WIthout those, the game would not run at satisfactory speed. It's a big change to the entire rendering system, to the shaders, shadow calculations, etc.- Everything related to HUD needs to be completely changed. Originally posted by:All the puzzles are same in gist, yes. That's the idea from the outset. The saves can transfer over because we went to extra effort to create a conversion functionality that detects the old save and converts it to the new format. Unlike in Serious Sam, where saves are pretty dense data, and this wouldn't be possible, here, the save is just a list of which Sigils you have, which doors you've unlocked, which dialogs have you answered in the terminal and the like.

If you've for example moved some objects around - that's not stored in the save. So, we made a system that transfers that data from the old format to the new one, because people have explicitly requested that they want to continue playing where they left off in flat.The differences between flat and VR are huge. I've covered this before in several posts when we were working on VR versions for Serious Sam games.

I'm really tired that the general public still thing that's a 'just' thing.And this particular thing is exactly what's killing the prospective progress of VR. In order for VR to work, it has to pay off to developers.

But that's not going really well: On one hand, the market is small, and you can't sell many copies. (Compare this: and this:. If you think we are suckers for selling little, here's one of the most famous VR bestsellers: and here's one of our puny old backcatalog titles: ). On the other hand, making a game work in VR is a huge effort.How is it a huge effort, you may ask? Here's some bullet points:- There's a huge amount of technical implementations just to render all 3D effects in VR properly.

Mirrors, particles, imposter sprites, fog, lensflares. Many things require special treatment.- Then to optimize that, because the game needs to render twice as much and run at 90 FPS.- There are specific VR-only optimizations that relate to rendering things for both eyes kinda-in-one-pass.

It's called Nvidia VRWorks and AMD LiquidVR. WIthout those, the game would not run at satisfactory speed.

Townshend act. It's a big change to the entire rendering system, to the shaders, shadow calculations, etc.- Everything related to HUD needs to be completely changed. Thanks AlenL, for taking the time to reply so exhaustively!!!:)I hope I didn't give the impression that I think implementing VR is a 'just' swap-this-out kind of thing, or that it wasn't worthy of a fair price. I was just surprised that it was a separate release, when the store page gave me the impression the puzzles/story were identical, including the DLC puzzles.I only have a very basic idea of some of the kinds of things that can cause issues for a VR version of a game, having experienced poor handling in other VR games of things like text (as M.Luminos mentions), motion options, controls/UI, etc.

And it's very interesting to read of examples specific to this game. It's clear that some of those are not so quickly/easily fixed. And of course, I hope you are rewarded for your hard work, as I said above. I have no problem with paying for a good VR implementation.One thing that hadn't occurred to me quite so much is that. The levels (the logical thought processes & actions required to solve them, which is what I was referring to in my offending remark you quoted above!) may be 'essentially the same' (or 'the same in gist'), but once all those tweaks to triggers/timing/placements have been made, the exact same level would no longer work in both environments. Perhaps one solution might have been if the game could present a different variation of the 'same' level depending on whether you're in VR or flat mode (since you aren't saving mid-puzzle object positions, etc.), but anyway.The most interesting info re: my original query on 'DLC vs. Separate game' is towards the end of your post.

Definitely some things I hadn't considered, which could indeed be good reasons for having a separate product, such as (c) 'existing keys', and (d) 'separate discount rates' in the future. So, thank you again for taking the time to go into that detail.I still feel it's a shame that there won't be tighter integration & sharing of saves/workshop between the products. Perhaps VR might ultimately reach a point where it's feasible for you to do that in a future title, starting out fresh on a project with these things in mind, especially with the experience you now have.

I suppose at least (a) & (b) from your list (regarding DLCs) wouldn't be an issue if VR was built-in as an optional feature from the start.Anyway, I wish you success with TTP VR, as I'd definitely like to see more similarly fleshed out VR games in future.:). Well, possibility of tighter integration is not excluded yet. The thing is - we didn't modify the levels straight - like changing the fan parameters to work for VR. We added support for 'overlaying' VR and non VR within the same level. When the level starts in VR mode, it appears differently than when it starts in flat mode.So, these levels are running on the latest engine (same one as used with Serious Sam Fusion 2017), and (theoretically) support both VR and flat.

We could make a kind of a 'fusion' version of flat and VR Talos. What we'll certainly do in the future is re-ship an update to the flat Talos so that it runs on the Serious Engine 2017. (This would be a free update for existing owners, just like for Sam.) Then, it will be possible to use same workshop. But there's again so many other adjustments and other work needed before that's ready, so we couldn't do this yet.