We picked Team Fortress 2 as the game - the reason why is a whole different story I won't go into here. TF2 used the Source 1 engine, and as it happened two Valve games also using that same version of the engine were Half Life 2 and Portal 1. So as a side-effect they also got to work in VR.
Well, Portal 1 "worked" - but all the tricks with perspective when you went through a portal were of course a nauseating disaster - it was pretty unplayable.
But HL2 did actually work pretty well. Joe spent a lot of time making the boat sequences work in a reasonable way.
There's a sequence of stacking boxes near the start that is somewhat infuriating in the original - the stack keeps falling over - but in VR it's really easy to place them well.
Also, whacking the manhacks with your crowbar goes from being a panicked flailing in flatscreen, to being an elegant one-swing home-run hit in VR.
What is meant to happen is a guard (spoiler alert - it's actually Barney in disguise) bangs on a door, the door opens, he says "get in", and then the game waits for you to enter the room before the script proceeds.
But in this case the door sort of rattled, but didn't open, and then locked shut again. So you can't get in the room, and the gate closed behind you, so you can't go do anything else. The guard waits forever, pointing at the locked door, and you're stuck.

So problem solved, right? 80 bits of precision means the collision didn't happen, but in 32 bits of precision it does, and that's your problem, more bits better, QED, right? Well not quite.
The guard's toe overlaps in both cases - a few millimeters is still significantly larger than ANY of the possible precisions. In both the SSE and x87 versions, the door hits the guard's toe. So far, both agree.
@TomF Brilliant story! I didn't realise you'd worked on this.
HL2 VR on DK1 is how I learnt that vr nausea can last for many hours, and no you absolutely can't push through it.
Totally worth it though!
@TomF @Farbs Oo, yeah, you're right, of course. I totally forgot DK1 didn't do positional tracking. I remember wishing it could. I mean, it made sense, since motion sensors totally weren't up to the job, all kinds of drift as I recall. Thus lighthouses and now inside-out tracking.
That's good to know. I really haven't dipped my toe back into VR since those days. I assumed it'd be be much better these days because of high refresh and misc mitigations, but that alone suggests it'll be 𝘸𝘢𝘺 better.
@Felice @TomF Yeah, positional tracking made a huge, huge difference even on CV1.
Of course it added a million layers of gameplay headaches too though (what do you do when the player just straight up walks through a wall? How do you balance for different play area sizes etc).
I remember clicking on a video where someone showed off their Space Pirate Trainer score, and they basically just jogged laps around a room the size of a squash court while I was stuck trying not to fully extend my arms.
@TomF I'm still on Quest 2 and FWIW yes those awesome improvements made all the difference between nauseating curio and immersive and fun experience (especially with the touch controllers), but also inside out tracking, no cables, and being a self contained console I can just leave in my living room made all the difference between thing I never get around to and thing I actually use.
I'm still waiting on a killer app tho. A Beat Saber rpg maybe.
@Nucu No idea, sorry. HL:A was after my time.
My guess is they tried it and it just didn't feel satisfying? I've not seen a melee combat system that worked that well. Doesn't stop people trying (nor should they!). Beat Saber is deliberately NOT that - it's laser beams through jelly cubes :-)

@TomF for the interested: “Black Mesa: The 16 Year Project to Remake Half-Life”

@TomF this also confirms my suspicion that #Valve is "slowly baking products to perfection" cuz it took them 12 years to announce the #SteamFrame...

That was really fascinating. I'm not a programming person or into game development, and it was still really interesting to hear all about the problem and the process.