![]() ![]() ![]() Has anyone ever tried to address weight problem in VR, by the way? Can you shoot a gun with another gun? Like take one in right hand, another into left hand, aim each gun at the other one and press both triggers at once? Or at least have barrels collide? Being unable to do that was a major disappointment in that Serious Sam title. Why not try to do something about that.Īnd the last thing. arcade lightgun provides more "immersion" because it has weight and VR gun doesn't. Why not try something you CAN'T do in real world instead? How about first person orbital drop, for example?Īlso, I'm the person who would want a VR shooting range. You can push doors open with hands in the real world, and smallest difference in behavior will be immediately noticeable. Why are all VRR games obsessed with physical interactions anyway? It feels like motion controllers all over again. I can also buy an actual crossbow for a fraction of the VR setup price and go shooting with it. Meaning pushing the the trigger with any object should make the gun fire. It is shaking like crazy, has zero weight, there are still no elbows, the visuals look fairly dated, and talking about "hand poses" is a major red flag.Thee shouldn't be any "hand poses", it should interact with finger movement naturally. What we have now is enthusiast/specialist tech with high entry cost and dubious return to the initial investment.Ĭlick to expand.Dude (-_-) This does nothing for me. That would be cool and would be adopted by landslide. Give me 180degree coverage of each eye (so it is no longer a "medieval helmet simulator"), at life like angular resolution, at a price point of $100 and weigh of 100g, and we're talking. Not to mention minor things like "where the hell is my body or at least elbows". Aka "pat your belly to reload your pistol" mechanic. And other gimmick like doing simple things manually, like picking grenades by hand and so on. There's also too much emphasis on full body motion gimmick, instead of, say, allowing you to play in a chair. Teleportation feels weird, and in some fairly high profile games (Doom VFR) developers can forget to allow turn with gamepad. Because even when you're nearsighted, you have higher picture quality than this.Īnother problem is that people didn't quite figure movement out, and something like Minecraft graphics can cause nausea in minutes in some people if you're allowed to walk and not teleport. ![]() (felt like you're looking at the world through mosquito net). In all those circumstances there was no "Wow!" effect, as the visual resolution was quite low and the picture was badly pixelated, even on vive pro. My VR experience has been limited, basically, to oculus DK2, Vive Pro, and phone VR. I kinda wanted this gear as a posisbility to branch out into suporting VR tech, but it is costly, poor availability, and I'd need to buy it blind without trying it out first. For the same price point you could grab an electric bike and it would have much higher utility. For a tech that is supposed to go for $400. ![]() They're out of stock currently, but I can buy one in local stores at a price point of a mere $1000. or low availability of hardware in general.įor example, before current S*** started this year, I wanted to buy Rift S. Then there's a matter of motion sickness. 2d does not translate into VR at all, for a start. ![]()
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