Ricochet enthusiasts rejoice?
It's a bit sad how a lot of the attempts at VR thus far look like half-baked wii games. :v: (some exceptions sure, but wow)
It's because every developer feels the need to use those stupid controllers.
I hate the point and move mechanic, it's clunky and janky as fuck.
Most games are limited in what they can do because no developer wants to do regular analog movement because "muh immersion" and it's kind of really annoying.
I personally have no problems with it at all, so I don't understand it either.
Ricochet 2 would make a great Vive game.
[editline]4th May 2016[/editline]
And well the vive controllers I hear would make this fun to play. Most games that have point to move don't have analog movement not because "mah imemrshunauhsuhn", its because it'd induce major motion sickness in most people.
[QUOTE=FalconKrunch;50257223]It's because every developer feels the need to use those stupid controllers.
I hate the point and move mechanic, it's clunky and janky as fuck.
Most games are limited in what they can do because no developer wants to do regular analog movement because "muh immersion" and it's kind of really annoying.
I personally have no problems with it at all, so I don't understand it either.[/QUOTE]
It's not because of "muh imersion", its cuz analog movement feels unnatural and makes you sick
I'm not a fan of point and move mechanic either but until someone comes up with something that doesn't make you throw up when playing a game (that's not just putting you in a cockpit) we'll have to stick with it
[QUOTE=FalconKrunch;50257223]It's because every developer feels the need to use those stupid controllers.
I hate the point and move mechanic, it's clunky and janky as fuck.
Most games are limited in what they can do because no developer wants to do regular analog movement because "muh immersion" and it's kind of really annoying.
I personally have no problems with it at all, so I don't understand it either.[/QUOTE]
It has nothing to do with immersion, it's because early VR games just used a controller to move your character and most people couldn't take that for more than half an hour. With teleportation, pretty much everyone can keep playing for hours at a time.
[QUOTE=Silber;50257271]It's not because of "muh imersion", its cuz analog movement feels unnatural and makes you sick
I'm not a fan of point and move mechanic either but until someone comes up with something that doesn't make you throw up when playing a game (that's not just putting you in a cockpit) we'll have to stick with it[/QUOTE]
I could easily handle analog motion on a DK1 and I'm sure I'm not all that unique.
[QUOTE=Profanwolf;50257182]Ricochet enthusiasts rejoice?
It's a bit sad how a lot of the attempts at VR thus far look like half-baked wii games. :v: (some exceptions sure, but wow)[/QUOTE]
I don't see how any of them are "half-baked" Wii games. For one, the controllers actually have 1:1 tracking unlike Wii controllers and secondly, there's a pretty fucking huge difference between playing with motion controls when looking at a static screen and playing with motion controls when you can freely move and look all around you.
[editline]4th May 2016[/editline]
[QUOTE=HybridTheroy;50257533]I could easily handle analog motion on a DK1 and I'm sure I'm not all that unique.[/QUOTE]
But for how long? If it's for more than 30 minutes at a time, you are pretty unique.
Wow, this is pretty cool. Although it could use a lot more depth. Looks way too simple for my tastes.
[QUOTE=simkas;50257528]It has nothing to do with immersion, it's because early VR games just used a controller to move your character and most people couldn't take that for more than half an hour. With teleportation, pretty much everyone can keep playing for hours at a time.[/QUOTE]
Yeah, but as a result we either have games with a cockpit, or some incredibly static gimmick shit that belongs on the wii, regardless of the good tracking capabilities of the controller.
Just look at the offer for games, it's either shooters where you stand still and fight waves of dudes, race game, or a flight game like Elite:Dangerous or EVE:Valkyrie.
Not to mention, the lightroom stuff + controllers just makes the whole VR package even more expensive than it already was.
And as a bonus feature, you need atleast 1.5mx2m of empty space(in case of the Vive) where there is no direct sunlight, no mirrors, and the base stations need to be wall mounted, but can't be more than 5 meters apart.
It's just such a huge hurdle that I can't see anyone bother with this shit unless you've got invested interest in VR specifically.
[QUOTE=simkas;50257546]I don't see how any of them are "half-baked" Wii games. For one, the controllers actually have 1:1 tracking unlike Wii controllers and secondly, there's a pretty fucking huge difference between playing with motion controls when looking at a static screen and playing with motion controls when you can freely move and look all around you.
[editline]4th May 2016[/editline]
But for how long? If it's for more than 30 minutes at a time, you are pretty unique.[/QUOTE]
I could play traditional gamepad games just fine in VR for hours at a time. It's something that you need to slowly ease into. At first it was disorienting but you eventually grow your "VR legs" and it becomes something your body gets used to. Most people don't try to condition themselves past that point because it's too disorienting, but the body does adjust to it. The only time I ever feel slightly disoriented is when the camera decides to shit itself and stop reporting positional tracking. It's rare when it happens and I just stop the game and restart it to fix it.
Honestly I think the current tracking solutions for room-scale VR are kind of shit. Lighthouse is cool and all but the problem I find with it is it only tracks the headset and controllers. Nothing else. I feel like with some repurposed Gen 1 Kinects (which are really cheap now, around $40 on eBay) and a custom software solution we could have much better general-purpose tracking for all parts of the body. I know Kinects can already be used for things like motion capture and have also been implemented in other games to rig up models and mess around with them.
[QUOTE=FalconKrunch;50259221]Yeah, but as a result we either have games with a cockpit, or some incredibly static gimmick shit that belongs on the wii, regardless of the good tracking capabilities of the controller.
Just look at the offer for games, it's either shooters where you stand still and fight waves of dudes, race game, or a flight game like Elite:Dangerous or EVE:Valkyrie.[/quote]
And puzzle games, exploration/building games, strategy/RTS/tower defense games, etc.. So yeah, those genres combined with shooters, racing and flight sims.. That's a pretty broad spectrum, almost comparable to the entirety of PC gaming lol
[QUOTE=FalconKrunch;50259221]Not to mention, the lightroom stuff + controllers just makes the whole VR package even more expensive than it already was.[/quote]
So, would you rather play with mouse/keyboard/gamepad? You could always get the Rift if that's the case. You'll just get sick more often than not, and miss out on arguably the most interesting and compelling aspect of VR (the controllers).
[QUOTE=FalconKrunch;50259221]And as a bonus feature, you need atleast 1.5mx2m of empty space(in case of the Vive) where there is no direct sunlight, no mirrors, and the base stations need to be wall mounted, but can't be more than 5 meters apart.[/quote]
The Lighthouses do not need to be wall mounted, mirrors aren't a significant issue, and sunlight has almost zero effect on tracking. Lighthouses can be further apart but if you space them more than 5m you just have to connect them via the supplied wire.
[QUOTE=FalconKrunch;50257223]It's because every developer feels the need to use those stupid controllers.
I hate the point and move mechanic, it's clunky and janky as fuck.
Most games are limited in what they can do because no developer wants to do regular analog movement because "muh immersion" and it's kind of really annoying.
I personally have no problems with it at all, so I don't understand it either.[/QUOTE]
VR Is insanely shit without tracking your hands. It's literally shit without that. At that point, you're just playing a game on on a low-res screen strapped to your face. However, being part of the experience with hand and body tracking is a totally different experience than normal gaming.
Some devs should try out a mechanic where you run on the spot to move instead of teleporting. It might not be the smoothest thing ever, but it would probably still be a bit better than teleporting everywhere.
[QUOTE=Tophat;50260191]Some devs should try out a mechanic where you run on the spot to move instead of teleporting. It might not be the smoothest thing ever, but it would probably still be a bit better than teleporting everywhere.[/QUOTE]
Same reason you can't analog stick movie, most people would suffer from extreme motion sickness.
[QUOTE=Tophat;50260191]Some devs should try out a mechanic where you run on the spot to move instead of teleporting. It might not be the smoothest thing ever, but it would probably still be a bit better than teleporting everywhere.[/QUOTE]
the reason stuff like this or analog stick movement is generally avoided is due to vestibular conflict. If what you see conflicts with what your inner ear is telling you, people tend to get motion sick.
From what I hear it's possible to build up a tolerance, but if you're sensitive to it you're going to have to get sick a lot before that happens.
There are people that are naturally less inclined to getting motion sick, but for the vast majority artificial locomotion is not going to be acceptable.
[QUOTE=FalconKrunch;50257223]It's because every developer feels the need to use those stupid controllers.
I hate the point and move mechanic, it's clunky and janky as fuck.
Most games are limited in what they can do because no developer wants to do regular analog movement because "muh immersion" and it's kind of really annoying.
I personally have no problems with it at all, so I don't understand it either.[/QUOTE]
In response to your point and move mechanic being clunky / janky,
[t]https://i.imgur.com/Y5XPxY9.jpg[/t]
Main reason being it's the one that will be less likely to induce "VR Sickness"
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