• Valve announces the first big SteamVR 2.0 feature: waaay more space
    7 replies, posted
[url]https://arstechnica.com/?p=1184199[/url]
So you can literally use a warehouse of space and therefore noclip your way through entire games fuck me lmao
[QUOTE=J!NX;52768256]So you can literally use a warehouse of space and therefore noclip your way through entire games fuck me lmao[/QUOTE] Games already fixed this problem sometime ago.
[QUOTE=Robotboy655;52768309]Games already fixed this problem sometime ago.[/QUOTE] Its only a thing that needs fixing depending on whether or not the game is effectively made moot because of it, like walking through a puzzle door instead of doing the puzzle, and its not necessarily a problem as much as it is a fun way to break a game [editline]10th October 2017[/editline] I want to see what kind of hilarious speed-runs can be done with this amount of space though, in games that have yet to fix the bug
I mean....that's nice and all but I really think the majority of people don't have an entire empty spare room to dedicate solely to VR. I'd rather they focus on making better movement methods for in-place VR so people can enjoy it from their chairs
[QUOTE=Dr. Evilcop;52768470]I mean....that's nice and all but I really think the majority of people don't have an entire empty spare room to dedicate solely to VR. I'd rather they focus on making better movement methods for in-place VR so people can enjoy it from their chairs[/QUOTE] That's really a developer problem, you already have roomscale so you essentially get perfect in-chair everything. [editline]11th October 2017[/editline] What I really want to see is accessability options there are a scary number of games where you 100% literally cannot play whatsoever unless you have two controllers, and thus two hands [editline]11th October 2017[/editline] though I do wonder where this myth comes from that you [B]HAVE TO[/B] do it standing its such an awkward thing at this point. Obviously if you can track to the scale of a room you can track within... that thing thats in said room
[QUOTE=Dr. Evilcop;52768470]I mean....that's nice and all but I really think the majority of people don't have an entire empty spare room to dedicate solely to VR. I'd rather they focus on making better movement methods for in-place VR so people can enjoy it from their chairs[/QUOTE] This doesn't just help max space but it also helps tracking accuracy and reliability even in smaller spaces, which is nice.
[QUOTE=J!NX;52768473]That's really a developer problem, you already have roomscale so you essentially get perfect in-chair everything. [editline]11th October 2017[/editline] What I really want to see is accessability options there are a scary number of games where you 100% literally cannot play whatsoever unless you have two controllers, and thus two hands [editline]11th October 2017[/editline] though I do wonder where this myth comes from that you [B]HAVE TO[/B] do it standing its such an awkward thing at this point. Obviously if you can track to the scale of a room you can track within... that thing thats in said room[/QUOTE] I was more thinking they should put more dev time into the controllers rather than room-scale stuff. I've seen lots of people complain about teleporting as a movement method in VR games but no one seems to want to use the touchpad to move around with. There's opportunity to find a better solution for moving around. Some games do the "swing your arms back and forth like you're walking" thing but that's not great for a fast paced game like a shooter.
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