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by blensor
2108 days ago
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Wireless is really the key here. For wired VR there are actually add on programs that give you ingame hints if you twisted the cable too much in one direction so you can correct for it but for movement/fitness focused games that won't really cut it. I am developing an open-source fitness game for the Quest [1] (and other headsets but mainly for the Quest) and being able to just strap on your headset basically anywhere and go at it (don't even need controllers since it uses hand tracking) is such a nice way to play that it balances the lack of visual fidelity quite a lot (it helps that the game is not pretty to look at in the first place ;) ) [1] https://vrworkout.at |
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