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by gpm 1849 days ago
That strikes me as a software design problem, you can make movement in VR 1-1 with the real world, for many non-game's it makes a lot of sense to do that.

Maybe also a latency problem (a big part of why it's in the list above).

1 comments

To be clear, this wasn't a matter of walking around or turning my head and it not matching. It's mainly been when using a joystick for locomotion and turning.

When I almost fell was a situation where in the VR simulation I was swinging on a rope >360 degrees around a horizontal ledge while spinning around 180 degrees with the stick and trying to aim a bow with my hands.

( Windlands 2 )