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by trzy 1253 days ago
100% agree. VR immersion is fundamentally broken anyway due to the locomotion problem. You can walk freely in your play area but it's always too small compared to typical game world size. So you end up being able to look around, duck, and dodge, but if you want to take a step forward, you need to remember to twiddle a joystick instead. It's a lot of cognitive load and discomfort for very little benefit.

Flat games feel quite immersive already. And others can easily be nearby and watch.

5 comments

Regarding using a joystick to move around in VR, in my experience I wasn't very inconvenienced by it. I travelled immense distances in a variety of worlds and am glad to have not actually had to walk that far. I also found a preference for the original Vive's trackpads for movement over the Index's more conventional stick movement. The pad just felt more intuitive.

Walking around with 1:1 between VR and real space is indeed pretty cool, but I wouldn't want to do it full time in all games.

Same, I've never really had an issue with walking with the stick. The only thing that really took some adjustment was learning to walk with the stick but turn in person, now it's just second nature.
How come you manage to "remember to twiddle a joystick" in your flat games?

It's honestly not an issue and the early Valve thinking of that only room scale locomotion is acceptable is silly for anyone who's spent more than an hour in VR.

So. "fundamentally broken" is now code for "some aspects of it displease me"?
always was.

Commenting is fundamentally broken.

Some games compromise on this by having the character sitting in the pilot's seat of a ship or a mech, making the interaction with the joystick make sense. I haven't tried them, but it seems like a good way to go, particularly for a game with fighter jets or something like that.
I’m aware of several flight simulators that support VR headsets. For those who don’t get queasy using VR in a simulated aircraft, it is an excellent benefit:

In real life, many tasks like flying the landing pattern or joining a busy area of lift require constantly scanning both the instrument panel and outside the plane, at various angles.

If you use a standard monitor, you’re teaching your hands to push buttons that switch the direction of view. If you use VR, you teach yourself to look around with your head.

If you are flying for the purpose of training yourself to fly in real life, or practising skills you’ll use in a real aircraft, the latter is -referanke, all other things being equal.

> the latter is -referanke, all other things being equal.

Based on the letters, I think "-referanke" is a typo for "preferable." Out of curiosity, do you type the 'b' key with your right hand?

Right hand was probably one-off the home row.
Agreed. I type 'b' with my left hand which is why I was asking. E.g., if I had my right hand in the same spot, the 'b' would have been correct but the rest would have been the same.
I tried MS Flight Simulator with a Quest tethered to my desktop and I couldn't get the resolution high enough to be usable for the instrument panel. I'd have to still zoom in for them to be readable. The concept is amazing but I couldn't get reality to match up with it.

It was also weird not being able to see the my throttle and yoke and all the different buttons I needed to use. I didn't have enough hours on the setup to have it all be via muscle memory yet so I needed to be able to look at my cheat sheet sometimes.

The Quest doesn't have the resolution, no. Common headsets for flight sims are the HP G2 Reverb and the Varjo Aero.

Serious simmers will usually havr a high end HOTAS and instrument panel set up too, which will reflect commonalities of real aircraft and be muscle memory.

Flight sims are great in VR. E.g. Varjo XR-3 is part of a virtual reality-based training solution for aviation training. The headset has high enough resolution so that all instruments and their texts are readable.

https://varjo.com/company-news/varjo-and-vrm-switzerland-mak...

Plenty of games work at room scale, with foot locomotion in a small area. Beat saber, for example, is great and needs only a few feet of standing area, but there's also a ton of escape room games that work that way.

Don't discount teleportation based locomotion, either. You don't need to walk everywhere, and moving between rooms by fade-out works pretty well.