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by Eisenstein
1185 days ago
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The Wii did it easily. Racing simulators and flight simulators do it all the time. Gamepad controls exist because they have been iteratively refined to be the best way to play a game sitting on a couch. Existing VR controls are great now that the Quest Pro controllers can self-track. The problems have been that you either had to setup lighthouses around your room to track you or have your hands always be in sight of the headset cameras. However, the QPro controllers can track independently like the headset itself by using SLAM and the difference is huge. I don't see why you would think that the controls are difficult to solve. The problem isn't the controls -- the problem is that people don't realize how tiring it is to actually physically do the things you do in a video game, even on a very basic level. This makes VR great for getting physical activity -- but it makes for a very bad 'lazy day gaming' or 'after work gaming' recreation. It sounds awesome to think about being in VR and being in the FPS until you realize that people who fight wars as infantry for real have to be in amazing shape. |
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Yes. This is one of the things that leads to the counterintuitive truth that if you want a fully immersive and fun game (defining "immersive" as "the player is no longer aware that the game world is not their actual reality), you don't actually want too much realism.
What you want is an "effortlessness" -- the ability for the player to trigger an action without effort or conscious thought.