Yossarian wrote:No, those examples are entirely unrelated. Both gamepads and monitors work because they're so abstracted from reality they are their own paradigm and are accepted as such. The entire promise of VR is based on amazing levels of immersion that are above and beyond anything we've ever seen before, but the fact is that the immersion we're being offered is limited to turning your head to move your camera through 180 degrees across two axes.LazyGunn wrote:You don't need a treadmill, you don't need to totally be something to enjoy immersion (its like saying gamepads will never catch on because they don't feel like walking, or monitors will never catch on because real vision is never that small and flat and not-moving)
LazyGunn wrote:you've really never used it, whats the point in talking stuff out that you dont know the nature of? Noones said anything about it being any of the things you've just said, everything you just said is irrelevant, just that it's a goal of some people(to what degree you can move your head is utterly irrelevant to the core concept it presents, but you can rotate your head through all 3 axis, and the dk2 can track its position too).Yossarian wrote:No, those examples are entirely unrelated. Both gamepads and monitors work because they're so abstracted from reality they are their own paradigm and are accepted as such. The entire promise of VR is based on amazing levels of immersion that are above and beyond anything we've ever seen before, but the fact is that the immersion we're being offered is limited to turning your head to move your camera through 180 degrees across two axes.LazyGunn wrote:You don't need a treadmill, you don't need to totally be something to enjoy immersion (its like saying gamepads will never catch on because they don't feel like walking, or monitors will never catch on because real vision is never that small and flat and not-moving)
What actually happens can go by whichever dev is making stuff for it, but its not a 'human simulator', it doesnt have to be anything like being a human, in fact its main appeal to me is offering experiences totally different to walking around as a human all the time. you wont have expected it
Escape wrote:Depends on distance and steadiness of hand. A graphics tablet with lift-off tracking is probably the most accurate for something like an RTS.
LazyGunn wrote:Unless you've used one you're in no position to comment. Dynamite's used one but it doesnt sound like much time was given, or decent alone-time with a suitable game or application.
Yossarian wrote:FTR, I have used VR headsets before. Not Oculus Rift specifically, but many of the drawbacks are going to be identical, so dismissing my opinions based on my not having used OR may be a tad presumptuous.
stonechalice wrote:The Wiimote plus nunchuk was a revelation. The biggest draw for me was that I didn't have to have my hands together and resting on my knees or in my lap, holding a bulky pad. I could play a game laid back with my hands at my side. The nunchuk is something I'm very surprised no one else has really imitated.
A nunchuk in each hand would be perfect for most games, especially FPS games. There really isn't any need for conventional face buttons anymore. You could have most of the buttons mapped to the underside of the nunchuk, not just one trigger and a shoulder button. I think it would be quite intuitive rather quickly.
stonechalice wrote:As for the wavy wavy nonsense? You're off your head if you think they will impact our hobby in any significant way. They were utter shite when they were first realised, they remain utter shite now.
The best example ever of wavy shite was Wii Sports, and that was the first proper game that included them. There's nothing more to be done.
A surprising novelty that lasted way longer than it should've.
stonechalice wrote:The best example ever of wavy shite was Wii Sports.
stonechalice wrote:There's nothing more to be done. A surprising novelty that lasted way longer than it should've.
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