By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Normchacho said:
ArnoldRimmer said:
I'm still wondering how this is meant to even work. As far as I know, traditional shooters where the avatar walks around are pretty much incompatible with VR because they make the players sick.

There's actually a really cool article about how to make FPS games work in VR that actually has a prototype of this controller (and Farpoint)  in it.

Edit: Found the article, definitely worth a read.

http://www.wired.com/2015/06/sony-morpheus/

Thanks, I read it completely and it was an interesting read indeed.

I'm still not completely convinced though, as their whole solution to the problem comes down to this:

"Setting the demo on an alien planet allowed them to boost player speed to 6 meters/second—more than three times what people thought could work. The reason is scale. “When you put someone in a hallway,” Luisi says, “they have an understanding of the size of a hallway, ceilings, doorways; if you’re moving that fast you feel like you’re moving that fast.” Keeping the landscape unfamiliar and the distances between objects much greater than they would be in a conventional shooter helps mitigate the effects of your running speed."

While this solution may work for an experimental FPS, it's not a universal solution for FPS in general. I believe most people will prefer to play FPS in an earth-like landscape full of trees and other objects that they are somewhat familiar with.