Normchacho said:
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. |
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.







