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habam said:
PDF said:
I get the argument because most VR games are kinda fun but heavily rely on the novelty of VR. The same way many Wii games were only fun because the novelty of motion controls at the time.

Then you play a game like RE7 and you realize this is the future. VR even gives new life to motion controls. I never really enjoyed them that much but in VR they begin to feel much more natural.

well Motion controlls in VR is vastly different from something like the switch or the wii.

On Wii it was just a way to emulate button presses without pressing buttons. Was fun for many people for sure, but thats basically what it did.

 

VR has 1:1 tracking. Havin Motion controlls allows you to have arms in the virtual world. Pretty big difference.

The Wii Remote was certainly more primitive but there were more possibilities than button simulation. The simulated button controls were the result of the accelerometer which could only detect 2D motion (vertical versus horizontal orientation, shaking). However, the Wii Remote thanks to the IR camera in conjunction with the IR lightstrip could also orient itself and do 1:1 tracking on a 2D plane, much like a mouse.

The motion controls in the SixAxis/DualShock 3, Wii Motion Plus add-on, Wii Remote Plus (just a Wii Remote with the Motion Plus built-in), Playstation Move, Wii U Gamepad, Vita, 3DS, DualShock 4, Switch Pro Controller, and the Switch Joy-Cons are more or less like the the motion controllers that ship with VR consoles (the Switch Joy-Cons also have the linear resonant actuator for realistic vibration feedback that is included in the Steam Controller and the HTC Vive controller) as they have a gyroscope built-in. The gyroscope allows them to do 1:1 tracking in 3D space. If you have a Wii and the Wii Remote with Motion plus, you can look at Zelda Skyward Sword and on the PS3 the game Sorcery is a good demo for the PS Move where the controls are very similar to many VR style motion games. The big change from those older controllers to things like the DualShock 4 and Joy-Cons is improvements in response times (even though, admittedly, the ones on the Vive and Occulus, at least based on my short experience with demos since I do not own those two VR systems, still has the lowest latency). One other area where the DS4, the newer revisions of the Playstation Move, Switch Pro Controller, and Switch Joy-Cons fall short of the VR controllers in the Vive and Occulus along with some of their descendants (namely the older Playstation Move on PS3 and the Wii U Gamepad) is the lack proper hardware to do on-the-fly reorientation. The older Playstation Move controllers, the Wii U Gamepad, and I assume the Vive and Occulus controllers (I assume these modern VR controllers have it since in my demo period they always stayed oriented) used a magnetometer to calibrate the motion input in realtime by orienting it using the earth's magnetic field; the DS4, Joy-Cons, and newer PS Move controllers no longer have this piece of hardware. The newer Move or older Moves when used on PS4 and DS4 try to compensate for this by using the Playstation Camera to track the visible light on the controller(which also tracks and does real-time calibration of the PSVR headset, which again pales to Occulus's Magnetometer enabled headset and the Vive's laser orientation). The Joy-Cons simply require you to put the controller on a flat surface when they get out of sync, though Nintendo could in the future use the IR camera on the controller in conjunction with some sort of IR light strip to get the same type of orientation as the PS Move on PS4, DS4, and PSVR. Of course none of these solutions is really as good as the magnetometer employed on the more modern VR controllers.