I'm trying to think of something witty but really this just getting sad at this stage.
I'm trying to think of something witty but really this just getting sad at this stage.
potato_hamster said:
Again. I have tried VR plenty. It really, really isn't much different at all. |
If you think so you obviously hadn’t tried it.
i already explained the differences, read the other post
habam said:
Have u used vr with tracked motion controls yet ? if yes, do you know the difference between Wii like screen based motion controls and VR 1:1 tracked motion controls ?
wii motion controls just replace button presses with motion triggers. Certain motion triggers a animation, just like a button would do. vr tracks 1:1. it’s vastly different. There is no scripted animations and no triggers, it’s just true motion like in reality. You can’t really use 1:1 tracked controls on a screen because your out of person and it has no depth. |
Wii motion + incorporates 1:1 tracked motion controls, and was fully utilized in many first party Wii games. Have you even used a Wii?
Darwinianevolution said:
There are many kinds of motion controls around, not just the Wii. The Move, motion capture like the Kineckt, Joycons, regular gyroscopic controls, whatever the Razer Hydra does... However, none of this formsof imput really need the VR setup to function, they are independent. VR needs motion controls to survive, not the other way around. |
Yes, and all those controls work the same and are vastly different from motion controls in vr. Even using the tracked moves on a screen is vastl different from using them in VR. On a screen it just is another option to control a game, in vr it puts your hands in the game, 1:1.
habam said:
So you havnt tried it yet, thanks for sharing your expierence |
...you got serious issues bro
habam said:
If you think so you obviously hadn’t tried it.
i already explained the differences, read the other post |
So my playstation move controllers that use the Playstation Camera take on magical properties when incorporated with the PSVR headset? Even though they're the same controllers and using the same camera?
Prove it.
potato_hamster said:
Wii motion + incorporates 1:1 tracked motion controls, and was fully utilized in many first party Wii games. Have you even used a Wii? |
1. sure I had one
2. Try vr to yourself to see the difference if words don’t do it for you. The Wii didn’t had 1-1 tracking.
in 1:1 tracking I can drop my controller on the Floor and he will also be dropped to the floor + Fall exactly the same in the game. Tell me 1 Wii game that has that function (spoiler alert: it doesn’t exist scince motion controls on a screen are just buttton presses made with motion)
habam said:
Yes, and all those controls work the same and are vastly different from motion controls in vr. Even using the tracked moves on a screen is vastl different from using them in VR. On a screen it just is another option to control a game, in vr it puts your hands in the game, 1:1. |
So you don't understand how motion controls work then.
habam said:
1. sure I had one 2. Try vr to yourself to see the difference if words don’t do it for you. The Wii didn’t had 1-1 tracking.
in 1:1 tracking I can drop my controller on the Floor and he will also be dropped to the floor + Fall exactly the same in the game. Tell me 1 Wii game that has that function (spoiler alert: it doesn’t exist scince motion controls on a screen are just buttton presses made with motion) |
The Wii Motion Plus absolutely has 1:1 tracking. This is an objective fact.
http://www.techradar.com/news/gaming/wii-motionplus-full-instant-1-1-tracking-438974
habam said: It’s like playing n64 after playing SNES. Jump from 16bit 2D graphics to full polygon based 3D worlds, even with inferior graphics (because 3D polygons takes more resources then 2d sprites) |
That's an apt comparison. SNES type games still hold up to the point of flooding the market with "pixel indies", while many early polygon games look like crap. So it's obvious that some would prefer the higher graphical quality of non-VR games compared to current VR.