potato_hamster said:
How does the Oculus Go replace something Samsung gives away for free with their smartphones, and requires a smartphone to use?
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Because it's a low cost option that doesn't require a phone.
potato_hamster said:
The easiest way to make a wireless headset is to make it self contained? Why? How is developing a processing solution capable of playing and rendering entire games + VR video output + location and motion tracking easier than developing a processing solution that at most has to manage the location and motion tracking and can offload the rest to a games console/PC?
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Because that processing solution capable of playing and rendering entire games is already available in smart phones. The tracking in the Oculus Go is not that sophisticated.
Offloading to the PC requires reliably sending to the headset a huge amount of video data at somewhere around 90 Hz. We're talking about reliably sending more data than many $300 routers are even capable of sending. And doing it with very little latency.
There is only 1 wireless pack on the market, and it's $300 and it still doesn't keep up with the demands of the Vive. Let alone the Vive Pro. The Oculus Go is a cheap device that manages to have a higher resolution than the Vive.
potato_hamster said:
What makes you think A VR headset will cost significantly less than it will 10 years from now?
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Because the trend thus far is reducing prices, and higher quality headsets.
potato_hamster said:
Now controllers have evolved, they've gotten more complicated, they're far more advanced, have far more features, and now a basic PS4 controller is $59.99-$64.99 By your logic, they should cost about $5 today, shouldn't they?
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Two very different markets.
Sony sells controllers at a hefty profit. There are no tiers for controllers, everyone gets the same controller.
VR has low end and high end tiers which sell at different prices. There is also a lot more competition in the VR space.
SvennoJ said:
I tried teleportation in The Solus project which simply skips certain puzzles when in teleportation mode yet makes certain traversal a lot easier, too easy. Luckily if you use a DS4 next to move you can sprint and smoothly turn, way better than teleportation. Doom VFR, only used it for the jump into body frag gimmick or when you need to go up a 2 inch ledge lol. I also tried it in Skyrim as the Werewolf quest line is still bugged (never fixed) and the only way to get through the gate was to glitch teleport through it.
I can't remember a good use of teleportation, just being frustrated not being able to move how I want, so I started avoiding games that don't offer full motion and preferably smooth rotation as well. I find teleportation and step wise rotation more sickening than simply letting me run around with the DS4 like in RE7. The jarring jumps are tiring, blinders while turning make me feel claustrophobic, all these so called comfort options do exactly the opposite for me. Most comfortable to me is fast rotation, forward is always forward (not auto move in the direction you are looking), strafing and no tunnel vision / blinders while turning. You know, exactly the way we've been playing first person games for the past 20 years :)
After 2 years I still enjoyed RE7's control scheme the best. Simple, move with the analog stick, shoot where you are looking. In Skyrim I did settle on dual move with unfortunately snap turn (set to quick and small increments to tap tap tap tap turn simulating sort of fast rotation). Using both hands independently is far superior in Skyrim, however sprinting was messed up with move. When you sprint it starts strafing in the direction you are looking and slows down when you try to look to the side, messed up.
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That's fair. I've only had teleportation in Arizona Sunshine and Farlands.
Teleportation isn't my favorite, but they felt fine in those games.
SvennoJ said:
What PSVR needs is the Switch controllers.
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What I'd really like to see is something like the Oculus Touch controllers:

They are awesome. They have the gamepad form factor and can be used like a regular gamepad. But then they are also great in VR, because they just mold to your hands.
Also fun is that you can let go of the controllers by stretching out your hands and using the ring. And you can wave your hands in a virtual space.