
However they are using all of the same constructs; fixed cockpit for viewpoint, HUDs for information etc.
I'm really looking forward to the Rift's release now, thankfully my PC is 100% ready.
( , Thu 23 Jul 2015, 12:13, Reply)

Ohh another Trek Wars game, manchildren the world over are wanking into socks.
( , Thu 23 Jul 2015, 12:27, Reply)

And I suspect they're rail shooters.
Still really looking forward to mainstream VR.
IMO Valves Vive has edged past the Rift with it's room scale tracking.
( , Thu 23 Jul 2015, 12:31, Reply)

However where are you going to be able to set up your own dedicated room with no clutter for your gaming rig..unless you're one of those MTV Cribs sort with a dedicated games room, cinema, pool and VR room of course.
VR for me at least is going to need a load of games we can play in the middle of a sitting room (or from a sofa) or its unusable for Joe Public.
( , Thu 23 Jul 2015, 13:33, Reply)

Space will be an issue for me to but it's VR!
I'll find a way.
All those VR promises of the 90's are finally coming true.
( , Thu 23 Jul 2015, 14:05, Reply)

Whereas the reality is more like that excellent video where a dad smacks his daughter up the back of the head as they stand side-by-side to play tennis.
( , Thu 23 Jul 2015, 15:22, Reply)

without the motion cues to your body, it's hard to not get seasick when the landscape tips and rolls around you, or even just turns left and right. Your head movement to look around isn't the problem - it's what the outside scenery does when you're sat still in a seat inside a moving virtual vehicle.
It's why smarter indie developers are coming up with games like FIRMA, where although you can chuck your lunar lander pod around like a nutter, it remains in a level orientation at all times, so your seated position still feels real to you.
And similarly it's better to put the player in some sort of in-game hover-chair, rather than trying to impose that FPS lurching walking effect onto someone who's sitting down.
( , Thu 23 Jul 2015, 15:18, Reply)

At least on the MK1 Rift dev kit that I have. Things that work brilliantly are ones with fixed frames of reference and smooth movement; Eg. Being the cockpit of something, be that a car, spaceship or indeed speeder bike.
Your body is already somewhat used to floating around in cars without any significant tactile input from its external surrounds so I'm assuming it works as an extension of this.
People that get car/train sick get sick in about 5 minutes no matter what you put on though (its much better with the later versions though).
( , Thu 23 Jul 2015, 16:26, Reply)

You're right though, best experience is in a fixed frame of reference like the cockpits of Elite Dangerous.
Half Life 2 was fun until Valve killed it with a patch though.
( , Thu 23 Jul 2015, 16:30, Reply)

It's near-to-ground stuff like an FPS or that Rebel Squadron, where you're shown a horizon lurching about and thus know it doesn't feel right. Rolling and pitching is a lot worse than just turning on the spot. A car is fine, but those Speeder Bikes can be seen to lean into the turns, and if you're not leaning yourself, having the game do it for you is just weird. Not sure a motorbike game could cut it, unless like Super Hang-On, it actually uses your weight shifting as the steering control.
( , Thu 23 Jul 2015, 17:23, Reply)