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this post was submitted on 27 Aug 2024
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Virtual Reality
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Virtual Reality - Quest, PCVR, PSVR2, Pico, Mixed Reality, ect. Open discussion of all VR platforms, games, and apps.
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How do you actually make this work without making a separate game that just uses the same maps and weapons? Even then things won't be designed in a way that you'd like, and a lot of what makes the experience good would be lost.
You basically have to make a second game based on the VR game. This is why nobody really does that.
2D games translate to VR either by providing virtual controls like in space, flight, and driving sims. Or they haphazardly stick cardboard cutout models that float through everything like in skyrim/fallout 4 VR.
Well made VR games with proper physics, like Boneworks, HL:Alyx, or Blade and Sorcery require an amount of input that you can't get outside of VR.
To get the same amount of control you get in a well made vr game from KB+M you'd basically be playing QWOP.
There's no way to get an equivalent of:
On a standard gamepad or kb+m. That's before we talk about full-body tracking. If you make a game that really takes advantage of all of that, there's no way to make it translate well.
Well they had 20+ years to figure that out
Also this is a very serious reply to a poop and pee comment
Someone never played Jurassic Park: Trespasser and it shows.
Also:
lolwut? Just use a controller.
It really comes down to how the game is designed. It wouldn't feel as cool since you're not actually using your body, but there's no reason it couldn't work as any other FPS already does and then also have the full VR experience too for those with the hardware. Plenty of games do this.
The point wasn't the analog sticks on their own, it was being able to coordinate all of them, or an equivalent, in unison.
It’s like… beyond-analogue-sticks AND you still have two analogue sticks you can use while using the 3.5d super analogue sticks that are your whole ass arms.
VR is nuts.