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What do you think of VR?

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commandercool:

Tried a Vive demo just now. I had to schedule a demo like six hours in advance and only had 15 minutes with it, but I didn't get it at all. Maybe 15 minutes just isn't enough time to understand the point, but I'm not sure why I'm supposed to want to buy a Vive now.

I played Superhot, which looks neat in theory, but it just felt like a very mediocre rails shooter where you have to flail your arms to move for some reason. I didn't get past the tutorial so I'm sure I didn't see the best it had to offer, but I don't feel like I'm in a hurry to. At least the Vive didn't make me motion sick like the PSVR did. But if the best I can say is that that it didn't make me physically ill then I'm definitely still missing something.

Hieda no Mukyu:


--- Quote from: commandercool on March 23, 2018, 07:11:15 PM ---whether it's a useful design tool or an expensive pointless gimmick

--- End quote ---

I suppose you still think it could be a most useful tool one day, even if we are not even close now. Am I wrong?


--- Quote from: Ionasal kkll Solciel on March 24, 2018, 07:44:30 AM ---I know movement rigs exist for full-body motion

--- End quote ---

Would anybody like to spend some time on explaining ?movement rigs? in more detail?

Hello Purvis:

Personally, I got bored of VR last time they tried to make it a thing in the early aughts.

Selfishly speaking, I'd like it to crash and burn because I can't even play an FPS without getting a splitting headache. So something like VR is right out. And I'd be happiest if developers ignored it entirely to focus on making things I can use. But that's my selfish brain speaking, not necessarily policies I actually advocate. That said, it does seem like motion sickness is a reasonably common problem that people have? Which seems like a pretty formidable barrier to the whole deal really becoming a thing.

What interests me is that VR Chat jazz that's been going around lately. What's the deal with it?

Ghaleon:

I thought the whole motion sickness thing was caused by latency or something. Something which in theory should be reduced as the technology improves.

Ionasal kkll Solciel:


--- Quote from: Hieda no Mukyu on March 25, 2018, 02:00:31 AM ---Would anybody like to spend some time on explaining ?movement rigs? in more detail?

--- End quote ---

From the ones I remember, basically, you get strapped into a horizontal ring above a curved (elliptical?) surface. When you step as if to walk or run, the sensors on the surface note where the impact was and its follow-through, and move the character accordingly. You don't actually move, and the surface makes it so that your "stroke" has range of motion to actually complete the step.

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