Oculus Rift Acellerator on X-, Y- and Y-axis.....
Hi. I just got an Ocucus Rift and I am sure having a hard time turning my neck, when I am in a dogfight in a flight game. I am wondering, why you didnt put in an accellerator for x-, y-, z-axis.... If you take a look at TrackIR, then you are abel to adjust your accelerations on all axis, so therefore you still can keep your eyes on your monitor. In VR you are very limited by FOV 110 degres, but you you put an accellerator for x- and y- axis it would become a less stress on the neck to turn more becouse the missing FOV on 180 degress that my own eye have from side to side.
It could be implimated inside the setting in Oculus software and deffently would give a great lift for those games, where you need to move your head to look around alot.
Sure hope to see this comming one day, so the gamer/player, can adjust the accelration. Sure should be implimented for x-, y- and z- axis as a minimum. Could also be a great help for older people and handicap persons....
Hope to see this happening soon as a part of developing the VR in to a more personal preferens for each player....
Regards here from Denmark.....
It could be implimated inside the setting in Oculus software and deffently would give a great lift for those games, where you need to move your head to look around alot.
Sure hope to see this comming one day, so the gamer/player, can adjust the accelration. Sure should be implimented for x-, y- and z- axis as a minimum. Could also be a great help for older people and handicap persons....
Hope to see this happening soon as a part of developing the VR in to a more personal preferens for each player....
Regards here from Denmark.....
