10-01-2021 05:17 AM - edited 10-01-2021 05:18 AM
Just launched - this Location-Based VR platform allows up to 10-players at a time.
Incorporating controller into weapon for versatility of play.
10-01-2021 05:43 AM
So, basically, just take a toy gun and mount your Touch controller to the top?
10-01-2021 05:50 AM
Does look kinda cool, lol - any links?
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD
"Ask not what VR can do for you, but what you can do for VR"
10-01-2021 05:52 AM
Yeah, it does. Much better then the rig I've seen to turn your touch controllers into a 'rifle' for shooters.
10-01-2021 01:30 PM
@Pixie40 wrote:So, basically, just take a toy gun and mount your Touch controller to the top?
Yeah. I think the PVC Pipe Gun Stock approach still has an edge due to the ability to customize it for each individual:
https://www.reddit.com/r/oculus/comments/70uwdu/1015_pvc_vr_gun_stock_w_parts_list_and_diagram/
Being able to swap out the touch controllers for different types of weapons (instead of using the exact same weapon over and over) is pretty awesome.
If we are going to use realistic guns, then I would rather the guns actually work without having to stick the Touch controllers in them.
10-01-2021 03:03 PM
Good point.
Just for clarification, this is not a DIY toy pipe-work approach. The developer are actually using real lasertag weapons with tactile feedback, and also built in scoring elements to support the VR side. We can not ignore the ability to have more than four or five players in the same space - the special software used on this and other systems to achieve that move this beyond what currently the consumer version of the system can achieve - as would be expected from LB-VR.
10-02-2021 06:40 AM
Not sure why but this kind of reminds me of this:-
https://avrt.training/civil-nuclear-constabulary-and-humberside-police-immersed-in-avrt-vr/
Perhaps in a few years VR could be used in Police / Military etc training!??
10-02-2021 01:29 PM - edited 10-02-2021 01:30 PM
@kevinw729 wrote:We can not ignore the ability to have more than four or five players in the same space - the special software used on this and other systems to achieve that move this beyond what currently the consumer version of the system can achieve
Since as early as 2018, Quest was being used in a multiplayer environment of 4 v 4 in the same large space:
To me this is a distinct advantage over current VR Arcade offerings since the actual gaming titles being used in VR Arcades seem to be of lesser AAA quality compared to what consumers can play at home.
Either way, to suggest that current consumer headsets cannot have more than one headset occupy the same space in the same environment is simply untrue.
10-02-2021 01:44 PM
So long as there's full body tracking and the physical arena's size and layout is correctly modeled in-game, it should be fine. I think the advantage the quest and Quest 2 have for arena VR experiences is the fact they can handle larger room scale setups and don't require additional equipment to make them wireless.
10-02-2021 01:55 PM
@Pixie40 wrote:So long as there's full body tracking and the physical arena's size and layout is correctly modeled in-game, it should be fine.
Agreed. And for correct modeling, it really does come down to the software. Richie's Plank Experience is a great example. You can set a real plank down in the room, and use your the Software App to coordinate its exact location in the game. A great way to get a real "walking the plank" experience.
And now that we are seeing an increase in the ability/functionality of bringing real-world objects in to VR, the future of all stand-alone headsets allows for arena scale with any obstacles of our choosing. 😁