03-17-2016 02:57 PM
03-17-2016 05:44 PM
03-17-2016 06:01 PM
"soxfan335" wrote:"tranceology3" wrote:
I think as for the users who are all in for Rift, and are genuinely more interested in a seated experience than room scale, most likely have never tried VR (If you have and still want it, have you tried room scale? And if you have, then great, Rift is for you 🙂 ). The users that haven't tried VR certainly don't understand what VR is like, and they might still envision it as traditional 2D gaming. I can't tell you how many people try to argue that room scale is just a gimmick, and we have proof that standing up in games fails - they say, just look at Kinect, PSmove, etc... But the biggest misconception here is those tracking features were used in front of a 2D screen that you were limited to. VR is a whole new experience which opens up a whole new way we interact in games that is significantly enhanced with tracked controls/ room scale tracking. If someone honestly believes that less interaction in VR is better, then they honestly have never been in VR - it's completely illogical to say that, and you might as well not go in VR and go back to playing on a 2D screen, or use your HMD for 3D enhancement rather than transporting yourself into a virtual world.
That's quite a blanket statement, for me personally, it's not so much that I think room scale is a gimmick, but rather that room scale is gimmicky in its current form. That's also how I interpret most people who try to voice potential issues with roomscale in terms of useability. Granted, there probably are people who think as you said, but to say that everyone who expresses doubts thinks that exact same way, you have to admit is kind of ignorant.
It's too early in VR to be doing room scale quite honestly when there are much more presssing fundamental issues such as locomotion and motion sickness. By jumping the gun and offering room scale, some people see that as kind of a cheap way of winning over people to buy your product. Aka a gimmick
03-17-2016 06:23 PM
03-17-2016 06:44 PM
"Percy1983" wrote:
To me the biggest limitation is the fact its a room to which you can take a few steps in a few directions and then you have to resort to normal controls or immersion braking teleporting.
03-17-2016 06:59 PM
"edmg" wrote:"Percy1983" wrote:
To me the biggest limitation is the fact its a room to which you can take a few steps in a few directions and then you have to resort to normal controls or immersion braking teleporting.
Bingo, The problem with room scale is that it's ROOM scale. It's great for 'stand in one spot and shoot things' games--assuming you can manage not to trip over the cord, knock over something valuable, or break your face when you hit the ground--but requires immersion-breaking movement interfaces for anything much more than that. And most people find those kind of games get boring after a while.
For 'room scale' to be viable for much else, you need a really big room. Like warehouse-sized, so you can play tricks with the player to make them walk around in circles while they think they're walking in a straight line.
And most of us don't have a warehouse to play in.
13700K, RTX 4070 Ti, Asus ROG Strix Z790-A Gaming, Corsair H150i Capellix, 64GB Corsair Vengence DDR5, Corsair 5000D Airflow, 4TB Samsung 870 , 2TB Samsung 990 Pro x 2, DK2, CV1, Rift-S, Quest, 2, 3, Pro, Windows 11 Pro 24H2 (10.0.26100)
03-17-2016 07:08 PM
03-17-2016 07:13 PM
"soxfan335" wrote:
Room scale is good for certain applications but it's not a cure all for VR. Things like dental/doctor training, cad/engineering and architectural apps will fit really well. I can imagine fighting games being great with it. I've always imagined a forza style horizon game where you can get out if your car and walk a little ways, say to the edge of a cliff and take photos, then walk back over to your car, get in, drive to the next locale, etc. I would imagine devs could also use this same concept with horseback and monsters or whatever instead of photos. Touch should also be able to handle those things as well, provided they solve the occlusion issues.
13700K, RTX 4070 Ti, Asus ROG Strix Z790-A Gaming, Corsair H150i Capellix, 64GB Corsair Vengence DDR5, Corsair 5000D Airflow, 4TB Samsung 870 , 2TB Samsung 990 Pro x 2, DK2, CV1, Rift-S, Quest, 2, 3, Pro, Windows 11 Pro 24H2 (10.0.26100)
03-17-2016 07:15 PM
03-17-2016 07:21 PM
"soxfan335" wrote:
Exactly! I thought the same thig about golf, it's a perfect fit. This vehicle / small area hybrid method would be great for people with wheels and especially cockpits. I would imagine wires would be an issue.
13700K, RTX 4070 Ti, Asus ROG Strix Z790-A Gaming, Corsair H150i Capellix, 64GB Corsair Vengence DDR5, Corsair 5000D Airflow, 4TB Samsung 870 , 2TB Samsung 990 Pro x 2, DK2, CV1, Rift-S, Quest, 2, 3, Pro, Windows 11 Pro 24H2 (10.0.26100)
03-17-2016 07:21 PM
"palmerluckey" wrote:
We are bundling a gamepad because the vast majority of VR developers have been building around it for years, and most of them wanted to standardize input and make sure anyone with a Rift could play their game without needing additional hardware.
"palmerluckey" wrote:
My vision does not include screwing over developers who have dedicated years of their life to making games for our product.
"palmerluckey" wrote:
If any particular group of developers should be rewarded, it is the developers who believed in VR from the very start, not developers who waited several years for motion controls and happen to agree with your personal opinion on what is best for VR. I don't think either group is going to be unfairly rewarded on the current roadmap, but you are suggesting it is okay to rig the game against most of our developers by delaying the launch of our headset to give an advantage to a handful games that started development less than a year ago.