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Vr controls

Just imagine playing street fighter with motion controls, that'd be cool, to do a hadoken you'd have to put your hands out
6 REPLIES 6

Disdroid
Honored Guest
Keep an eye out for VRArcades. They will become a thing again.
People tend to believe what they want to be true.

"Disdroid" wrote:
Keep an eye out for VRArcades. They will become a thing again.


Can you shed some light on that?

Disdroid
Honored Guest
VR will be very immersive as a consumer product. However this immersion has its limits. It is advertised as a seating experience for a number of reasons, but in most experiences you are in standing position. This also messes with your sense of scale a bit.
As soon as you want a standing experience, an omnitreadmill, infinitydeck or similar alow you to advance in any direction without hitting a non-vr-object. This adds a lot to imersion. Next up would be acurate bodytracking like a razer hydra, multiple kinects or similar. The list of things you can do to improove the immersion factor continues with haptic feedback, temperature simulation etc.
Now while all these enhance the experience, they all will find very limited demand for private use. They are too expensive and take up too much room while only being used for a small number of applications. The environement where these extras can shine though is in an arcade. Imagine paying 10 bucks for an hour of being fully immersed in your favorite game. There could also be a place for vr in a fitness center. Strap on your Rift Sports edition, get on an infinity deck and loose pounds while you run away from a zombie apocalypse.
People tend to believe what they want to be true.

"Disdroid" wrote:
VR will be very immersive as a consumer product. However this immersion has its limits. It is advertised as a seating experience for a number of reasons, but in most experiences you are in standing position. This also messes with your sense of scale a bit.
As soon as you want a standing experience, an omnitreadmill, infinitydeck or similar alow you to advance in any direction without hitting a non-vr-object. This adds a lot to imersion. Next up would be acurate bodytracking like a razer hydra, multiple kinects or similar. The list of things you can do to improove the immersion factor continues with haptic feedback, temperature simulation etc.
Now while all these enhance the experience, they all will find very limited demand for private use. They are too expensive and take up too much room while only being used for a small number of applications. The environement where these extras can shine though is in an arcade. Imagine paying 10 bucks for an hour of being fully immersed in your favorite game. There could also be a place for vr in a fitness center. Strap on your Rift Sports edition, get on an infinity deck and loose pounds while you run away from a zombie apocalypse.


viewtopic.php?f=25&t=17431

Disdroid
Honored Guest
Yes, the extras are still in development but maybe you've noticed: So is the Oculus Rift.
People tend to believe what they want to be true.

I can't wait for a first person version of playstation home-like program for the oculus.