Oculus Rift and XB1/PS4 ?

I'm totally fine with targeting gamepads. For me any game that requires waving arms around is going to be an occasional 20-minute gimmick, not something for a serious gaming session.

Sure there will be some cool games developed that make great use of it, but plenty of great games will use gamepads....well, not will, it's already a de-facto standard input for VR.

I wouldn't over-estimate the 'immersion' value of a controller that lets you wave your arms around. Unless you have a perfect motion capture of your entire arm and all wrist/finger joints, the immersion breaks anyway. The most jarring thing that happens in Elite:Dangerous is this animation where the pilot lifts their hand off the throttle and flexes their fingers.
 
I'm totally fine with targeting gamepads. For me any game that requires waving arms around is going to be an occasional 20-minute gimmick, not something for a serious gaming session.

Sure there will be some cool games developed that make great use of it, but plenty of great games will use gamepads....well, not will, it's already a de-facto standard
My point is more that the default controller shouldnt be a standard one, its a terrible way to improve our current concept of VR if devs have to worry what controller their audience might have. Im not at all saying its the only one they should target but it should be the de-facto input device
I wouldn't over-estimate the 'immersion' value of a controller that lets you wave your arms around. Unless you have a perfect motion capture of your entire arm and all wrist/finger joints, the immersion breaks anyway. The most jarring thing that happens in Elite:Dangerous is this animation where the pilot lifts their hand off the throttle and flexes their fingers.
Already solved by just using disembodied hands - its always been a problem for games - just look at dead island/crysis third person mods to see how mad the player character model behaves when not using the default first person view.

ps3ud0 :cool:
 
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My point is more that the default controller shouldnt be a standard one, its a terrible way to improve our current concept of VR if devs have to worry what controller their audience might have. Im not at all saying its the only one they should target but it should be the de-facto input device

There are going to be two types of VR experiences. One where you're standing up walking about and waving your arms around. One where you're sat down at a desk/sofa using a fixed input device like HOTAS/mouse/gamepad.

Neither is the 'right' way to do it. Depending on the type of experience you are trying to create, you have two different input devices to target. Don't see a problem here.

Keeps the cost down apart from anything else.
 
Theres a third one which is sitting down using Touch with the ability to use hand gestures as well its traditional inputs - its why in VR theres a joke that most people will be in 'wheelchairs' for the purposes of locomotion

I feel like this is a circular conversation regards why its such a bad idea to not have a VR device not accompanied with VR controllers as a default (just having those doesnt mean you have to flail your arms about more that if you choose to use that input you can) - I suggest people have a look at Valves wands and how accurate they are and what you can achieve with that accuracy (juggling, ability to fathom real space while only seeing virtual space etc)

ps3ud0 :cool:
 
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Will I be able to plug my ps4 into the rift as I do with my tv and see the game? Not bothered if there's no head tracking I would use it as a tv for the ps4.

I want the rift more as I have a pc too.
 
Hand gestures are time consuming and boring over extended lengths of time.

I'm fine if this starts oit as VR graphics using established modes and methods of gaming.

This isn't exactly holodeck with a ps pad...
 
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