When/If will VR get its "Killer" title?

Has anyone figured out a away of getting a good FPS into VR? I cannot figure out a better way of playing FPS than screen + mouse & keyboard. Driving and flight/space sims are excellent for VR, but I can't work out how FPS aiming and movement would work.
Depends on what you mean by finding a 'better' way of playing than M/KB. The benefits of M/KB, meaning super fast linear movement, extreme strafing and being able to spin 180 degrees in the blink of an eye and all that jazz - that wont be bettered or even matched in VR. Just not possible. At least not anytime in the remotely near future.

FPS's in VR will be........different. They're inevitably going to be slower-paced compared to something like Unreal or even the new Doom. I know Doom does have a VR demo using teleportation, but I suspect an entire game like that would become very disorientating at the speeds you need to play at. That said, they could do a somewhat slowed down version that could work...but anyways - in terms of input, the 'ideal' is decoupled aiming using motion controls. Meaning instead of the mouse controlling the camera with the aim locked to the middle of the screen, your head will now control the camera and your controllers will handle the aiming completely separately. So you can shoot in whatever direction no matter where you're looking by actually lifting up your controllers and aiming it manually as you would a real gun. Movement will be handled either through some sort of teleportation or simply by using a trackpad/analog stick on the controllers as you'd already be used to. With PSVR, there's even the potential of just using forward and back buttons(since strafing is a no-no in VR) or use the gyro sensors so that leaning the Move controller forwards or backwards controls your movement.

It's all quite do-able and it's absolutely game-changing, but the main challenge is handling movement with minimal or no motion sickness. As somebody mentioned right above, Onward seems to be one of the first to have a system that seems to provide a linear movement system(no teleportation) that is comfortable for the large majority fitted in a true FPS style game with large spaces. Teleportation definitely seems to work to minimize/eliminate motion sickness, but this also comes with game design challenges of its own and might be off-putting for some who would prefer seamless movement.
 
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Personally I'll be getting the PS4 VR, great catalog of games ready to release, good price, and you can play with friends/family in the living room instead of in front of a PC in your office/bedroom etc.

Lol what? I've been on PC since 2012 and a lot of that time has been spent in the main room hooked up to the big screen on the sofa for multiplayer and movies...

Are you not aware of how flexible a PC is!? :eek:
 
Depends on what you mean by finding a 'better' way of playing than M/KB. The benefits of M/KB, meaning super fast linear movement, extreme strafing and being able to spin 180 degrees in the blink of an eye and all that jazz - that wont be bettered or even matched in VR. Just not possible. At least not anytime in the remotely near future.

My thoughts exactly.

but anyways - in terms of input, the 'ideal' is decoupled aiming using motion controls. Meaning instead of the mouse controlling the camera with the aim locked to the middle of the screen, your head will now control the camera and your controllers will handle the aiming completely separately. So you can shoot in whatever direction no matter where you're looking by actually lifting up your controllers and aiming it manually as you would a real gun.

I was also thinking of something similar. I thought about a rifle shaped controller to handle aiming as this would be more intuitive to use but then there is the issue of movement and where to put those controls on said device if it requires two hands to control.
And, as you point out, the game could not operate at anywhere near the speed of a regular online FPS. In the same way m+k destroys controllers, it would also destroy VR players.
 
Lol what? I've been on PC since 2012 and a lot of that time has been spent in the main room hooked up to the big screen on the sofa for multiplayer and movies...

Are you not aware of how flexible a PC is!? :eek:
Having a PC in the living room is not viable/practical/preferable for many.

I count myself as one. I would hate to have my PC there, really. Much prefer to have it in my bedroom(or in an office like I had it in my old house). This might be less of an issue for people who live alone, but for those who dont, it's not always great to have your PC or gaming time limited to only when others dont want to use the room/TV.

There's also the annoyance of having a place for the PC(especially if it's not one of the fancy small form factor ones) and things like using a keyboard/mouse while sitting on a sofa plus being able to store it out the way without being an eyesore.

I also much prefer being at a desk. I've got a really comfy office chair and I like to have a screen fairly close up. My 27" monitor at about a bit less than 2ft away is akin to having like a 70-80" TV in the living room from 8ft away.
 
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I was also thinking of something similar. I thought about a rifle shaped controller to handle aiming as this would be more intuitive to use but then there is the issue of movement and where to put those controls on said device if it requires two hands to control.
And, as you point out, the game could not operate at anywhere near the speed of a regular online FPS. In the same way m+k destroys controllers, it would also destroy VR players.
PSVR will have a Rifle-shaped controller:

https://www.youtube.com/watch?v=I3aeMs3s9mk

It has analog sticks on it to control movement.

Something like this will be possible on PC, too(some people have already made DIY ones using the Vive wands). The main problem is that it needs to be specifically supported and means you can only use 2-handed 'rifle-shaped' weapons in the game that make sense with it.

Others have found that using the standard motion controllers also works. For 2-handed weapons, you do lose some of that rigidity with a dedicated rifle controller that enhances presence, but it apparently is still quite fun. And you can get a bit loose with 'reality' and just have one-handed shotguns and rifles and whatnot, too. They are just video games, after all.

This is always my go-to video for showing people how decouple aiming works with individual motion controllers in a 'traditional' FPS. Watch the whole thing:

https://www.youtube.com/watch?v=-RehCTRrWM0
 
I think sims will always be the 'killer' app for VR, and like sims, a relatively niche genre.

Had another UE4 meetup last night, everyone loves the 5-10 minutes VR demos.....but still not really seeing any compelling AAA style games that you'd spend a significant amount of time in.

I personally think AR is going to become much bigger than VR in the gaming space....I'm talking Hololens here, not Pokemon Go ;)
 
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