good, huge mouse pad for low sensitivity setting for the mouse PC capable of maintaning stable 120+fps with v-sync Brain doesn't use the same parts as it does while a person plays a strategy game, but it requires a lot of concentration and even a little planning, but to be aware of that, you need to be equipped with: Actually brain is very active during a dense action in SS-like games. Surely not Oculus, not Samsung, not Microsoft, not Sony (at least not until the PS4's successor) and not Valve (unless they change their strategy significantly, which I don't see happening in 2016).īTW. In order to make VR compatible with fast paced shooters, we'd need a big company focused on core gaming and there's not a single one as of yet. Just not the VR we'll get in the next few years, for the reasons well known. With VR it will be even more complicated matter. Even a single one of those factors renders a twitch shooter crippled. Gamepad, 60Hz and full persistence are the things that make them crippled. It happened with twitch shooters after console/LCD era came. Hard to predict.)īut I'm afraid that instead of putting effort to make it happen, industry will say 'it's not good fit for VR' and that will be it. It might require more than just a hand controller, I don't know. should they avoid these experiences due to longer term health implications? Or is it simply a matter of 'if you can stomach it, it is safe'?įast paced shooters will be great for VR, but not until we'll get much improved latency (DK2 is far too high for this genre, as well as 75 or even 90Hz) and appropriate controller (and by that I don't mean a simple solution. They might not experience sim sickness, but can it do actual harm?įor instance, if there are people who want to play a fast paced 'Unreal Tournament' type of game and they are not prone to sim sickness. I am curious what breaking the best VR practices can do to people who are not prone to sim sickness. Unnatural motion (directional and velocity) Blood splattering onto camera lenses (too close to eyes). Camera getting wrenched away from user control when using sledge hammer. A few that happen in the first couple minutes: It's been proven that those types of movements in VR can really screw with your vestibular system, causing sim sickness.From watching the video on YouTube, I see all kinds of 'bad practices'. A slow-paced FPP *might* be ok, or an FPS that doesn't have a lot of sideways/backward movement. Fast-paced FPS games are a bad fit for VR.
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