Quinn wrote on May 6, 2015, 10:07:
As for my example with an enemy being behind me... Your answer didn't really make sense. I know it's on a seperate axis, and that doesn't fix it. I have to look behind me, 160 degrees. I'm not an owl so I can't physically do that without letting go of my ability to shoot (the keyboard and/or mouse). Anyway, of course I know the answer to my own question.. which is turning around just isn't an option if you want to be able to shoot, so you'll have your keyboard and/or mouse to actually turn your ingame body.. but I think it defeats the purpose of VR. At least it does to me.
You still use mouse and keyboard to aim and move your body respectively. But as for your example you turn your head as far as possible, so that's how far you look (without turning your body). If you turn further by moving your body, then your ingame body moves too. It's actually quite trivial since the tracking device works in 6DOF. Yeah, you wont be able to do 180's in pico-seconds like you can in Quake or Unreal but how realistic is that anyway?
No one believed that the mouse was anything but a gimmick when it was introduced as well, yeah. The rest is history...
Don't get me wrong the Oculus might turn out to be a bit of a dud, depending on the resolution, field of vision, performance etc. issues, but it was the first VR kit to prove that VR as a concept is commercially viable at least with regards to mainstream gaming.This comment was edited on May 6, 2015, 12:45.
I have a nifty blue line!