Does anyone have any experience playing FPS in VR? how do you deal with these issues?
First let me begin with a brief mention that as far as I recall from my playthroughs, teleportation is the
default mode of moving around in Obduction in VR mode (possibly, it was even the fixed-node variety, rather than the free-aim-destination one), to the point some persistent bug makes it so it is still what you get when starting a new game, even if you have specifically asked for free locomotion at the inital prompt. The game has also had a number of visual and player orientation related bugs coming and going throughout its support lifetime - often breaking things that had previously worked just fine (I'm looking at you, mine cart swivel chair). Don't know if Cyan ever did address the thing from one of the later updates, where some past-frame buffer, from various post effect passes, became stuck to your face, and came along with you, as a perpetual overlay on your view...
Personally, for me, in my opinion, disclaimer, disclaimer; "Facegun", where you move and fire in the direction that you are looking, and head facing direction is straight-up combined with mouse/thumbstick input, is the
only control method that kind of works for a hybrid 2D/3D game, because it is direct, motion-proportional (as opposed to steering-proportional - same thing as the significant difference between playing a game with mouse, or with gamepad), and require minimal forms of input, and no "ghost body" awareness from the player - your view is your frame of reference. Otherwise you inevitably get tangled up with things like detestable "tank controls" (without any indication what is forward, other than the optical flow whilst in motion), and cursors that you move around your view, as if the world was one giant desktop screen / shooting gallery, in front of you.
My opinion on this has not been given reason to change, since back in early days, when Valve added experimental VR for the Rift DK1, to Half Life 2, and Team Fortress 2, offering a selection of input modes, with the simple one being the only one with half a merit to its enumeration.
Many of us have become completely accustomed to free locomotion, and have thoroughly dulled the negative response of our senses, to discrepancy between what the eyes see, and what the inner ear registers - at least as long as everything is directly responding to our input. -I am running and strafing, and jumping all over the hilly land of Skyrim, without so much as a hiccup, even when frame rates drop low, and also find it perfectly natural that the camera stops moving abruptly when I hit a wall, just like it would if I ran into a wall in real life - I'll take that over things like fade-to-black-as-you-phase-into-the-wall, any day of the week.
Others are not so fortunate, and may never be able to get over their apparent-motion nausea, even for the most minute and gentle of camera motion, but that is no reason to take away the option to move freely for everybody else -- the least common denominator
must be accomodated, but... Options are good. :7
Something you may want to look into, is a little go-between application called "Natural Locomotion" (It's available on Steam, and has a demo, as I recall). It sends a game spoof joystick input, based on the motion of your room-tracked devices; So as you swing your arms back and forth, just like when walking casually in real life (...and
only whilst the arms move (...as long as you rest your thumb on your designated "permit walking button" spot on the hand controller)), you are translated in game at a speed that is proportional to the intensity of the swinging (amplitude, height, and rate), and in a direction that aligns with the plane on which the real-life swinging occurs, wholly independent from which direction you are looking.
This direct and proportional body input works surprisingly acceptably well (albeit may not be suitable to action, where you may want your hands for other things (thumbsticks are still passed through, alongside the injected input, mind), despite the blindness- and ambiguity of the data the developers have to work with, even when locomoting using a single arm. It is really much easier to take in one's surroundings when "moving" through them, rather than being "driven" through them, to the point there is less of a feeling of frames seeming to "strobe" by. -Again: to
my findings, at least.
Elite Dangerous appears to do a whole bunch of strange things with its tracking. Its initial VR implementation was made in Oculus Rift DK1 days, before the whole "room scale" concept was a thing, and was never
really updated since (heck, the openvr.dll (SteamVR) included with the game files is from 2015 - the API has been updated "once or twice" since then, but FDev has apparently never found any need for updated functionality or data structures).
-Yes, positional (...so not just rotational) tracking was added, which enables our walking around the bridges of our ships, but it does not seem to be "anchored" to your playspace, and will lose orientation to some degree if you pause the game, or just have a moment of performance issues, necessitating another f12 press to recenter the camera -- it is my impression FDev does some sort of tracking of their own, from the raw data from the HMD, instead of querying the API function that would do the work for them, and that their thingummy is not always keeping up, or predicting properly. This includes a
lot of frame-bound motion-to-photon lag, which can make it look like the world is "swelling", and "withdrawing", and "stretching", and "contracting", as one move around, and the camera takes a while to catch up -- especially in a low framerate scenario, which we have quite a bit more of in Odyssely alpha, than previously.
the 2D screen is temporary the Devs want on foot VR to be proper VR like H3VR or boneworks physically manipulating and aiming the gun they said they wont implement any kind of on foot 3d until they have achieved this
That looks to me like an inordinate amount of wishful-thinking-y reading between the lines, there.
There is a ton of things in Odyssey that absolutely begs to be interacted with using your hands in-world, and sometimes just about look designed for that purpose (hell, the big screens with large touch-friendly buttons
alone...), but the actual staticity of in-world objects and interactions with them are as "console-y" as ever, requiring a lot of rework that could have been avioded had there been a sliver of intention and forethought...