Okay, first off, PSVR wasn’t expected “at launch” -> how’s that one coming along? Different SRV types after the launch of Horizons? Perhaps you may see where VR user’s concerns are coming from now?
As for the rest of your post, have you played many VR games? I’m currently playing one that has spaceship flying, vehicles, walking, jetpacking around, planets, Station and capital ship interiors, all that stuff in VR and I get to play with flatscreen players too! No zero-G though, mores the pity.
While HL:Alyx has set a benchmark, I’d say it’s a pretty unreachable apex for most other VR games at the moment, but I’d hope something akin to Subnautica VR would be more feasible for Elite. Have you tried the work of lone modders, like the Alien: Isolation one, or the fantastic first-person body mod with inverse kinematic arms for SkyrimVR?
I actually developed for VR Demo’s about 3 years back, MR with the hololens 2 years ago, and I co-wrote a demo and Research paper about reaction times and eyetracking about 5 years back.
Can’t say I’ve kept myself up to date the last 2 years though, I heard there is a cool jet-pack island thing, but isn’t that in 3rd person?
The 3rd person view actually disconnects the brains natural instinct as to how locomotion “should” occur and thus by-passes the motion sickness issue (for some).
I noted Similar experiences with eyetracking occurred, a stable 3rd person camera pan is preferred over a direct 1:1 first person camera control because the closer you get to how our biology works the greater the disparity of the small flaws when the game fails to function like reality. That’s why many VR games have been goofy looking cartoony graphics. Even in flatscreen experiences, people unconsciously accept unrealistic physics or interactions in behaviour in Minecraft world and NPC’s, but a hyper-realistic witcher3, staccato NPC animations are a big failure on behalfOf the developers.
Plus blocky graphics are faster to render and smoothness in VR is of the upmost importance.
Bringing us back to locomotion.
The staple locomotion system of the first person VR experience has be teleporting/fast traversal to a location works, which works well in a single player environment where the steps “in-between” can be simulated, but in a multiplayer arena, player location is 1:1 and their locomotion has to be continuous real-time movement.
Continuous first person locomotion isn’t the “best” design practice, add in net-work lag-spikes, Erroneous network predictions and rubber-banding and it’s a recipe for motion-sickness in many die-hard VR users. Again different story with a 3rd person view or a stable vehicle seated-view.
But As I’ve said, I’ve been out of the loop for a bit, so I’m happy for you to rattle of the names of these games you refer to so I can look them
up to see what I’ve been missing.