I wonder if the completely stationary periods a VR teleport player has in between the zippy bits will balance out any advantages? The accuracy of headlook aiming I find to be similar, if not better than, mouselook (for me).For cross-play with 2D players, stuff like:
I'd expect those to be the key design considerations for a basic FPS implementation.
- Teleport is pretty much out. Having a tranche of the populace zipping instantaneously between cover would be ludicrously OP, and not something 2D players would accept as the norm for themselves.
- For PC servers, does stick aiming dis-advantage VR players excessively in PvP vs K/M.
(It's kinda theoretical though, because no one's done a 'cross-play' VR/2D PvP format successfully that I know of. I seem to recall at least one trying, and bombing horribly though).
This is something devs take seriously, because they want as much uptake as they can. And the numbers for nausea are significant. Back in CV1 days Oculus had it as:
Game design improvements seem to have improved the odds there, probably in that 60% block in particular. This reddit poll, although doubtless swayed by a more 'hardcore' sample, suggests teleport & 'onward style' techniques have opened the first person gaming up to more players.
Guys in the 20% often don't get this issue, but it's one dev houses definitely consider. Current game output definitely suggests some norms are settling into place in terms of accessible design.
Ugg, head-look for direction of travel? Blerg, I've always found that really 'anti-VR', removing freedom of headlook etc. But it's definitely functional sure. And partially a preference thing.
Ah ok cool, my bad.
I think the nausea attached to smooth locomotion may explain why it didn't storm it on the sales front though maybe (compared to their Skyrim + F4 output). Or could at least have played a role.
It'd be interesting to see a round up of the locomotion options available over time in releases. My impression is that alternate approaches to smooth turning have been deployed with increasing frequency (with 'Onward style' motion cropping up everywhere, under different names, for FPS style gameplay).
Yeah, will they go teleport (will they go PvP). Will it look ludicrous. Gonna be interesting
I tended not to use headlook for direction of travel when I was limited to 2 Oculus sensors; left thumbstick for fwd/back/strafe, right thumbstick for 30deg flick-turns when my vertebrae got to creaking mixed with physical turning.
I think NMS Beyond will be a good thing for ED, to see what works and what problems become apparent (even though it’s not a PVP game).