Add analoge movement for VR


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Ive played with HTC Vive for 3 days now, and yes...its amazing. I know that VR support for Long dark is planned. But im concerned about the teleportation as movement in some games. Basically some ppl get sick if u move around with a controller. So games like Vanishing Realms has teleportation to move u through the gameworld. Thats all fine if u actully get motion sick.

 

But it really feels like a stab in the back when they dont add analoge movement as a alternative to the teleportation. So u could atleast choose. Me personally I dont experience any VR sickness. So the teleportation movement is almost ruining the game for me.

So pls Long Dark devs...when the time come for VR, can u pls pls pls remember to add analoge movement too??

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All the hype around VR. *facepalm* 

Where every game made/adopted for it is instantly upgraded to "amazing" or "exiting" or "progressive" or whatever, any other words from same category. Even tho im yet to see any game that would be above level of "generic crap"(with exception of Alien Isolation). But its automatically "good" because you get to wear a heavy bucket(with wires) on your head while playing it, lol.

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+1 Having multiple movement options is always a good idea. A sliding option is fine, even though I can't stand it.

Some VR Devs also experimented with alternative systems. Most notably "Hotdogs, Horseshoes and Handgranates" with both a grab-and-drag based system and a node-based teleportation system. And he even has multiple "sliding"-options. There is also the walk-about system used by some games, which makes you walk everywhere without the need for teleportation or "sliding". I hope Hinterland will have a look at these systems (though, some are only suitable for roomscale).

@Dirmagnos I don't think this is the place to argue about VR as a whole.

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45 minutes ago, thebigthriller said:

How are you playing in vr? I cant get it to work.

The OP isn't playing TLD with a VR device, they were talking about another game.

The current TLD version doesn't support VR, it's just a feature planned to be added within the next 6-12 months (see TLD's roadmap ). :winky:

I for one am extremely looking forward to (properly implemented) VR in general and the experience to play TLD in VR in particular, but I definitely won't buy any VR gear until games I'm really interested in actually do support this new technology.

Besides, I'm expecting certain improvements (e.g. less headgear weight, decreased vergence accomodation conflict, etc.) within the next one or two years, so I'm very much inclined to wait for an "improved" version of the current devices and just pick and buy one of them once a game is released that I would actually like to play.^^

@topic: I really can't imagine (not at all, to be honest) that the devs would ever introduce teleport mechanics to TLD. Pretty sure we would walk around in a VR version of TLD just like we currently do in the normal version. Everything else would be extremely odd. :winky:

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On 27.6.2016 at 1:00 PM, Scyzara said:

@topic: I really can't imagine (not at all, to be honest) that the devs would ever introduce teleport mechanics to TLD. Pretty sure we would walk around in a VR version of TLD just like we currently do in the normal version. Everything else would be extremely odd. :winky:

I am a little worried when I read Fallout 4 VR is getting teleportation. It may be that they will include analoge movement also, but still that gets me worried. And the majority of the crappy VR games out now use teleportation. They do not include the option for analoge movement. So I get the impression that most game developers just assume teleportation is the right way to go.

I really hope a TLD dev has seen this thread, sat down and wrote a note to himself "remember to include analoge movement for that small minority that dont get VR sick"

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Well, VR sickness is not something that has to happen to a major percentage of the population inevitably, it's great prevalence in players is rather due to the current (commercially available) VR devices and the technology they're based on. There's a lot of research going on that has the aim to considerably decrease the prevalance and severity of VR sickness in the next generations of VR devices. We mustn't forget that this whole technology is still relatively new and the current devices are thus everything but optimized.

I'm more than optimistic that 3-5 years from now VR sickness won't be a widespread problem any more. At least not more than vertigo or something.:normal:

I guess the reason why many game developers currently choose teleportation for their games is that they don't intend to wait for the next generation(s) of VR gear and rather want to sell their products as soon as possible. I doubt Hinterland is going to do the same, at least they've never made such choices so far. :winky:

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