07-10-2015 08:22 AM
07-14-2015 02:02 AM
"vizionvr" wrote:
I plan to buy both, but I will not purchase the Rift until proper input and content is included. I'm not investing my hard earned $$ in VR just to play around with a gamepad, some third person content, and ported Gear VR apps.
07-14-2015 02:51 AM
07-14-2015 03:02 PM
"Tim74UK" wrote:"vizionvr" wrote:
I plan to buy both, but I will not purchase the Rift until proper input and content is included. I'm not investing my hard earned $$ in VR just to play around with a gamepad, some third person content, and ported Gear VR apps.
Truth be told... Input is not so important to me.. Since I will be in Elite Dangerous or racing around a track.... both of which require hardware controllers to get he immersion right.
My personal take on input is this.... No input solution I've seen thus far can do what they are designed to do... put your hands in the game. Sure they can mark up the location of your limbs and yep even give you some crude forms of control over your extremities and flanges within the game world....
What they do do however is ultimatly break immersion... they are a barrier to being there....
The only way True immersion can happen beyond past your ears FOV is to take your natural hands and scan track them one to one.. no controllers, no nothing...
Until that is possible Crude input games will be like Wii games... and nothing more than a little gimmicky...
We need light house style tracking gloves..... light house style tracking keyboards and mice and steering wheels... I'm not talking about simply adding a IMU's to everything... I'm talking about direct macro scale scanning of natural objects, rendering them in stable one to one into the virtual world and allowing those objects to interact with it.
Basically we need the Leapmotion that actually works....
07-14-2015 03:29 PM
"Tim74UK" wrote:
Truth be told... Input is not so important to me.. Since I will be in Elite Dangerous or racing around a track.... both of which require hardware controllers to get he immersion right.
"Tim74UK" wrote:
My personal take on input is this.... No input solution I've seen thus far can do what they are designed to do... put your hands in the game. Sure they can mark up the location of your limbs and yep even give you some crude forms of control over your extremities and flanges within the game world....
What they do do however is ultimatly break immersion... they are a barrier to being there....
The only way True immersion can happen beyond past your ears FOV is to take your natural hands and scan track them one to one.. no controllers, no nothing...
"Tim74UK" wrote:
Until that is possible Crude input games will be like Wii games... and nothing more than a little gimmicky...
"Tim74UK" wrote:
We need light house style tracking gloves..... light house style tracking keyboards and mice and steering wheels... I'm not talking about simply adding a IMU's to everything... I'm talking about direct macro scale scanning of natural objects, rendering them in stable one to one into the virtual world and allowing those objects to interact with it.
Basically we need the Leapmotion that actually works....
07-16-2015 03:26 PM
07-17-2015 12:48 PM