Wow! What is that? I'd be scared sh-tless to play that on VR.
I remember a VR conference where they said 3rd person ports don't work well because the usual camera control makes it orbit around the character too fast, and it causes nausea, and it's disorienting. They'd have to develop a new camera control, and possible redesign levels, I guess.I thought Sony's GDC presentation showing what was possible with 'just' the DualShock 4 was really promising for getting all sorts of existing game-types working properly with VR, like 3D platformers and such. I could see that work well even for Uncharted or The Last of Us, say, or Motorstorm RC, etc.
Wow! What is that? I'd be scared sh-tless to play that on VR.
I remember a VR conference where they said 3rd person ports don't work well because the usual camera control makes it orbit around the character too fast, and it causes nausea, and it's disorienting. They'd have to develop a new camera control, and possible redesign levels, I guess.
Oh that's great! So they are really serious about this. It's funny how we'll be going back to explaining the 3rd person character in the game, like the camera tutorial of Mario 64. "You're the guy with a camera hovering on a cloud and documenting Mario's adventures."Yes, that's what I mean. They had a demo where you play a 3D platformer and you hover above / behind the character you are controlling. The camera position follows the main character with much fewer motions, and you can control where you look by moving your head.
It looks above average for a short indie game.It's short exploratory/adventure indie game created by the Adam "deal with it" Orth.
There is an alternative, instead of orbiting while looking, player's camera can always be fixed behind the hero's back. Moving head will not cause orbiting, but just normal looking around [decoupled looking]. Cymatic Bruce reported that this control scheme works very well for 3rd person games.
Possible, yes, but definitely not recommended. Sony said the games must run at 60fps minimum to avoid problems. Morpheus is always at 120fps regardless of the input frame rate.Hi, is it possible that the scaler box can scale normal 30 fps games to play at 60fps?
Well, we will see how much visual fidelity they will have to sacrifice in order for the console to be able to produce a VR experience that eliminates all the issues.If you consider full 3D immersion 'gimped' then yes. But to me that's like calling solid 60 fps fluid action 'gimped' next to a very pretty 5 fps picture slideshow. I'd take simple (but well lit) 3D visuals over the typical shader rich eye-candy in the right experience.
They didn't really imply they were considering pc, just that it needs the ps4 to work, they also said something similar about move. They didn't make drivers.
Sony have no good reason to make a PC driver, yet.