Sony VR Headset/Project Morpheus/PlayStation VR

How about rendering the player avatar as a 'cockpit'? Have it so you can see you legs and arms - then you know which way forwards is.

It's more than about 'knowing' your orientation and position, you really need a continually visible stable frame of reference to avoid the nausea. A mechwarrior2 cockpit works fine, where as an avatar's arms and torso suspended below your view really isn't enough.

On top of all that there's actually a fair bit of wonky stuff that the brain does simply from the visual/tactile height mismatch when attempting to view a virtual standing first person view from a seated playing position: http://www.gdcvault.com/play/1020714 @27min or so. Between the problems of nausea, locomotion and scale it kind of makes sense why Valve seems to have ditched the idea of porting existing seated fps content with just some control tweaks and have instead committed to 1:1 tracking of every form of motion with custom tailored content. As the vr hmds get more advanced each year and our brains try to treat the images in an increasingly natural way we seem to discover new, non-trivial hurdles. Perhaps VR just won't quite work as simply as we might have assumed only a few short years ago.
 
the aiming and camera in Wii shooters should be "appropriate" for VR right? You look using head movement (or nunchuck) and aim using mouse (or wii remote). So instead you look to aim like in normal PC/console FPS, Wii's fps decoupled the aiming with look.
 
I think it is kinda shame that no one from "big 3" is offering solution for tracking something else than head and fists. Yeah, putting more sensors on users is "invasive and goofy", but it would help a lot to render in-game avatars with better accuracy and offer higher immersion.
 
Looks like new shots of Rigs

RIGS02.jpg

RIGS01.jpg
 
Space and flight sim are going to be some very important VR genres. Is there any flight stick compatible with PS4?

I have to consider this for my next sim rig build, I need a way to swap the wheel for a stick/throttle.
 
There is currently no reason to believe it is in any way legit.

Still waiting for a flight game to use the DS4 properly. Seems like a good fit, with all the gyros, analog triggers, sticks and so on.
 
I think a big reason why I prefer the basic flight experience in Elite Dangerous over Eve Valkyrie is the use of the HOTAS. The simple act of seeing your hands in game holding and moving the controls mirroring how you're actually moving them is really a nontrivial thing. The gamepad may be adequate or even optimized for a particular VR game (as it is in Eve), but you don't feel nearly as grounded in the environment due to the constant dissonance of seeing your hands and arms unresponsive and in the wrong positions. I wonder if virtual joysticks using the move/touch/valve motion controllers might work alright.
 
Sony already discovered that an in-VR DS4 controller was useful for grounding. They gave a talk on it and showed numerous implementations for the VDS4.
 
The DS4 is quite well used in the Kitchen demo that’s been doing the rounds for the past few months. It’s kind of an non-interactive (in the current state) horror game; the player is tied to a chair with their hands bound by rope. By using the DS4 they’re able to show the hands tied in the game and convince the player that they’re actually bound.

It sounds really interesting. No videos of the actual gameplay have been shown, it’s reserved for the players only. There are plenty of videos showing the reactions of people playing it and they’re hilarious. I suspect it’s genuinely terrifying. From what I understand the player is tied to a chair in a darkened room, there is another person in the room too and they aren’t tied, some sort of ghoul enters the room and beheads the other person then gets right up in the face of the player. It last about 5ish minutes.

I’d love to put my non-gaming, horror loving, partner on it to see what her reaction will be.
 
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