VR software development is in very early stages where there are no best practices and nearly everything is experimental.
If we're talking head tracking for view control with controller or keyboard and mouse for controls, I could see that maybe happening. But if we're talking room wide implementation, which is now the standard, absolutely not. Even motorsport simulators don't have it right yet and those type of products are perfect for VR without any bullshit gimmicks like teleportation movement.
VR software development is in very early stages where there are no best practices and nearly everything is experimental.
If we're talking head tracking for view control with controller or keyboard and mouse for controls, I could see that maybe happening. But if we're talking room wide implementation, which is now the standard, absolutely not. Even motorsport simulators don't have it right yet and those type of products are perfect for VR without any bullshit gimmicks like teleportation movement.
"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar Authored 139 missions in VendettaOnline and 6 tracks in Distance
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VR software development is in very early stages where there are no best practices and nearly everything is experimental.
If we're talking head tracking for view control with controller or keyboard and mouse for controls, I could see that maybe happening. But if we're talking room wide implementation, which is now the standard, absolutely not. Even motorsport simulators don't have it right yet and those type of products are perfect for VR without any bullshit gimmicks like teleportation movement.
There is also at least one decade+ running MMORPG that has announced Rift support. I can't personally speak to what it's like in Rift.
In Gear VR, it is epic:
"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar
Authored 139 missions in Vendetta Online and 6 tracks in Distance