ImpulsE69
Lifer
- Jan 8, 2010
- 14,946
- 1,077
- 126
It really will ultimately depend on quality and quantity of room scale (games). As it is now, most of it is one trick ponies. How to deal with locomotion in a way that can cater to the masses (large or small spaces) and not forego game quality because of that is going to be one of the bigger hurdles. WHen people talk about VR they always talk about immersion. Unless a game calls for sitting and not moving, then room-scale IS the way to go to get that immersion. Using a controller to glide around like you normally would with a console/keyboard breaks immersion (and nausia inducing for most of us).
Most people would love a 5x5 meter area to play in, but even requirements such as 2x2 meters is pushing it for most people. Factor in spouses and the number usually will be smaller (let's be honest MANY wives are only so cooperative about letting you clear out a room just for this).
It isn't 'standing' that is the fun of it. It is the complete package of movement in all directions and being able to interact with the environment mostly as you would normally. this is where Oculus misses the spot big time (until touch). I don't need to completely walk around an area, but it would be nice..however ultimately that is never going to be a likely scenario in a home for many years if at all. It just isn't practical for most people.
Because of prices, quality, requirements, etc.....VR has many things it needs to figure out to make it viable for devs to concentrate on quality material in general...and thats just for sitting experiences. Room scale is just one more thing that segregates the userbase.
Most people would love a 5x5 meter area to play in, but even requirements such as 2x2 meters is pushing it for most people. Factor in spouses and the number usually will be smaller (let's be honest MANY wives are only so cooperative about letting you clear out a room just for this).
It isn't 'standing' that is the fun of it. It is the complete package of movement in all directions and being able to interact with the environment mostly as you would normally. this is where Oculus misses the spot big time (until touch). I don't need to completely walk around an area, but it would be nice..however ultimately that is never going to be a likely scenario in a home for many years if at all. It just isn't practical for most people.
Because of prices, quality, requirements, etc.....VR has many things it needs to figure out to make it viable for devs to concentrate on quality material in general...and thats just for sitting experiences. Room scale is just one more thing that segregates the userbase.