4 ms·
How is VR "physical" when you are tethered to a computer?
by jordache 10y ago
How is VR "physical" when you are tethered to a computer?
- deleted 10y ago[deleted]
- madamelic 10y agoThe cable is very long and it is "room-scale" (You can move around), meaning games involve actually moving around. And soon there will be wireless adapters.
- thenomad 10y agoJust to clarify this point: by "soon", we mean in this context "a few months". TP-Link has one coming very soon indeed, I believe: http://vrscout.com/news/htc-tether-less-vive-upgrade/ http://vrscout.com/news/htc-tether-less-vive-upgrade/
- JeffKang2 10y agoTPCast?
- cr0sh 10y agoThe problem with "room scale" is very few people have a (near empty) room in their households which they can dedicate to a single-user VR experience. Every user in the household would need their own room (hmm - will new homes be advertised with these as "upgrades"?)...
- madamelic 10y agoYeah, it is. I am hesitant to buy a couch for this reason. I live in a studio by myself and basically my entire living room is a VR space and it is still pretty small.
- nsxwolf 10y agoI have a 2m x 2m area in the basement I use. I wish I had a little more space but it works well most of the time. The low ceiling is the problem - your brain is so convinced that there is sky or a high ceiling above you that you try to throw something over your head and smash the controller into the ceiling. I have marks on the walls and drywall dust embedded in my controllers. The chaperone boundaries can't do anything to warn you about that and those mistakes happen too quickly anyway.
- sp332 10y agoYou move your upper body a lot. You also move your legs more than you might think, to peek around things, dodge, or line up shots.