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> There are definitely "shadow spaces" in even an ideal Vive setup where you're body could be occluding one base station and your hand holding the controller co
by Ajedi32 9y ago
> There are definitely "shadow spaces" in even an ideal Vive setup where you're body could be occluding one base station and your hand holding the controller could be occluding the other.
Huh, I've never really experienced that. Or if I have, it doesn't happen frequently enough for me to notice. It does happen in some spaces outside my play area, beyond the guardian system, but inside it tracking is near perfect. I have a Rift, not a Vive though, so maybe this is an issue specific to the Vive? My Rift uses 3 sensors, not 2, so perhaps the occlusion issue is lessened by that. Or perhaps your Lighthouses are just positioned a bit strangely?
> I think gun-games are quite far from the best uses of VR. I am sure a certain class of gamers will like it, but I don't think that class intersects well with current, 2D-display FPS gamers
Agreed. There are other games which would suffer from this type of occlusion issue though. Echo Arena, for example, often requires you to grab onto a surface with one hand while turning your head in a completely different direction to look at your surroundings. Any game that requires you to interact with something not in your field of view would have this problem.
For non-game applications like Tilt Brush, Google Blocks, or Google Earth though I can see this headset working just fine. Casual games which involve primarily working with your hands might also work well. (Job Simulator, Rick and Morty VR, etc. Not Fantastic Contraption though; that one requires you to reach behind your head to grab new parts, if I recall correctly.)