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The haptic feedback on some VR controllers (think Iphone 7 home button or switch joycons) is surprisingly good at imitating resistance or passing through someth
by kipchak 7y ago
The haptic feedback on some VR controllers (think Iphone 7 home button or switch joycons) is surprisingly good at imitating resistance or passing through something. Games with dedicated peripherals (racing wheels, flight/mech sticks) work really well too.
- skizm 7y agoHaptic feedback might have been the wrong phrase. I meant that there is a lack of literally anything physical to interact with despite your eyes constantly telling you otherwise. You can’t rest your arm on a table, put your hand on a wall, lock swords with an enemy, etc. You have to constantly remind yourself that what you see isn’t real so that you can stop your hand from swinging wildly in real life while your in game hand just locks in place.
- cybwraith 7y agoThis would actually be pretty solvable in a well-done VR arcade, but I agree that in-home true haptics are a big barrier for certain game genres and interaction types. Any direct-contact/resistance based interaction is going to feel weird and need some form of workaround that can hurt immersion. However anything with indirect interaction is generally very good (shooting arrows/guns, throwing/catching objects, etc)
- kipchak 7y agoThe Void experiences do a pretty good job of this, with a mix of physical props/effects like switches and heat fans and hand and body tracking. Another fun one is the skyscraper plank at VR Zone Shinjuku, complete with wobbling and a prop cat. VR Star Park is worth a look too. https://www.youtube.com/watch?v=cML814JD09g https://www.youtube.com/watch?v=cML814JD09g
- kipchak 7y agoDesigning around it is possible in some cases too. In Gorn your weapons are floppy so it makes sense when they bend when hitting an enemy, and in Superhot VR you punch through or shatter enemies when hitting them giving more of a sense of being really powerful than hitting air.