3 ms·
You’re absolutely right. To me this is an argument that we need much more standardization and fine-grained details about “comfort level”, and control options.
by alanbernstein 4y ago
You’re absolutely right. To me this is an argument that we need much more standardization and fine-grained details about “comfort level”, and control options.
Many games seem to implement motion and interaction controls internally, which is great for experimentation. But for many games, that isn’t the main point. In those, the user could instead select one of their own personal control schemes. Maybe some of those control schemes could even be extensible, for games that want a familiar UI, but also want to experiment a bit.
- chaostheory 4y agoEveryone is right. The author still has a point though. However, I don’t see it being fixed until VR hits a tipping point with user numbers, and I don’t see that happening until Apple’s headset is successful (which probably won’t be the 1st version due to its high cost). Meta has an amazing product, but the brand is still tarnished for now which is why so many people actively avoid it. There’s just not enough money in the market to make anyone inclined to solve an edge problem sooner than needed. It will remain an edge case until more of the elderly generation start using VR more often