More VR Input Mapping: Rewired Unity Input Plugin Adds Support For 3DRudder

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>“Navigating in a 3D world with your feet just makes sense.

Yes it does, in room-scale VR. Pushing a controller with your feet while sitting down is a poor substitute.
 


It's much better than using a thumbstick, which is the current locomotion solution for a lot of games.
 


I think you're right, but I find it hard to get motivated to play a sitting-down VR game, even though I have a nice force-feedback wheel and Project Cars. It's just a lot more fun to run and jump around my VR room in games like Space Pirate Trainer and Holoball than to sit and game. This allows me to game when I'd normally be exercising on my bike, and with room-scale there's never any VR sickness. For sit down gaming, I'll stick with a 1080p projector and 9' screen.

I was really looking forward to sit-down VR with the Oculus Rift from the moment I heard about the Kickstarter, but that was because I didn't even realize room-scale was possible until HTC announced the Vive.
 
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