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I have now tried Virtual Reality and it is amazing
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SNAAKE:
what about the one for ps4?

$500 sounds alright if it...works. do I get to be in games lol?
pbj:
Lack of tactile feedback is going to kill these things.  Anyone else remember how much sword fighting and punching with the Wii controllers sucked?

And speaking of sucking, if I'm paying $500 for a gimmick device for a PS4, I want a semi-convincing hummer from Lara Croft.  A fleshlight with a Dualshock 4 duct taped to it does not count.



shponglefan:

--- Quote from: pbj on May 10, 2016, 12:13:57 pm ---Lack of tactile feedback is going to kill these things.  Anyone else remember how much sword fighting and punching with the Wii controllers sucked?
--- End quote ---

Can't speak for other controllers, but the Vive controllers do have haptic feedback.  That coupled with seeing in-game what you are meant to be holding (i.e. gun, flashlight, knife, whatever), makes it a whole different experience than waving around a Wii remote.
Ginsu Victim:
While I have somewhat enjoyed VR using my headset and Galaxy S5, I have yet to have a proper VR experience.

We're still not where I'd like to be with it....

Howard_Casto:

--- Quote from: pbj on May 10, 2016, 12:13:57 pm ---Lack of tactile feedback is going to kill these things.  Anyone else remember how much sword fighting and punching with the Wii controllers sucked?

And speaking of sucking, if I'm paying $500 for a gimmick device for a PS4, I want a semi-convincing hummer from Lara Croft.  A fleshlight with a Dualshock 4 duct taped to it does not count.

--- End quote ---

I hate to defend a doa gimmick like high end vr, but sword fighting on the wii was amazing.  Felt great with near 1:1 experiences like Skyward Sword and wii sports resort and was even kind of fun on "waggle to hit" games like twilight princess and no more heroes.  Punching sucked but that's because the sensors weren't designed to detect that type of movement accurately.  They did have a bit of haptic feedback as well... at least the wii motion plus games.

I totally agree with you that it didn't give enough feedback for use with a vr headset though.  For that to work there would have to be some way to physically stop your hand, which, short of st:tng's holodeck, just isn't possible. 
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