Flat games feel quite immersive already. And others can easily be nearby and watch.
Flat games feel quite immersive already. And others can easily be nearby and watch.
Walking around with 1:1 between VR and real space is indeed pretty cool, but I wouldn't want to do it full time in all games.
It's honestly not an issue and the early Valve thinking of that only room scale locomotion is acceptable is silly for anyone who's spent more than an hour in VR.
Commenting is fundamentally broken.
In real life, many tasks like flying the landing pattern or joining a busy area of lift require constantly scanning both the instrument panel and outside the plane, at various angles.
If you use a standard monitor, you’re teaching your hands to push buttons that switch the direction of view. If you use VR, you teach yourself to look around with your head.
If you are flying for the purpose of training yourself to fly in real life, or practising skills you’ll use in a real aircraft, the latter is -referanke, all other things being equal.
Based on the letters, I think "-referanke" is a typo for "preferable." Out of curiosity, do you type the 'b' key with your right hand?
It was also weird not being able to see the my throttle and yoke and all the different buttons I needed to use. I didn't have enough hours on the setup to have it all be via muscle memory yet so I needed to be able to look at my cheat sheet sometimes.
Serious simmers will usually havr a high end HOTAS and instrument panel set up too, which will reflect commonalities of real aircraft and be muscle memory.
https://varjo.com/company-news/varjo-and-vrm-switzerland-mak...
Don't discount teleportation based locomotion, either. You don't need to walk everywhere, and moving between rooms by fade-out works pretty well.