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Joined 11 months ago
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Cake day: June 5th, 2024

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  • How do you actually make this work without making a separate game that just uses the same maps and weapons? Even then things won’t be designed in a way that you’d like, and a lot of what makes the experience good would be lost.

    You basically have to make a second game based on the VR game. This is why nobody really does that.

    2D games translate to VR either by providing virtual controls like in space, flight, and driving sims. Or they haphazardly stick cardboard cutout models that float through everything like in skyrim/fallout 4 VR.

    Well made VR games with proper physics, like Boneworks, HL:Alyx, or Blade and Sorcery require an amount of input that you can’t get outside of VR.

    To get the same amount of control you get in a well made vr game from KB+M you’d basically be playing QWOP.

    There’s no way to get an equivalent of:

    • 3 3D Positional+Rotational inputs
    • capacitive finger tracking
    • face buttons w/ capacitive thumb tracking
    • analog sticks

    On a standard gamepad or kb+m. That’s before we talk about full-body tracking. If you make a game that really takes advantage of all of that, there’s no way to make it translate well.