Yes, but this specific VR feature only works with Facebook’s oculus ecosystem. Did you just happen to completely ignore the article we’re commenting on?
I would find it shameful if Mozilla added the ftp feature back into Firefox, but only on Windows.
Targeting a proprietary platform first, especially one owned by Facebook, is shameful for a FLOSS project. Worse than documentation on discord.
As a Godot developer I hope they do better next time, even if it might not be a tool I personally plan on using.
The point wasn’t the analog sticks on their own, it was being able to coordinate all of them, or an equivalent, in unison.
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:
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.
first big vrmmo
Don’t you mean Orbus VR.
VRChat has done this for years hasn’t it?