Interesting! The controller actually has haptic feedback! (Backbreaker65 informed me on twitter)
Stage videos confirming it:
https://www.instagram.com/p/BGpbD24sBQQ/
https://www.instagram.com/p/BGpZnAVjwuG/
Any more info on this? I tried to look it up.They had to cancel a massive demo they had planned for E3 due to the tragic Florida shooting. They felt it was too close to the event to bring out a gun shooting VR experience.
Sony made a lot of fans happy this E3. We got a new God of War, Horizon: Zero Dawn still looks gorgeous and Detroit: Become Human looks like a vast improvement over Beyond: Two Souls. There was one game, however, that literally came out of nowhere to impress us: Farpoint. VR is going to be big and Farpoint could be the PS VRs killer app. A full first-person shooter for VR, Farpoint blew us away in ways that other PS4 games couldnt. While the game was not as flashy as other PS4 titles, Farpoints implementation of the Aim Controller had us utterly lost in its world. Farpoint is not just one of the most exciting things to happen to VR, it was also the best PS4 game Sony had to offer.
The gun is a little less complicated to build than a DS4. Farpoint is billed as five hours, as I recall. They'll probably do the gun for $50-$60, and include the game for free.So this game won't be playable with normal move+navigator combo?
This shit is gonna cost over 100 bucks.
My son played it at E3 and loved the sh*t out of it. He said that he put on the PS VR headset and then they told him to grab the gun and that blew his mind, when he saw the gun and reached out and it was here.
Most VR games look grainy and kinda strange. My son said that this game looked as good as the demo monitor. Rigs looked great on monitor and I thought bad in VR. I also played that don't talk game and it also looked bad in VR. My son knows games and he said that this game is the real deal.
They had to cancel a massive demo they had planned for E3 due to the tragic Florida shooting. They felt it was too close to the event to bring out a gun shooting VR experience.
Be patient. This game is going to nuke brains.
So, can someone who knows VR explain to me how this game seems to have built in movement, while so many other FPS games in VR seem to favor the whole teleportation thing? I thought that was to alleviate motion sickness.
Is it the speed of movement or just an issue with the controller having a stick?
HereSo, can someone who knows VR explain to me how this game seems to have built in movement, while so many other FPS games in VR seem to favor the whole teleportation thing? I thought that was to alleviate motion sickness.
Is it the speed of movement or just an issue with the controller having a stick?
There was still one problem, though: first-person shooters werent supposed to work in VR. The fast-twitch reaction times and high rate of speed, everyone thought, was a recipe for inescapable simulator sickness.
http://www.wired.com/2015/06/sony-morpheus/"Without detached aiming, Luisi says, youre stuck with either using your head to aim or moving the whole screen or some sort of cursor in the worldand none of that is intuitive. People have kludged together gun-like peripherals before, and Sonys London Studio has used the Playstation Move controller to allow players to pick up and manipulate objects in virtual space. Impulse Gears solution was a little bit of both: Based on Luisis earlier work with the Sharpshooter, they 3D-printed a prototype combining Playstation Move and navigation controllers and the guts of a PS3 Dualshock 3 controller. The result offered aiming speed and accuracy that fit VR needs perfectly.
Then the Impulse Gear team found some creative ways to overcome the other issues. Setting the demo on an alien planet allowed them to boost player speed to 6 meters/secondmore than three times what people thought could work. The reason is scale. When you put someone in a hallway, Luisi says, they have an understanding of the size of a hallway, ceilings, doorways; if youre moving that fast you feel like youre moving that fast. Keeping the landscape unfamiliar and the distances between objects much greater than they would be in a conventional shooter helps mitigate the effects of your running speed.