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Re:VR by superplussed on Friday January 13, 2017 @03:12PM (#13394295)
Please consider moon physics! I haven't heard anyone talk about this but I've thought this was the answer to locomotion in VR. It strikes a balance between realistic movement and not being too tiring, and moon jumping would be hella fun, especially in a FPS.
Re:VR by timdeneau on Friday January 13, 2017 @04:30PM (#13394866)
We’re mostly intrigued with 1:1 locomotion and agility in competitive multiplayer. For instance players who can run a marathon, or throw a baseball, will have a distinct competitive advantage over players who cannot. But, in theory, if you played enough it would supplement physical training.

But moon jumping would be a fun game concept :)

Re:VR by hackuser on Friday January 13, 2017 @05:23PM (#13395303)
> We’re mostly intrigued with 1:1 locomotion and agility

That doesn't sound appealing in many cases. As a game critic once wrote about the limits of realism: I am not a ninja.

Re:VR by ehsanu1 on Friday January 13, 2017 @06:02PM (#13395574)
For the casual gamer it may not be interesting, though that depends on the learning curve - eg regular sports can be pretty challenging and physically exhausting, yet people play them casually.

But in particular competitive gaming and esports would get a lot more interesting this way.

Re:VR by ehsanu1 on Friday January 13, 2017 @03:28PM (#13394416)
Ever played instagib with a low gravity mod in a regular FPS? It can be fun, but the gameplay becomes pretty limited, and I imagine the moon physics being similar in a VR FPS. Maybe projectile weapons only would make it work better, or the fact that hitscan is a lot harder in an HMD than with a monitor.
Re:VR by superplussed on Friday January 13, 2017 @04:17PM (#13394781)
I always thought that the mitigating factor here would be that you don't have to take big loping leaps, you can also accomplish a fairly earth-like gait, just with fewer steps.

I could also see another way of using it that is similar to the teleport mechanic where you clear an area, make a big jump, and when you land you clear that next area before taking another jump. But it would be an interesting thing, almost like a angry birds pulling the slingshot back thing, where the accuracy of the jump is also put to the test.

Re:VR by paulryanrogers on Friday January 13, 2017 @06:27PM (#13395709)
> can be fun, but the gameplay becomes pretty limited

If I recall correctly, low gravity often made me want to avoid jumping due to the lack of air control compared to ground running.

Re:VR by AgentME on Friday January 13, 2017 @11:26PM (#13396867)
Jumping in real life and then going back down and landing while your character is still moving up seems like a really efficient way to get nauseated. 1:1 motion is very immersive and very good for avoiding nausea, so it's not something to give up lightly.
Re:VR by jakobegger on Saturday January 14, 2017 @06:44AM (#13397996)
Yes, that sounds bad. But you could move further while staying in the air for the same time in reality, right? At least for running it should work?