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Re:Google and LG creates VR AMOLED 120 Hz at 5500 x 3000 by krapp on Thursday March 15, 2018 @01:28PM (#16594821)
One problem rarely mentioned regarding VR is input. Jim Sterling mentioned this in a recent Jimquisition[0] video, and I think it's a valid criticism - the complexity required of modern games can't often be replicated with VR as well as it can with a controller and/or keyboard, certainly not improved upon. Motion controls are often not precise enough - players can do more with buttons sitting down than they can waving their limbs around.

[0]https://youtu.be/7_h6GYI8ddA?t=6m56s

Re:Google and LG creates VR AMOLED 120 Hz at 5500 x 3000 by ddingus on Thursday March 15, 2018 @01:32PM (#16594847)
A similar thing was said about keyboard and mouse compared to dual analog.

And those things were true.

Games and people adapted.

Personally, I feel something work that can pick up nerve impulses as well as deliver modest feedback, tactile and or electrical will close much of this gap.

New input paradigms will advance too, just as they currently are for touch.

Touch today is getting good. The finger in the way problem is being chipped away.

Re:Google and LG creates VR AMOLED 120 Hz at 5500 x 3000 by krapp on Thursday March 15, 2018 @07:53PM (#16597529)
Even if touch and motion controls improve, what evidence is there that they present a better paradigm for interaction than a keyboard or controller?
Re:Google and LG creates VR AMOLED 120 Hz at 5500 x 3000 by ddingus on Thursday March 15, 2018 @11:05PM (#16598270)
None. The question really is when does input get transparent enough to not be a bother. Whether it beats other forms and technologies is a different question. One that doesn't necessarily require an answer.