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Re:Half-Life: Alyx by jonas21 on Thursday November 21, 2019 @02:44PM (#21598635)
Those are all engineering and logistical challenges, and there's no reason to believe that they won't be overcome eventually.

A gimmick is something that, even in its best form, is not compelling in the long run. VR sounds like the opposite - it's not compelling to that many people yet because it has known issues, but fix those issues, and it would be.

Re:Half-Life: Alyx by s9w on Thursday November 21, 2019 @02:48PM (#21598680)
That's a lot of challenges.

And even if all that happens: VR takes away a lot by restricting movement to a ridiculous level. And it only adds stuff that is fun for about three times and already looks lame after watching the trailer a second time. You might be right, but I can't see this go anywhere.

Re:Half-Life: Alyx by skizm on Thursday November 21, 2019 @03:14PM (#21599013)
The real challenge is no haptic feedback, which I don't think there is any real way to overcome. The better the visuals get the more your brain rebels at not being able to touch anything or feel motion when moving.
Re:Half-Life: Alyx by outworlder on Thursday November 21, 2019 @03:29PM (#21599210)
> your brain rebels at not being able to touch anything

As long as the game has you using 'tools', then it's fine. The moment it wants you to use actual hands, then it becomes a problem. Haptic feedback would help immensely, but there's no real way to overcome not feeling resistance if you are, for instance, pushing an object.

> or feel motion when moving.

True. This is why people get motion sickness.

Re:Half-Life: Alyx by ofrzeta on Thursday November 21, 2019 @04:16PM (#21599705)
Yeah, I have a hard time imagining doing all this stuff in the game without haptic feedback, like loading the gun etc.