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VR Had A Great Year, But It Feels Like A Swansong

2024 was the year VR has been striving for, but multiple conditions are hindering the chances of it happening again anytime soon.

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It's been hard to keep up with VR games in 2024, and that's a good thing. The Batman Arkham series got a great new entry, Batman: Arkham Shadow, exclusively on Meta Quest 3. Metro Awakening introduced itself as a VR rendition that acts as a prequel to the Metro series, while Skydance's Behemoth is betting on dark fantasy, building upon the ideas of the underrated The Walking Dead: Saints & Sinners games. The psychedelic Thumper got a spiritual successor with Thrasher, and there's even been a quality remake of an old VR game, Arizona Sunshine, after a sequel in 2023.

From the outside, VR seems to be going through a pivotal period. If you look at 2023, the space was already gearing up for this momentum with Asgard's Wrath 2, Assassin's Creed Nexus, and the VR version of the Resident Evil 4 remake releasing in the latter half of the year. But these are all big bets considering that the space remains a niche market; motion sickness continues to be one of multiple issues. Though some games have been better at offering more accessibility options, the platform is far from suitable for disabled players.

While game releases have been a highlight, the same can't be said for the companies behind them and the headsets themselves. Sony reportedly paused production for the PSVR 2 in March to clear a surplus backlog of units, and PlayStation London Studio (which was behind the likes of Blood & Truth and PlayStation VR Worlds) was shut down in May. Meanwhile, Meta laid off workers within the Reality Labs division; shut down multiple games since last year, as well as the studio behind Echo VR, which the company acquired four years ago; canceled plans for an Apple Vision Pro competitor; closed down the augmented reality studio Spark; and put the VR version of Grand Theft Auto: San Andreas on hold indefinitely.

It's unclear how long Meta will continue to fund VR game development, which could be a meaningful hit to the industry, given its publishing branch was responsible for games like Among Us VR, Rock Band VR, and Batman: Arkham Shadow. With Sony reportedly cutting back on investment in VR development, with only two first-party titles in the pipeline, it's uncertain whether or not a release calendar like 2024's will happen again, or if we're witnessing a swansong in disguise.

Aces of Thunder, Hitman: World of Assassination, and Zombie Army VR are only a few games that were delayed to 2025. Throughout 2024, there have been numerous examples of not only delays but generally rough launches. Bulletstorm VR was deemed unplayable until a series of patches improved anything from physics to visuals and enemy AI. Two anticipated horror games, Madison VR and Phasmophobia, were delayed multiple times. For the latter, reviewers have advised avoiding it until the port quality improves--in a similar fashion to the likes of Hitman 3 VR Reloaded.

In an interview with Inverse, developers pointed out some of the issues VR developers face: engine-compatibility issues with games originally built in certain versions of Unity, the use of reprojection to artificially boost frame rates at the cost of image quality (leading to blurry visuals), and demanding VRC processes (a virtual reality checklist of technical requirements that each game must pass during certification). Even QA testing is more taxing than usual. In interviews with Game Informer, testers mentioned the process is physically demanding, while it can take a while to get used to testing in VR, especially for longer periods of time, with one former developer saying he'd often feel "detached from reality" for the first two weeks at the job.

Looking ahead, some studios continue to show active investment in the space. In an interview with Game Informer about the VR rendition of the Resident Evil 4 remake, producer Masato Kumazawa said that one of the reasons for releasing VR versions of Village and RE4R for free is to help expand the VR market.

"VR also matches with the Resident Evil franchise really well," director Keisuke Yamakawa said. "I would like VR to get much more popular with the public. Since headsets can still be quite expensive and heavy, I would love for the kits to continue getting lighter and more affordable to make it more [approachable] to the general audience.”

Headsets are indeed getting lighter, but the cost of entry is still high. The Meta Quest 3 256 GB model costs $499, in contrast to the PSVR 2 at $549 and the Pico 4 Ultra at €600 (around $630). Out of the three, the PSVR 2 isn't wireless, and it originally required a PlayStation 5. Sony launched a PC adapter back in August priced at $59. If you have a decent PC that can run VR games, the catalog is greatly increased, and so is the longevity of the headset as a result. Speaking of which, there are a number of PC-specific headsets out there, such as the Valve Index ($999) and the Vive series (starting at the $600 to $700 price range). But the aforementioned headsets are by far the ones driving the mainstream interest at the moment. (The Apple Vision Pro, starting at $3,499, is undoubtedly not targeted at the average consumer, so I'm not counting it here.)

There's also market fluctuation to consider. Meta Quest 2 and Quest Pro are ceasing sales by the end of 2024. So is the Meta Quest 3 128 GB model, which has already been selling out online. The company hopes to replace these gaps with the Meta Quest 3S, released in October at the price of $299. However, this model has some hardware compromises, such as using the Quest 2's per-eye single-display setup, as opposed to the Quest 3's dual-display setup, resulting in a lower resolution and bulkier lenses.

In terms of games, the occasional oddities, such as Triangle Strategy presenting its campaign as floating dioramas in mixed reality, continue to surprise. Smaller studios deserve attention, too--The Exit 8, Sushi Ben, and Umurangi Generation VR all stood out in 2024. Genres like rhythm games continue to thrive, with more studios betting on adaptations, like Metal: Hellsinger VR and Spin Rhythm this year, and existing games receiving ongoing updates.

Beat Saber continues to get both free and paid songs, and Synth Riders has a mixed-reality mode on Quest 3. But it's hard to look at the landscape to find that many of the games that fiddled with genre novelties couldn't withstand the passage of time. Rock Band VR, Audica, and Dance Central, all Harmonix joints, haven't had official support for years. Sure, Just Dance VR was released back in October, but new games feel more like fleeting replacements rather than new entries in emerging subgenres.

With 2025 around the corner, the future is uncertain. Meta seems more invested in the so-called metaverse aspect of the headset, pushing an ecosystem that's more suitable for meetings and networking, with avatars for jumping on "got a minute?" calls or built-in calendar apps that can be synced with Google and Outlook, or using your headset during flights or train rides, rather than video-game experiences.

Community efforts like Flat2VR continue to innovate by adding VR support to a plethora of games. The modding team started with highlights like the Half-Life 2: VR mod, and has since formed a studio working on licensed adaptations in an official capacity, such as Trombone Champ: Unflattened. The modding scene, particularly on PC, continues to be a standout. You can now play Halo: Combat Evolved in VR with full motion controls, while other people have been working tirelessly to achieve the opposite, such as a flat version of Half-Life: Alyx.

VR might still have a niche audience, but the interest in its future isn't fading. Games like Gorilla Tag have amassed over 12 million lifetime players and maintain a million daily active users, with the game's interest being spearheaded by Gen Alpha kids. We can only hope that future development focuses more on video games, for both adult and younger demographics, rather than digitizing even more daily-life aspects, especially with work as the focus. As the PSVR 2 and Meta Quest 3 get closer to two years in their life cycles, I hope more studios can look back at 2024 as a bar to surpass instead of a ceiling that will forever be out of reach.

More Best Of 2024:

Diego Nicolás Argüello on Google+

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illegal_peanut

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It's not very hard to see why VR isn't doing too well even when it does do well.

One, it's a headset that costs as much as a whole console just to play video games.

Two, its game library is STILL TO THIS DAY mostly filled up with experimental-type video games. There are more dumb fun games where you pick up and throw a bunch of stuff and that's it.

Three, it gives you very bad motion sickness to the point where you just cannot play the game at all. Making the overall investment completely not worth it.

Four, and how the industry has been going they're not really bringing any video games that people want. Which is epic AAA quality games but VR. But sadly, the industry is so cooked right now with all these dumb live service games, microtransactions, season passes, force multiplayer/online, and utterly bland open worlds. That it makes you sit there and think, “Do we even want AAA quality in our VR games”.

I mean it's rough man. VR needs 7th Gen and 6th Gen Type games to really pick it up. But everything that's been put on it so far just seems like those Garry's mod-esque Steam games that you buy for $10 to play on early access.

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StickEmUp

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VR isn’t going anywhere. Every year, the death of it is greatly exaggerated. There is a lot of interest. Everyone doing VR is just doing a poor job at getting interested people to buy in. The biggest barrier to its success is price. After that, it’s the games. More AAA games need to be made for it. Next, those games need to be marketed to a bigger audience. They can’t just be advertised on gaming websites, or shadow dropped without much, or any, build-up. They need commercials on network television. They need ads on Netflix. Eventually, I fully believe that Sony, Meta and devs will start doing a better job at all of those things, and VR will really take off. They’re already working on getting bigger and better games made. Now those games need to really be shown off, and the price of hardware needs to come down.

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GirlUSoCrazy

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I'm still having fun with it. Maybe it isn't a mainstream thing yet but that's ok, there is still a dedicated community enjoying it and producing content.

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777

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I think VR is going the way of 3D televisions. Incredibly popular for about 2/3years and then just phased out.

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S9Fx55Fe77LAM

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December 28, 2024 - (I always date my comments, so that they well be taken in the proper context). In the early days of contact lenses, new wearers were told that initially you would see a "halo" around the lenses. However, the brain can adopt to that kind of thing, and eventually the "halo" did disappear. I would like to think that as time goes on, the VR producers, perhaps with the assistance of game developers. Will find a way to teach the brain to adjust to VR usage. On the other hand, as pointed out by commenters here, it may remain the interest of a small percentage of the population.

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CliveGSD

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I loved VR gaming at the start, being an older gamer (66) it was fun to find something new. But then games started coming out that went back to the 'kill someone in as realistic or gory way as possible" and I lost interest.

I've not used my headset for about a year now and I'm not sure if I will again, which is a shame as there were some interesting non-killing games around in the VR world

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lonewolf1044

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I agree the technology for VR is more advanced now, but it still has work to do. I was excited the first time i used VR machine but it did not last long as I looked at the hoops I had to go through with Steam as I have plenty of VR games there and the VR store in Meta not so much first-class VR games, but it appears that is changing. I also wondering the effects on one eye as I did not stay on it for long period of time because of that issue. But for the first time it was breathtaking as it was like a whole new world.

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crashchaos

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Edited By crashchaos

2024 was such a great year for VR that it convinced me to buy my first VR headset (Meta Quest 3). There were just so many great games out for VR (Batman: Arkham Shadow was the killer app for me) that I *had* to get one. I don't regret it one bit! VR is amazing. As for motion sickness, you can get over motion sickness by getting your "VR legs." What I mean by that is when you first start out VR, don't start with the intense games first (where you have to run and gun). Start out with social media hubs like Meta Horizon Worlds where you can walk around and do things at your leisure (and maybe make some new friends along the way). After a while your mind will get used to VR and you won't feel motion sickness. You have to train your mind for VR.

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VengfulOne

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@crashchaos: Skyrim on PSVR1 is what really broke me in years ago. The graphics were rough(ps3 game) and not easy on the eyes but to be able to play such an amazing game again in VR, I had to power through it. I probably played 3-4 hours the first day and felt pretty sick after(and during lol). Ever since then though, it's been smooth sailing for me. I basically ripped the band-aid off, so to speak,

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crashchaos

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@VengfulOne said:

@crashchaos: Skyrim on PSVR1 is what really broke me in years ago. The graphics were rough(ps3 game) and not easy on the eyes but to be able to play such an amazing game again in VR, I had to power through it. I probably played 3-4 hours the first day and felt pretty sick after(and during lol). Ever since then though, it's been smooth sailing for me. I basically ripped the band-aid off, so to speak,

Lol how long did it take you to get over motion sickness?

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VengfulOne

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@crashchaos: That was pretty much it. The first time I played Skyrim for way too long. I can still get headaches if I play too long but if I could survive 40 hours of Skyrim, I can survive anything.

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crashchaos

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@VengfulOne: Damn, lucky! It took me months lol.

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dm0883

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"The Meta Quest 3 256 GB model costs $499"

There is no 256GB version of the Quest 3. The 512GB model costs $500.

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scatterbrain007

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It's going to continue to be a niche product until someone develops a wireless, light, affordable standalone headset, with at least the abilities of a high end PC and the power of an RTX 4090 behind it. We're just not there yet. For me, an enthusiast, I'm totally happy. Being able to play games like the classic 90's FPS's from the past has been a blast and a dream come true! That along with the likes of Saints and Sinners, Ghosts of Tabor, and Contractors ExfilZone are the types of gaming experiences I've been waiting for since the first time I've ever even heard of virtual reality. I'm not the target audience though, and they'll need to hook the mainstream, casual gamer.

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davidb50100

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VR is a mixed bag. Mostly, it is motion sickness and comfort that are the limitations. I play a lot of VR. I am either loving it for hours or feeling sick after only a few minutes. I play iRacing and MS Flight Simulator without issues. Ever. I would never go back to 2D for those games. I never, ever feel sick or tired. However, the minute I play a game where I walk or run I wanna throw up and have a headache to boot. You would think the flying or driving game would be worse, but that is not the case. They are 100% fine and are friggin awesome experiences. I believe it is mostly because we are conditioned to the movement of cars and planes and generally don't feel the speed inside the cockpit. I also have no issue with the headset's comfort because wearing a helmet in a real race car is natural.

I don't think VR will ever solve the motion sickness issue with walking and running until an omnidirectional treadmill is included.. but who the heck wants to walk when playing a game? That sounds like a lot of work ;). VR will always be a niche for certain types of games.

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S9Fx55Fe77LAM

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@davidb50100: "Forever" is a long time😉 I really enjoyed reading your comments. Your experience with VR is interesting. I do think however, with the rapid advances in Tech. I would imagine that the issues people have with VR, will be successfully addressed at some point. Stay well.😊

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Ohaidere

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VR is the biggest leap in player interface since adding the Y axis in 3d games.

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BillyNomates

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A VR is dying article, must be end of the year again.

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lonewolf1044

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@billynomates: VRs are better today than what was offered in 96 but some are not into it because of the hoops that one may go thorough when connecting an external source for VR games like Steam and the requirement of specs for each game and machine.

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oldtaku

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I think this is about the... seventh time around for VR? But it never will be anything but a tiny niche till the hardware's there (high fps high res in each eye, wirelessly, comfortable, not bound to f*&!ing Facebook), which is probably another 5 years. We've said this every time the fad comes around and every time 'No, You Poopyheads, This Time For Sure!' But it never is. There is eventual hope on the hardware side though.

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lonewolf1044

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@oldtaku: Like others I feel it will always be in niche.

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oldtaku

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@lonewolf1044: Fair enough (and I'm not going to argue against that!), I just think what I said is the bare minimum for it to not be a niche, and it's not there yet.

And hey, if there was a $200 device that did the above I might even buy a new one to replace the HTC Vive I barely use because it's too annoying.

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lonewolf1044

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@oldtaku: I have the Quest 2 256 Gb and was in awe when I first turned it on. But lost interest or the novelty wore off as the hoops I had to jump through to connect to Steam and the Meta store had few apps that I was interested in compared to the many on Steam that I ready wanted to play, I put my VR in the closet. I agree with you if they can just nail down the wireless part so I can connect to Steam wirelessly.

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GirlUSoCrazy

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@lonewolf1044: Connecting to Steam is simple now. Valve made an official app, you just have to run it and connect to Steam. It works very well.

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Edited By uninspiredcup

"Looking ahead, some studios continue to show active investment in the space. In an interview withGame Informerabout the VR rendition of the Resident Evil 4 remake, producer Masato Kumazawa said that one of the reasons for releasing VR versions of Village and RE4R for free is to help expand the VR market."

The problem with that take, is, like Meta, they are solely focused on limiting it to their own headsets only. Their own fiefdoms essentially carved up on an already limited selection at a high price uptake with high requirements for the user end.

This imo, has hurt VR profoundly. Valve had the correct attitude with Alyx, using their big hitter to put it on as many headsets as possible.

The others have had a short term, cut your own nose off, attitude where it's about trying to force early adaptors through enforced limitation.

-

If had a criticism about the article it seems to have completely ignored the modding scene. Stuff like Halflife 2 VR (edit my dumb didn't read to the end)

Think modding will keep it going and will have a community regardless of what happens.

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Kore_Soteira

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I swear that HL Alex single-handedly killed the VR games market. It set the bar too high.

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uninspiredcup

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@kore_soteira: It also released on as many platforms as possible.

Meta and Sony have no interest in doing this.

I own a Rift S, which could theoretically perfectly play Meta games no problem, but even that is locked out.

If it wasn't for external software it would be a useless brick, which is exactly what they want.

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YumeriaYumi

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With the new release of the Omni one and it's popularity, I don't see a "swan song". It is a very narrow market, but if they keep moving towards Ready Player One style it will be a big hit. We will see sooner or later one way or the other.

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Boodger

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VR is an incredible experience, still my favorite way to play games. It was transcendent.

Unfortunately, there are too many exclusives out there and it is cannibalizing the market. Almost every game should be multiplatform, as VR is still in its infancy. No one wants to spend 600 dollars on a headset and only get 1/4 of the available games on the market. It would be a different story VR was accessible to the masses like consoles are, but it isn't there yet, and never will be if it isnt given the opportunity to bloom.

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mogan

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mogan  Moderator

VR reminds me of Star Citizen. It's still there, plugging along, maintaining its niche, and maybe someday it'll be a big deal, but right now it's still pretty far removed from the mainstream and the cost of getting a good setup is way too high.

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oldtaku

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Edited By oldtaku

@mogan: VR is not a complete scam like StarCit, though. It desperately and legitimately wants to be Real. But it will never be until you can get 4K each eye, wirelessly, 60 fps, for maybe $200. And without f%*$ing Facebook owning your face and spying on everything you do and everywhere you are.

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S9Fx55Fe77LAM

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Edited By S9Fx55Fe77LAM

@oldtaku: 😂😂👍👍 Well said!!! Stay well.😉

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amaneuvering

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@mogan said:

VR reminds me of Star Citizen. It's still there, plugging along, maintaining its niche, and maybe someday it'll be a big deal, but right now it's still pretty far removed from the mainstream and the cost of getting a good setup is way too high.

Your comment suggests to me you've either not tried VR at all or just used some rubbish device with a terrible setup or something. Because even a Quest 3 can provide an amazing experience in VR. Try games like RE4 VR, Behemoth, Batman: Arkham Shadow, and Metro: Awakening, which all play from directly within the the headset, and tell me they aren't great experiences that are available in VR right now. And that's genuine standalone VR with full controller too that you can take and play anywhere, with no other equipment needed for as little as £289. Trust me, VR will only get better and better, but there's genuinely great experiences to be had in VR right now--amazing paradigm shifting stuff that you simply cannot experience on some flat screen PC setup or a Switch or whatever.

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nintendians

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vr is going to get better if i could turn and walking/run in that virtual world, not standing there and point where i want to go.

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StickEmUp

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@nintendians: Huh? You can already turn and walk around without pointing to where you want to go. In fact, you can even physically walk around your room, in order to walk in a lot of games now, if you want. It tells me you don’t actually play VR. That, or you haven’t gone into the settings to change how you move. Most games give you the option of either teleporting around, or letting you use the sticks to walk around smoothly. It’s all in the settings.

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nintendians

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Edited By nintendians

@stickemup: that limited, there's 360 degree like treadmills that would hold you in place and you turn and move without actually limited by the barriers you set.

if i wanted to use the sticks for movements and turning, i would have play on a normal gamepad controller on a pc/console to a display, while staying still.

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