More VR Input Mapping: Rewired Unity Input Plugin Adds Support For 3DRudder

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Kevin Carbotte is a contributing writer for Tom's Hardware who primarily covers VR and AR hardware. He has been writing for us for more than four years.

  • Jeff Fx
    >“Navigating in a 3D world with your feet just makes sense.

    Yes it does, in room-scale VR. Pushing a controller with your feet while sitting down is a poor substitute.
    Reply
  • Dunzaus
    I have no interrest in sitting down while I use my headset, regardless of that addon.
    Reply
  • kcarbotte
    17990350 said:
    >“Navigating in a 3D world with your feet just makes sense.

    Yes it does, in room-scale VR. Pushing a controller with your feet while sitting down is a poor substitute.

    It's much better than using a thumbstick, which is the current locomotion solution for a lot of games.
    Reply
  • Jeff Fx
    17990394 said:
    17990350 said:
    >“Navigating in a 3D world with your feet just makes sense.

    Yes it does, in room-scale VR. Pushing a controller with your feet while sitting down is a poor substitute.

    It's much better than using a thumbstick, which is the current locomotion solution for a lot of games.

    I think you're right, but I find it hard to get motivated to play a sitting-down VR game, even though I have a nice force-feedback wheel and Project Cars. It's just a lot more fun to run and jump around my VR room in games like Space Pirate Trainer and Holoball than to sit and game. This allows me to game when I'd normally be exercising on my bike, and with room-scale there's never any VR sickness. For sit down gaming, I'll stick with a 1080p projector and 9' screen.

    I was really looking forward to sit-down VR with the Oculus Rift from the moment I heard about the Kickstarter, but that was because I didn't even realize room-scale was possible until HTC announced the Vive.
    Reply