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The whole point of this game is to do it in VR. With what the devs are doing with the game, there is absolutely no way a non-room-scale VR client would work well.
This game was designed from the gound up for VR.
Dual wielding guns with fully independent aim for each gun coupled with independent head movement and body locomotion. All at the same time. Good luck trying to do that with a mouse/keyboard.
Not really. Granted, there are a lot more keys on a keyboard so with that alone you can map more individual button actions.
With VR however, you have two motion controllers each with three full axes of movement plus rotation. Ditto with the headset. Whereas a mouse has only two degrees of movement (X/Y) and no rotation tracking.
Thus it's possible to create movement schemes for VR that cannot be adequately replicated with a mouse/keyboard setup. Just independent movement of dual wield weapons is a prime example.
You can play many kb/controller-based games using pre-determined movements and animations. VR games have no such thing for the players. It's all real-time tracking and rendering, which wouldn't be possible to mimic with acceptible quality on any other setup.
Besides, why would you even want to play this game in non-VR? There are plenty of other games that do the same thing. Full VR integration is the reason for this game.
There's moments of this game that are completely breathtaking, like dodging a giant laser from a 20 foot robot... laser missing your face by literally half an inch, as you dodge at the last possible second.
Or a room of lasers trying to cut you up (see Resident Evil original movie for reference).
I just realized I'm mentioning lasers way too much... :P
https://media.giphy.com/media/12Z3rSAI4dNRmg/giphy.gif
Was your bus a bit shorter than the others?
Disney recently uploaded a project video of them using a htc vive look-alike headset with some motion tracking; the wearer saw nothing but a black room and a ball, while another person held an actual ball and would throw it. The headset though, would track and give a nearly perfect landing zone of the balls trajectory within under a second of the ball being thrown.
While that is neat though, for gaming perhaps not so neat. Im sure thatll have a purpose though. BUT for gaming, we already have so many different benefits. Examples include, much more common interaction... theres nothing better then shooting some people up in VR and high-fiving your teammates, or just waving at an enemy from behind cover to taunt them. We also as gamers, get the benefit of physical movement in VR (which is honestly something my fatass needs... and im sure that also affects a fair chunk of the gaming community). Plus, its something everyone complains about... "My game doesnt feel IMMERSIVE, it doesnt look IMMERSIVE, its just not IMMERSIVE, i dont like it", so now we have VR and you litterally cant get any more immersive then that.
If you dont like VR and dont want it, thats fine and dandy. But VR is going places. Not like the VirtualBoy... this time around, we have the technology and the desire to move forward with it, and this time we will succeed.
PSVR has sold 2.5 million units. Vive around 700k and Rift around 500k. These are dwarfed by Google Cardboards 88 million units.
While mainstream media may cry the death of VR, they also said the same thing about PC gaming for 3 decades and look where we are today.
You may not see a future in VR but the future is here, with or without you.
With VR you get to be inside the game. That alone makes it gaming's future.