Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
However, a little extra realism wouldn't hurt for the final product, so long as it's clearly explained within said tutorial/shooting range. Heck, a shooting range that doesn't force you to restart the training map just to switch weapons would already do wonders!
It certainly wouldn't be easy to simulate at all without physically modifying the spring tension on the controllers themselves, but I did note that the Vive has those GameCube/Steam Controller-style tac switch button clicks at the very end of their trigger travel. One could use that for the full-auto stage due to the extra tactile effort required.
Oculus Touch doesn't have that, but it could be simulated via the final 90-95% of the analog trigger axis range. It lacks in tactility, but is just as functional.