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To me this analogy is just plain wrong.
When you turn your head in real life, you're consciously twisting your body without changing your leg position.
In VR the closest equivalent to this is when someone adjusts their thumb to handle the new look rotation / prevent their legs from "twisting".
This is the same as regular desktop and console games, where you can turn but still walk "forward" in the direction you were before by changing your movement thumb to the correct direction.
For a touchpad I can see how it is hard to "know" where your thumb is, but with a thumbstick you have force feedback of the stick trying to go back to center.
So for gamers entering into VR, on a Rift or with WMR thumbsticks, it makes the most sense to move in the direction of the HMD, as I automatically am adjusting my thumbs.
Instead, we get games using "Controller orientation", and somehow they don't think that *maybe* mapping inputs to the wrist / lifting up the hands screws that up.
I absolutely hate when I have to check a minimap on my wrist (STAND OUT VR) or otherwise look at a menu on my hands and my character starts moving backwards because the hand tilted up.
Granted, that can be fixed with design, but if movement was by HMD instead then we wouldn't have that issue at all.
People with touchpads probably still need the controller orientation though, so I will put up with it for this generation, but hopefully WMR sets the standard so all future controllers have a thumbstick plus a touchpad.
+10000
lol ... I thought the same but didn't bother replying as I'd already explained exactly that
When you're playing VR games with things on your body, do they turn with the head? If yes, then you are playing a game that assumes your torso faces where the head is.
In that situation, in real life, you would be sidestepping to continue in the same direction.
So how does HMD orientation + adjusting movement direction on the touchpad or thumbstick not make sense?
I agree we need both options for now, but I can't understand anyone who doesn't see why controller orientation alone is the least sensible option if choosing between the two.
Edit:
Eventually a standard is found naturally. But I agree having the options are nice. I just don't think it's practical to add options for something that doesn't fit the type of game very well.
No, I hadn't seen your response at that point and having read it I partially agree with you. I guess its 6 of one and half a dozen of the other. For people who have not come from a gamepad background the method of using a touchpad/thumbstick to offset your movement does not initially seem very natural although I'm sure with a bit of practice it would become second nature.
Personally I have no issue with using controller orientated direction, if I need to use menus etc then I'd generally stop moving as you probably would in real life if doing anything complex, if I'm in combat then I wouldn't be concerned with fiddling with devices but concentrating on engaging the enemy and simply staying alive.
Having both options available, as some games provide, makes sense to me though.
So, technically, with enough training it has also started becoming second nature for me to move "backward" on my thumbsticks when I lift the map on my left hand in STAND OUT VR and want to keep moving while checking where the circle is.
It's just...not very comfortable.
i don't see how you don't think hand oriented locomotion isn't annoying, when i turn my hand 90 degree's while walking in real life i don't suddenly change direction, my hand position in real life has no baring on what direction my feet are going... that's what pisses me and im pretty sure most other people off about Hand Oriented Locomotion... Head Oriented Locomotion is atleast manageable cause you just offset your walking directional thumbstick a little to the left or right depending on what direction your head is facing if you wanna keep strafing straight...
yea i feel ya -.-' instead of debating if hand or head oriented locomotion is better why the hell doesn't bethesda just add an option to switch between them... its a friggen industry standard by now to have both options...
finally stumbled upon how to change the setting... leave it to bethusda to include the system in their game but forget to include an in game setting to toggle it...
go to your Fallout4Custom.ini file in your documents and add this line to it
[VRInput]
bUseWandDirectionalMovement=0
T H A N K
Y O U !
Maybe because I don't have my eyes attached to my hand, but glad you found a solution to enable head orientated locomotion for those who want it.
also just cause i think you'll be troubled by swimming like i was go to Documents\My Games\Fallout4VR open Fallout4Prefs.ini find this line
bVrSwimLimitVelocityToHMD=1
and change it to 0 Swimming will be 1000x easier