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1. Any difference between hand movement and in game movement is actually caused by tracking, either the headset or the base stations or the handsets. (Should check out a few vids of mine).
2. It's NOT actually motion sickness, since that is down to the fluid between your ears, how-ever rapid changes of light and shadow for instance can cause nausea in humans, if you stop and take 5, it varnish's really quickly.
3. Like anything it takes time to build up a resistance, but the nausea tends to put people off, rest assured it do's go away after a few days of playing.
4. Physics, yes in most cases, i find my self getting frustrated, usely when trying to handle big stuff, like crates or place big stuff like crates, then it can be very difficult, for small to medium items, there is no issue.
5. Physics B You have to remember it's a game, it's not real life, we are simulating "physical motions" and there will be hiccups, it feels clunky because your probably playing "against" the physics.
Move your arms slowly and carefully when lifting "heavy" items, see unlike other games, Boneworks physics is much more realistic, i'm sure you've noticed in RL that the bigger the box, the harder it is to lift, even if it's not particularly heavy? We call it "awkward".
Well ZL0 had to write that "awkwardness" into the game, in a format the game can understand, so obviously things aint going to be 100%, to put it simply, Doom:Eternal uses 1st year physics, Boneworks uses' post doctorate physics, the underlying rules are the same, the result is more complex.
Like Marmite, "You either love it or hate it", and whilst you consider this game bad, there's others (my-self included), who find the game great, with over 1k hours invested, I'd better.
You have 2 options, 1, Write it off as a loss and never play it again or 2. Carry on playing, take your time, and experiment, with the game, and eventually come to enjoy it as much as us.
"The power is YOURS"
Make sure your not "gripping" the box with the other hand, (make sure your not facing away from the base stations) also sometimes heavy objects cause a slight distortion, occasionally I've had issues, not to long ago, I was shooting a gun, when my arm stretchered out an down @ right angles.....
I was pretty amused, till I realised I had to re-start Boneworks, since then BW has behaved it's self. Occasional bugs will occur, in most cases simply stepping away from the crate fix's "distortion" issues.
Oh should mention, whilst the "solidity" of Items is PDG, your arm can pass though the object and "bind"... hahahahs it's actually quite funny when it happens, you flop around like a gaffed fish, usely dropping ya weapon frees you.
It's a good game, programmed pretty well, like any game, bugs will occur, this game is considerably more complex then ya typical game, with physics and interactions, that are lacking from regular games.
I do have Blade and Sorcery and Bonelabs, which is to say i have some experience with different VR games.
Squat down, grab box, etc etc.
The game requires a more powerful cpu than most vr games.
That's why Bonelabs was created, there, the game's physics are less advanced, and mobile VR headsets can carry it. A certain processor frequency is also required.
Without these two things, the physics in the game can be a buggy. But if you meet them, everything should work perfectly.
edit:
Game requirements on the store website:
"CPU performance required for physics calculations!"
This has already been described, in the past, many people had problems with this game, due to underpowered CPUs.
It's not about the frame rate.
It's all about the physics calculations in the game.
You actually have a powerful processor.
But still:
Max Turbo Frequency 4.40 GHz
Performance-core Max Turbo Frequency 4.40 GHz
Performance-core Base Frequency 2.50 GHz
2.5 is not enough, 3.0 is required
I remember that someone had 2.7 and the creator of the game said that it was not enough, because something was calculated based on the CPU clock. And clock is required regardless of CPU power
Maybe your CPU is running the game at a lower clock than required.
You can check the power settings, and monitor the clocks of individual cores, using an application with logging to file available.
Crouching in real life to catch crabs is a bad idea, especially while moving with joystick. Extend hand out and catch the crab instead. Rotate body to interact with objects in peripheral vision. Reserve snapping for objects beyond sight (flanking enemies, etc).
Groundbreaking? It has physics and interactivity. Most items can be grabbed, thrown, and dropped. It's like leaping from Quake 4's "dynamic props" claims to Half Life 2's actual game physics. You can jump in game, in real life---both for a super jump (expect ceiling collision in real life). You can climb walls, grab ledges, things I doubt most VR games do (I think Gorilla Tag has the climbing mechanic).