Locomotion can be uncomfortable in VR, but a number of developers have figured out how to do some subtle locomotion.
Sentiment: POSITIVE
A lot of people have difficulty wrapping their heads around what VR is good for. And the direction people go first is wrong. The wrong place is always: How can we do something we've done before, but on this?
A lot of people, even if they know what VR is, see it as this tool to go in your basement and play Halo.
It really feels like VR has the possibility to be something really huge.
VR has a whole range of things it's very good at, and there's a lot of things that it's going to be deficient at.
That's what we're all about: delivering a really comfortable VR experience that everybody can enjoy and afford.
If you can't answer the question 'What is VR adding to that experience?' - and it should be more than just a gee-whiz thing - then that project shouldn't be in VR. You're not taking full advantage of your medium.
VR is going to be defined by the content that is designed explicitly for virtual reality.
Walking is pretty easy. You just have to be confident, like not caring. And honestly, people think about their walk too much, so they try to do something really interesting, but the designers hate it.
In a VR setting, you tilt your head up, and you really have the vertigo and the sense that it goes up to infinity, and it's like you're in New York City or Dubai, and you're looking up at a giant skyscraper. You have a sense of awe.
The best simulator for spacewalking is underwater - it allows full visuals and body movement in 3D. Virtual reality is good, too, and has some advantages, like full Station simulation, not just part. Like all simulators, they have parts that are wrong and misleading: an important thing to remember when preparing for reality.
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