lloram239,

You can’t add teleportation into a game after the fact. You have to design it for teleportation from the ground up for that to work. You can only add smooth motion after the fact, since it’s the superior control scheme. That’s the issue, teleportation limits game design.

And yes, there are games were teleportation works well, simple single-player point&click exploration games work fine. But everything involving action and movement just takes a turn for the worse if developers are adding teleportation.

To name an example since you claim no one has done it take a look at half life alyx.

Half Life: Alyx is an example of exactly what I am talking about. It’s a far worse game than Half Life 2, as being designed around teleportation turned it into a static shooting gallery.

by moving in the room where you are playing so you can walk, dodge, crawl, etc….

Developers gave up on roomscale years ago. Everything these days has to work sitting or standing in place, without walking around, as that’s how the majority of peoples actually play VR. Valve tried to hype up roomscale in the early days, but as it turns out nobody really wants, and nobody has the space for making that work well anyway. Taking two steps only to hit the chaperone is no fun and constantly interrupts the flow of the game, sticking to controller based locomotion gives a much better experience.

But I don’t want to play those games in vr…

I would. And most other gamers seem to agree, as nobody wants to play mediocre VR games we have today, as can be seen by the general disinterest in VR. VR hype used to be based around it being the “next level” of gaming, futuristic scifi tech, yet the current VR games just feel like a total downgrade compared to what we can have on a monitor.

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