5 hours ago, SillyCow said:
And what does using your hands for pointing add over a non VR experience (point with the mouse)?
Pretty sure this was rhetorical, but to answer anyway... The whole realistic shooter genre can benefit greatly:
* All the moving parts can be interacted with two hands, making actions like reloading a real skill rather than an animation. An unskilled player might operate the M16 and AK the same way, while a skilled player can reload the M16 twice as fast by exploiting its design (empty the mag so the bolt locks open, hit the mag release lever with the right hand while simultaneously grabbing a new mag with the left, insert it immediately after gravity ejects the first, simply nudge the held-open bolt free to automatically slam closed instead of fully operating the cocking handle). This also adds opportunities for player error, like re-cocking a loaded gun and ejecting rounds on the floor, forgetting to chamber a round at all and being unable to shoot despite having a full magazine, etc... The difference between speed reloads, tactical reloads, full reloads becomes player responsibility instead of animations, and the detail of whether a particular gun has an open bolt, or bolt hold open device, etc, becomes an interesting differentiation capability of the weapon instead of just background/lore.
* Sights become interesting. There's a major difference between iron sights and modern optics, and different styles of modern optics, such as reflector vs holographic can actually make a difference. In most shooters, a reflex-sight just gives you a red-dot crosshair, and a holo-sight gives you a circle crosshair. In reality and VR, the red-dot should be projected at an infinite depth, which can create large parallax aiming errors at close range / the holo-circle should be projected at about 100 yards depth, with parallax aiming errors greater or less than that range. In the general case, if the user is unable to actually position the crosshair into the middle of the glass viewing area, the bullet won't land where the crosshair indicates. If aiming at targets that are 100 yards away however, the holo sight does not require the user to accurately place the crosshair in the center of the glass to achieve accuracy, making it superior. Normal "TV" shooters can't / don't express this difference, not can they portray the difference between iron-sights vs optics as well as VR does.
* hard cover gets a lot more interesting. Peeking around a left-hand-side corner as a right-handed shooter is disadvantageous in VR as in real life. Blind-firing from cover, by keeping your head down but poking your arms up, while ill-advised, is great fun
So, sorry for the tangent -- but treating the gun as a complicated machine, and/or something that can be pointed independently of your head are great reasons for them to stand out in VR-games comapred to "TV-game" guns.
An example of that could be twin laser pistols that do more damage if they're pointed in opposite directions, encouraging players to attack enemies on two sides of themselves, etc... This would be awkward on a monitor (constantly flipping the view 180 degrees) but is natural in VR.