Tall Half-Life: Alyx testers struggled with low-hanging pipes, and devs thought it was a bug
Movement is make or break for VR games. A convincing, non-nauseating solution is vital, and Half-Life: Alyx does an admirable job of navigating through that. Valve have explained how they got there, in a new video that brings up sound design, pathing fiddliness, and why they had to ditch a certain system because tall testers kept hitting their virtual heads on low-hanging pipes.
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Matt Cox
Movement is make or break for VR games. A convincing, non-nauseating solution is vital, and Half-Life: Alyx does an admirable job of navigating through that. Valve have explained how they got there, in a new video that brings up sound design, pathing fiddliness, and why they had to ditch a certain system because tall testers kept hitting their virtual heads on low-hanging pipes.
https://assets.rockpapershotgun.com/images/2020/03/Half-Life-Alyx-zombies.png April 07, 2020 at 12:01PM

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