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Post #1552908

2025-11-27 09:29 UTC

@TomF @Farbs Oo, yeah, you're right, of course. I totally forgot DK1 didn't do positional tracking. I remember wishing it could. I mean, it made sense, since motion sensors totally weren't up to the job, all kinds of drift as I recall. Thus lighthouses and now inside-out tracking. That's good to know. I really haven't dipped my toe back into VR since those days. I assumed it'd be be much better these days because of high refresh and misc mitigations, but that alone suggests it'll be 𝘸𝘢𝘺 better.

Replies (2)

  • @TomF@mastodon.gamedev.place 2025-11-27 10:32

    @Felice @Farbs DK2 was already so much better than DK1. It had positional tracking, 90Hz, low-persistence, far better contrast, and we had done Real Optics rather than dialling in a bunch of magic polynomials by eye. We really knew we'd cracked it then - everything after was fairly small increments.

    Open ##1552909

  • @Farbs@mastodon.social 2025-11-27 10:07

    @Felice@mastodon.gamedev.place @TomF@mastodon.gamedev.place Yeah, positional tracking made a huge, huge difference even on CV1. Of course it added a million layers of gameplay headaches too though (what do you do when the player just straight up walks through a wall? How do you balance for different play area sizes etc). I remember clicking on a video where someone showed off their Space Pirate Trainer score, and they basically just jogged laps around a room the size of a squash court while I was stuck trying not to fully extend my arms.

    Open ##2467502