Insight certainty 4/5 debate potential 2/5

Rubin: First-person VR requires drastically slower movement or a fixed chassis

Peter Rubin · a16z Podcast | Virtual Reality v Augmented Reality, and What's Next · Jan 2, 2019 · at 11:54

Peter Rubin, senior writer at Wired, analyzes first-person VR movement mechanics and motion comfort challenges with Chris Dixon.

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“Well, the game design question, I think that if it's going to be first person, it either has to be slowed drastically to what kind of fast switch games are, or you have to give the person a stable You have to give the player a stable environment like a car chassis, right? That changes everything, because all of a sudden you have this frame.”

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