VR Park

While fun, I didn’t find the park to challenge the VR technology or push its limits. One of my major disappointments in the park is the lack of an omni-directional treadmill. In my opinion the biggest limitation of VR is the lack of free movement. While the solution to that, an omni-directional treadmill, is not feasible for a home VR setup, it should be more than feasible for the world’s largest VR park.

One experience that I particularly enjoyed was Hologate. While there was nothing revolutionary about it, as it was a straight forward 4-player HTC Vive game, but the in game voice chat and being able to see the other players in game was a big factor helping immersion. It was one of the few games that integrated audio into the game play, which is a big contributing factor for me

Another experience that integrated audio was RobocomVR. The pod that turns 360 degrees along with some up and down movement was absolutely excellent for immersion, however the game play was extremely repetitive and did not invite you to use the full motion available to the pod. Additionally, the amount of explosions was too much at times, even for the computer running the game as it often stuttered.

In fact the lack of computing power was a recurring theme for many of the games in the park. Whether it was stuttering or incredibly low-resolution textures.

One thing I did like about the park is incorporating G-forces into games like in Burj drop and the roller coaster. It is infinitely easier to believe you are falling from the Burj if your body is also telling you that you are indeed falling.

All in all, the Park was technologically bland and truly lacks innovation, but it was still fun for a few hours.

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