![]() ![]() If you went into a dogfight having to do that you’d probably be at a severe disadvantage, I don’t think it would be a fair match. The Touch controllers, for example, just don’t have enough inputs to really put everything on a button on the controller so we’d have to do simulated touches and stuff like that. Everything we do in the cockpit since you have a lot of stuff to manage needs to be instantaneous and you can only really get that on a hardware controller. Star Wars: Rogue Squadron is an arcade-style flight action game co-developed by Factor 5 and LucasArts.The first of three games in the Rogue Squadron series, it was published by LucasArts and Nintendo and released for Microsoft Windows and Nintendo 64 in December 1998. And it was also a matter of precision and timing. ![]() The very best experience is with a HOTAS in VR so that you can feel that you’re in the cockpit as well as see that you’re in the cockpit. “I worked on a pitch at one point for the Touch, but we decided we wanted to keep this hardware oriented so you can really feel the controls in your hands and everything and have that tactile sensation. “Early on there were some pitches,” says James Clement, Lead Gameplay and Technical Design Director on Star Wars: Squadrons at EA Motive. However, Star Wars: Squadrons won’t let you use them at all. Naturally, every VR headset that can play this game - PC VR devices like the Rift, Vive, and Index or Quest via Link / Virtual Desktop, as well as the PSVR - has a pair of motion controllers. ![]()
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