>>294621639
Look at how they handle that in counterstrike. It's all about map design. Map design in vr shooters has been abysmal, honestly. Verticality works differently in this, and lower resolutions compared to desktop makes it difficult to have the same kind of long corridors. I can't tell you how many times I've aimed my irons right on someone down dust2 long, and then it turns out they were a sub-pixel-distance to the right or left. To me, it appears as if they should have been dead, but I was off by maybe a foot or a few inches to either side.