>>331471437
I'm not sure if every player will necessarily compensate how they move in real life just enough to pull that off, as in real life, with a real sword, we'd have an accurate reading on exactly how much force we should apply to get an object to move to a location. Since we don't have a sense of weight in VR, we'd have a much harder time doing that. Especially if for example a player picks up switches to a different sword that might be heavier, and forgot they switched.

I was thinking a prediction system could deal with all scenarios of how the player moves. Naturally if you try pretending to swing a sword and stopping it immediately mid-swing, it's easy. In the game, since there's momentum, the sword wouldn't be able to change acceleration so fast, so it'd overshoot, but since the player's swinging hand is probably moving and stopping ahead of the in-game hand, we can begin applying a high opposing force vector, and it might be enough to stop the sword before overshooting. If that's not enough, then we can try detecting the deceleration and immediately start applying the opposing force vector sooner. This system would serve to minimize how much mental effort the player has to exert to compensate for the fact that we don't have a sense of weight/force in VR.