>>286974532
>Is it really that bad? There's literally no-one with this problem in /vrg/.
It's a problem at first, and that's the dealbreaker. Devs like Valve don't see it as a (You) problem, they see it as a VR problem. They don't like the approach that you have to adapt to VR, like you adapt to a bike, they fix the design with training wheels, and make sure you're not able to fully take them off.
>The hardware is sufficient to make a VRFPS that isn't shit. It just needs someone competent to do it.
Nobody did until now, and it's not looking like anyone's trying. Ubisoft pulled the plug on Space Junkies almost right away. Even if someone announced something now, it would take a couple of years until we get the final product. Indies aren't competent by nature, so let's not pretend we can rely on whatever indies can cook up.