After finishing the training course, Jiang Hao chose to enter the training range to get familiar with different heroes.
Jiang Hao is particularly interested in the few heroes in the video that look more powerful, such as Tracer, Genji, Pharah, etc. These heroes are quite different from other fps game characters, so Jiang Hao wants to give it a try first.
Of course, most players have the same doubt after watching the video, that is, will they get dizzy when playing these heroes with fast movement skills
For example, Tracer, obviously she can quickly move three times in a very short period of time, and the distance of the movement is very long. If the flashback is counted, Tracer's position can be changed four times in a row within one second.
Another example is Reaper. Obviously, he is constantly spinning when he releases his ultimate move. If it is completely realistic, players will definitely be turned around.
But after actually playing these heroes, Jiang Hao understood. Obviously, Chen Mo made a lot of changes to these experiences to ensure that players would not get dizzy when playing.
The first is the problem of rapid displacement.
In fact, the problem of rapid displacement exists for most heroes, such as Widowmaker, Winston and so on. For this kind of rapid displacement, some players will definitely be dizzy, which is unavoidable just like 3D dizziness. It can only be said that this is innate, and these players have no choice but to give up these heroes.
However, for most players, as long as they practice more, they can adapt to this rapid displacement.
In the VR mode, the immersion of this rapid displacement is stronger than that on the PC side, a bit similar to a roller coaster or bungee jumping. However, this kind of displacement is completely controlled by the player. After knowing the position where he will appear in advance, the series of actions such as displacement, adjustment of direction, and shooting are all out of the player's habitual reaction, and he can adapt after more practice.
Of course, in VR mode, the threshold for heroes like Tracer and Genji will be higher than in PC mode, but it is not impossible to play. For some specific players, these heroes are more exciting to play.
The second is the perspective change brought about by skills.
This is actually easy to solve, because the PC side of "Overwatch" has similar problems. For example, when McCree is rolling, the player's perspective will not roll along with McCree's field of vision, but will still look in the direction he wants to see; The sky becomes a bird's-eye view, helping players better judge the range of the big move.
That is to say, in these skill states, the player's field of vision can still be freely controlled, and it will not be consistent with the hero's real field of vision. It is equivalent to temporarily becoming the God's perspective, and it will be fine to come back after the skill is finished.
Moreover, one thing better than PC in VR mode is that the player's field of view is separated from the actual shooting direction, which will greatly reduce the feeling of vertigo.
For example, on the PC side, if the player wants to shoot a target with Soldier 76, he must aim the crosshair in the center of the screen at the target. At this point, the field of view and shooting direction in the game are completely consistent.
What if the player wants to look at target b while shooting target a? It's impossible to do it in most PC-end fps games. Even if it is done, the effect will not be good.
But on the vr side, when the player is playing Soldier 76, it is like real shooting. You can shoot target b while looking at target a. As long as target b is still within your field of vision, it does not need to be in the focus of the field of view.
This is similar to shooting in the real world.
Of course, doing so will cause the accuracy of shooting to drop significantly, but "decrease in accuracy" is much better than "not at all".
That is to say, in the VR state, when the player uses Genji to slash, their field of vision will not shake violently like that on the PC side, and the field of view is stable, but it is up to them to decide where to cut.
…
Soon, Jiang Hao found himself falling in love with this game, because in the vr mode, the game has a very strong sense of immersion, and when playing certain heroes, the feeling of excitement is doubled.
For example, like the Pharah, Jiang Hao seems to be flying in the sky when he is playing, including the field of vision, natural falling speed, slight wind sound, etc., all of which are very similar to real flying.
There is also Genji's sword slash, because the field of view in the vr game is consistent with the real field of view, unlike the limited field of view in the PC, and can cut any position within the field of view, so the degree of realism is also higher.
In addition, Genji can also climb walls and double jump. At the beginning, Jiang Hao was not familiar with it, and often fell from the sky, but after getting familiar with the operation, he soon became immersed in it.
Not only Jiang Hao, but also the players in the audience were excited.
"Damn it, this hero can fly, and even launch rockets in the sky? This damn firepower is really suppressing! Bomber?"
"It feels so good!"
"And this ninja, who can climb the wall at will? He can come and go from all kinds of heights freely, so impressive."
"Yeah, although other vr games have similar wall climbing content, but they seem to have more restrictions, and the climbing is slower, not as cool as this one."
"And this dva, it feels like you are really fighting in a mecha. The various interface UIs are very detailed, and the sense of technology is great!"
"Dragon Girl is also very handsome, especially after becoming a dragon, she can fly freely, which is so exciting!"
"It's already so cool from the perspective of PC, what would it be like if it was from the perspective of VR? Isn't it so cool?"
"This Tracer's perspective... Why do I feel a little dizzy, I feel that the surrounding scenery changes so fast."
"Because Xiao Hei has been using the skill flash all the time, and the three-stage flash can be used casually. If this is put in lol, tsk tsk tsk..."
"Is Xiao Hei really not dizzy..."
"Seeing how smoothly he plays, obviously not. But it depends on the person. Some people have 3D dizziness, so they may not be able to play heroes like Tracer and Genji."
"Wow, I can't wait, the queue is so slow!"
"Because people who have entered the game cabin are unwilling to come out!"
"Please, those who are trying to play, hurry up, it takes about ten minutes to experience it, a little bit of public morality!"
The players queuing up in the audience were not appeased by seeing Xiao Hei playing, but became even more anxious. Obviously, after seeing the rich mechanics in the game, they want to play this game even more.
After experiencing the new version of "League of Legends", many people also queued up for "Overwatch", wanting to experience this brand new vr game.
The live broadcast on the big screen attracted more players, and the popularity of the booth was getting higher and higher. A lot of people had obviously just arrived, and they were all standing on tiptoe to watch the big screen.
Some players simply stood at the booths of other companies and watched the big screen, making the staff of these companies feel mmp.
Chen Mo smiled in satisfaction. He was very satisfied with the players' reactions. Obviously, the vr version of "Overwatch" was the same as the PC version in the previous life. Once it was released, it received a lot of attention.