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Simulanis Solutions

Simulanis Solutions

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Screen NamesimulanisActivities1
Member SinceJun 21, 2019CoLab Points (actual)
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Now that times have changed and VR Simulator programmers attempt to make their experiences more realistic, it's difficult to say whether the VR Simulator version is hoping to revitalize Penn Jillette's hypothesis. Even though I haven't completed the full 8-hour drive, I discovered it purposely misses out on some more common elements of VR Simulator driving simulators in favor of presenting the player using a less realistic, but more boring encounter.
Because it doesn't create the exact same attempt to present the participant with sensible driving, as you might discover in Euro Truck Simulator two (2013), it presents a small poor argument if it is really trying to demonstrate games cannot provide you with the abilities appropriate to the real world. Jillette himself rehashes his hypothesis during an AM-style radio transmission that performs at the beginning of the driveway but doesn't admit that it's somewhat less defensible in the era of virtual reality.
Just like the first 2D version, in VR Simulator you can go only go left, right and speed up to a max of 45 mph. The wheel brings slightly to the right, so you are going to have to recorrect every few moments to keep yourself on the street. Going off the road will overheat the engine, and its game over. Making it all the way to your destination--a few 360 miles off --awards you having a single point.
The VR Simulator version uses the HTC Vive and Oculus Rift's respective movement controllers, but annoyingly maps acceleration into the left trigger. Steering is done either manually or via trackpad/thumb stick, the later of which can be way too jerky for comfortable play in VR Simulator. The render space is not great either, making you feel as though you're more of a treadmill than in a genuine desert.
 

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Simulanis Solutions joined the Climate CoLab communityJun 21, 2019
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