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/vr/ - Retro Games


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10467807 No.10467807 [Reply] [Original]

Why would you want two D-pads?

>> No.10467812

>>10467807
It came out before Nintendo 64 invented the thumbstick.

>> No.10467814

>>10467807
Why would you want two breasts?

>> No.10467818

>>10467814
I was going to post an image of a one-breasted amazon woman from myth to say "no idea bro", only to realize there aren't many images of them outside of that one statue.

>> No.10467865

I guess they thought the fact that you wouldn't be able to look at the controller while playing meant it made sense for it to be symmetrical. No idea how well it worked out the since I never played the thing

>> No.10467870

>>10467807
it makes sense for red alarm

>> No.10467871

>>10467865
It's not symmetrical though, A and B don't have the same function in-game as start and select.

>> No.10467880

>>10467812
>inb4 nooo nintendo didn't invent it it was made by some irrelevant company for something irrelevant before

>> No.10467882

For Teleroboxer.
Would've been nice to get a twin shooter on the VB..

>> No.10467883

>>10467871
I just meant the physical design. I didn't assume the d pads had the same function either

>> No.10467887

>>10467882
Twinstick shooters were an arcade-only idea that all but died before resurfacing in the mid-2000s.

>> No.10467934

>>10467882
>teleroboxer
whats the best way to configure a modern gamepad for punchout 3?

>> No.10467949

>>10467934
If you have a pad with 4 face buttons, set them as a d-pad.

>> No.10468243
File: 7 KB, 220x172, 220px-PSX-DualShock-Controller.jpg [View same] [iqdb] [saucenao] [google]
10468243

>>10467807
Why would you want two analog sticks?

>> No.10468295
File: 79 KB, 1200x748, oculus-touch-new-feature-design-3.jpg [View same] [iqdb] [saucenao] [google]
10468295

>>10467807
The Virtual Boy is pretty much a spot on mid-90s idea of what would eventually become modern VR controllers.

>> No.10468823

>>10467807
To keep your high scores safe from the one armed man

>> No.10469012
File: 45 KB, 600x496, 1494054768997.jpg [View same] [iqdb] [saucenao] [google]
10469012

>TWO D-PADS

>> No.10469030
File: 12 KB, 259x195, spoopy.jpg [View same] [iqdb] [saucenao] [google]
10469030

>>10467807
dual digital controls for 3d games
terrifying

>> No.10469038

>>10467807
strafing

>> No.10469210

>>10467807
It's the future of gayming.

>> No.10469230

>>10468295
the idea of symmetric controllers for vr was already established, either nintendo was just going with the theme or they expected a lot of first-person style games like teleroboxer during the design phase

>> No.10469313

>>10467807
>>10468243
>>10468295
90s controllers had weirdest designs

>> No.10469319

>>10467818
shoulda just posted a pic of olivia newton john

>> No.10469338

>>10469012
kekd

>> No.10469431

>>10467807
robotron

>> No.10469553 [DELETED] 

how's the virtual boy emulation scene? I'd settle just for some cool ports, even just a bad apple demo would be awesome

>> No.10469554

how's the virtual boy homebrew scene? I'd settle just for some cool ports, even just a bad apple demo would be awesome

>> No.10469580 [DELETED] 

>>10467865

Nothing to do with that. It's because game worlds were expected to be 3D, so it might be normal for you to need to have three degrees of freedom in directional movement rather than the usual two. You only need one of the two axes of a d-pad to add that third degree of freedom, but a whole d-pad is much more versatile than half of one, and they probably imagined you'd sometimes want to control two hands independently or something like that. So it made sense to keep it symmetrical. It's all about the 3D worlds and the possibility of first-person virtual reality schemes.

>> No.10469595

>>10467865

No it's just because a 3D world provides too many more degrees of freedom for a single 2D directional control device to handle well, and as others have said, maybe also because they expected some games to give you in-game hand analogues that you could control directly with your two real hands so that you'd feel like you were inside the game world. So, one d-pad for each in-game hand (or gun turret or cursor or whatever it might be) in some games, and in other games, one d-pad for movement along the ground and one for rotational aiming. And in still other games, maybe one for up-down-left-right sideways movement in space, two buttons for forward-backward movement in space, and the remaining d-pad for rotation. Etc. It's mostly standard stuff for any 3D-capable gaming platform. The only thing that makes "virtual reality" platforms special here is the hand-analogue concept, which isn't nearly as strong in 3D games that use a normal TV or monitor.

>> No.10469627

>>10467880
In other words, inb4 reality lol

>> No.10469651
File: 84 KB, 750x617, 1681125928224308.jpg [View same] [iqdb] [saucenao] [google]
10469651

i mean thumbsticks are just embedded atari controllers

>> No.10469653

>>10469313
And your generation is 3/4s gay butt fuckers

ya the 90s is the weird one ok sure

>> No.10469871

>>10468295
I’ve been thinking the entire time after getting a headset modern Vr controllers are better off with d-pads. The analog sticks on those are so poorly made they all suffer from joystick drift only after regular use. Most games don’t even use it for analog purposes but for things like wasd movement, jumping or switching weapons. They might as well have made it dpads at least for durability if they wanted to cut costs

>> No.10470685
File: 184 KB, 1200x1200, i-img1200x1200-1694757131kx2dmw79941.jpg [View same] [iqdb] [saucenao] [google]
10470685

>>10467807
To play Libble Rabble of course!

>> No.10472620

tfw no Bangai O VR32

>> No.10473439

>>10469554
>virtual boy homebrew scene
Bland. There's some crappy "studio" style program out there so it's flooded with low effort demos that all play the same because they're using the same oob functionality.