Yeah, it'd be hard for something on your head to track when something is at your side or behind your head like when throwing. I've played with Leap Motion, which is similarly limited by line of sight, and I found the hand presence to be really breathtaking when it worked, but line of sight is a big limitation (as was lack of physical controls). Could be pretty powerful if combined with another form of tracking, though (so finger tracking works only in line of sight, but hand tracking is outside in). I do think, ultimately, some combination of Kinect-style outside-in body tracking and Leap-style inside out finger/hand tracking will be the standard for VR. Interestingly, MS is not ruling out optional outside-in cameras to bolster tracking for these controllers.
In other news, I really like Battlezone. It seems to take its inspiration from the hidden mode in Battlezone 2000 on Atari Lynx, with a grid map that you have to traverse with different levels and objectives along the way. It's such a deep cut in the BZ canon but I always loved it and I'm impressed that they decided to go that direction with it. The feel is also great, it's a lot more crazy locomotion than we normally get in VR, but it's smooth and comfortable compared to games like EVE Valkyrie. Maybe not for those who are especially sensitive to VR, but I really love the intensity of it.
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