One of the key things about SprintR is that it makes Virtual Reality FPS games viable. In these videos, the mouse is controlling the gun, the Oculus is controlling the head/VR, and the SprintR is controlling all character movement (walking/turning). Both Peter and Nick did a test run of the FPS level. We learned a few ways to improve the controller as well, so we’re going to implement that while we develop the best practices for a VR FPS.
Using the mouse, you can move your gun anywhere on the screen, so you can aim at anything. Basically, this decouples your weapon from the camera, so it increases what you’re able to do with the hands.