Iron Man VR developers speak on the challenges of flying in VR

Iron Man VR developers speak on the challenges of flying in VR
Ben Borthwick Updated on by

Video Gamer is reader-supported. When you buy through links on our site, we may earn an affiliate commission. Prices subject to change. Learn more

The team at Camoflaj, developer of the upcoming PlayStation VR exclusive Iron Man VR, have been talking about bringing the fantasy of becoming Tony Stark to life in a new video.

In the clip, embedded below, Director Ryan Payton and other members of the dev team talk about how the team had to, from the very start, 'nail the sensation of flying in VR – it had to feel comfortable, it had to feel fast. It had to feel like you are Tony Stark in the suit.' 

In an accompanying post on the PlayStation blog, Payton went into detail on how the game really had to nail the science and physics part of it, saying the team had to 'Obey Newton’s laws of motion. We doubled down on how it would work in real life, which, it turns out, your brain really appreciates. Every frame we process includes calculations of up to a dozen forces, such as thrust, drag, and gravity—as well as our assistance systems—that output Iron Man’s accurate and believable trajectory through the sky.'

Of course, with the power of flight – the game is not on rails and allows you to move relatively freely – the team had to come up with ways to make sure players didn't stray too far: 'Inspired by those balloon-like “bumpers” at bowling alleys, we built an invisible system that cushions and guides the player around hard edges of buildings and other geometry. The bumpers also soften the blow when the player rams into something at high speeds. Under the hood, we account for potential upcoming collisions and gently apply collision-avoidance forces.'

Iron Man VR doesn't have a release date yet, but it'll be a PlayStation VR exclusive – it was first announced back in March.