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{"id":3043953,"date":"2019-10-29T14:50:00","date_gmt":"2019-10-29T13:50:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/3drudder\/3043953"},"modified":"2024-07-18T13:30:43","modified_gmt":"2024-07-18T11:30:43","slug":"3drudder","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/3drudder\/3043953","title":{"rendered":"3dRudder (Hardware) – Das VR-Hoverboard?"},"content":{"rendered":"Einfache Einrichtung<\/strong>

Nur Sony selbst d\u00fcrfte wissen, warum bei PSVR nicht der praktische kleine \u201eNavigation\u201c-Controller mit seinem Analogstick unterst\u00fctzt wird. Im PS3-Zeitalter kam Sonys Gegenst\u00fcck zu Nintendos Nunchuk schlie\u00dflich auch in Shootern wie SOCOM: Special Forces<\/a> zum Einsatz. PlayStation-VR-Spieler m\u00fcssen dagegen auf einen Stick verzichten, wenn sie per Move zielen wollen \u2013 und genau dieses Problem soll 3dRudder aus der Welt schaffen. Hergestellt wird es von der gleichnamigen Firma, die von Sony sogar ein Branding als offizielles Zubeh\u00f6r bekommen hat.

Die Installation ist idiotensicher: Zun\u00e4chst l\u00e4sst man zwei kleine Pl\u00e4ttchen auf die Oberseite einrasten, dank derer die F\u00fc\u00dfe sp\u00e4ter stets ihre Position auf der Scheibe erf\u00fchlen k\u00f6nnen. Dann st\u00f6pselt man das Ger\u00e4t mit dem rund dreieinhalb Meter langen USB-Kabel an der PS4 oder PS4 Pro an \u2013 und danach wird die Zusatz-Hardware einfach von unterst\u00fctzten Spielen erkannt. Abschlie\u00dfend setzt man sich hin und stellt die F\u00fc\u00dfe auf die Scheibe (stehender Betrieb ist nicht erlaubt). Das Ufo-\u00e4hnliche, schwere Objekt mit griffiger Weichplastik-Oberfl\u00e4che ist auf der Unterseite nach au\u00dfen gew\u00f6lbt, so dass man es mit den F\u00fc\u00dfen in alle Himmelsrichtungen neigen kann \u2013 fast so, wie man das auch mit einem Daumen auf einem Analogstick macht.

Halbherzige Einbindung<\/strong>

\n
\"[GUI_STATICIMAGE(setid=86795,id=92596827)]\"<\/figure>\n
Die PSVR-Version unterst\u00fctzt laut offizieller Liste<\/a> momentan 34 Titel, darunter z.B. Red Matter<\/a> oder The Mage’s Tale<\/a>. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nDie Drucksensoren in der Hardware registrieren, wenn Gewicht auf der Platte lagert, so dass sie sie nach einem kurzen Druck mit den H\u00e4nden oder quasi automatisch beim Betrieb einschaltet. Au\u00dferdem verbaut sind IMU-Sensoren f\u00fcr Drehungen und Beschleunigung. Weniger sch\u00f6n an der einsteigerfreundlichen Einbindung ist, dass es vom Entwickler der Spiele abh\u00e4ngt, wie gut die einzelnen Funktionen auf den entsprechenden Titel abgestimmt wurden – und wie viele Optionen es f\u00fcrs Feintuning gibt. Der grunds\u00e4tzliche Betrieb der sehr robust verarbeiteten, 119 Euro teuren Hardware funktioniert gut. Meist wird sie f\u00fcr die Laufsteuerung der Hauptfigur benutzt, wof\u00fcr die Kippsteuerung mit den eigenen F\u00fc\u00dfen allemal pr\u00e4zise genug ist. Vorbildlich umgesetzt sind die Action-Spiele The Wizards<\/a> von Carbon Studio und Sairento VR<\/a> von Mixed Realms\/Swag Soft. Dort gibt es zahlreiche Einstellungen, um die Handhabung auf eigene Bed\u00fcrfnisse anzupassen.

In den Shootern
Space Junkies<\/a> und Wolfenstein: Cyberpilot <\/a>wurde mir dagegen schnell schlecht, weil es kaum Optionen gibt. Der Knackpunkt daran: Beide Titel setzen standardm\u00e4\u00dfig eine Funktion f\u00fcr Rotationen ein. Sobald man die kreisrunde Scheibe nur ein wenig nach links oder rechts dreht, rotiert auch die Sicht im VR-Spiel. Ein nicht gerade magenfreundlicher Effekt, der sich in den genannten Titeln leider nicht deaktivieren l\u00e4sst. Laut Anleitung gibt es zudem eine Funktion, bei der man nur die Fu\u00dfspitze eines Fu\u00dfes bzw. die Hacke des anderen anhebt \u2013 diese wurde in unseren Spielen aber nicht unterst\u00fctzt.

Auch f\u00fcr den PC erh\u00e4ltlich<\/strong>

\n
\"[GUI_STATICIMAGE(setid=86795,id=92596828)]\"<\/figure>\n
In Sairento VR l\u00e4sst sich erfreulich viel konfigurieren. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nLaut manchen VR-T\u00fcftlern soll die Besch\u00e4ftigung der F\u00fc\u00dfe w\u00e4hrend des VR-Spielens \u00fcbrigens allgemein der Motion-Sickness vorbeugen. Diesen Effekt konnte ich allerdings nicht feststellen. Wenn ich die Wahl habe, nutze ich f\u00fcr die gleiche Funktion weiterhin am liebsten die Analogsticks des DualShock4-Controllers oder der Touch-Controller von Oculus. Wer m\u00f6chte, kann im offiziellen Store eine spezielle Unterlage f\u00fcr mehr Stabilit\u00e4t des 3dRudder erwerben, und zwar f\u00fcr 29,99 Euro. Au\u00dferdem existiert eine Variante des Fu\u00df-Controllers f\u00fcr PC-VR (“nur” 99 Euro und in verschiedenen Farben), die sich auch an Microsofts Adaptive Controller f\u00fcr Spieler mit Behinderungen anschlie\u00dfen l\u00e4sst.

Fazit<\/strong><\/h3>Tja, etwas bizarr sieht es nat\u00fcrlich schon aus, wenn man vorm TV die F\u00fc\u00dfe auf der Platte hin- und her wiegt \u2013 aber das gilt ja bei so ziemlich jeder VR-Hardware. Die robuste Verarbeitung und die erfreulich genaue Laufsteuerung k\u00f6nnen \u00fcberzeugen und machen 3dRudder zu einer sinnvollen Erg\u00e4nzung f\u00fcrs veraltete Move-System beim Spielen von PSVR-Titeln! Auch der Aim-Controller oder der DualShock4-Controller lassen sich damit kombinieren. Die Einbindung in die Spiele l\u00e4sst allerdings oft zu w\u00fcnschen \u00fcbrig. Die Action-Titel The Wizards und Sairento VR bieten vorbildlich viele Einstellungsm\u00f6glichkeiten, doch Negativbeispiele wie Space Junkies oder Wolfenstein: Cyberpilot strapazieren den Magen mit nicht deaktivierbaren, unabsichtlichen Drehungen der Kamera. Softwareseitig sollte das System also noch deutlich besser abgestimmt werden; die Hardware-Designer haben aber ganze Arbeit geleistet!

Einsch\u00e4tzung:<\/span> befriedigend<\/strong><\/div><\/div>

Wertung<\/strong><\/h3><\/div>

Pro & Kontra<\/strong><\/h3><\/div><\/div>

Gef\u00e4llt mir<\/h3>