Game Designers, Please Stop Making VR Swords Sluggish.
These examples are taken from Blade and Sorcery, but I've seen this type of mechanic in a number of other virtual reality games too. The attempt to make sword physics more realistic by simulating inertia is understandable but in my experience it leads to a feeling of awkward sluggishness.
And is it even necessary? Of course a VR controller weighs next to nothing compared to a real sword, but you have to keep in mind that historical weapons generally weren't heavy at all. A trained swordsman can swing most of them at almost or even exactly the same speed at just their arms.
Mass and inertia do obviously limit the handling speed whenever you have to stop and accelerate the blade, but the velocity of the swing itself is not low. So in this video I give you my perspective and compare the handling of VR swords to real life.
https://store.steampowered.com/app/629730/Blade_and_Sorcery/
The mod I mentioned:
https://www.nexusmods.com/bladeandsorcery/mods/296?tab=files&file_id=5015&nmm=1
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