Earlier quoted context omitted.
100% agree. VR immersion is fundamentally broken anyway due to the locomotion problem. You can walk freely in your play area but it's always too small compared to typical game world size. So you end up being able to look around, duck, and dodge, but if you want to take a step forward, you need to remember to twiddle a joystick instead. It's a lot of cognitive load and discomfort for very little benefit. Flat games fe…
Some games compromise on this by having the character sitting in the pilot's seat of a ship or a mech, making the interaction with the joystick make sense. I haven't tried them, but it seems like a good way to go, particularly for a game with fighter jets or something like that.
In real life, many tasks like flying the landing pattern or joining a busy area of lift require constantly scanning both the instrument panel and outside the plane, at various angles.
If you use a standard monitor, you’re teaching your hands to push buttons that switch the direction of view. If you use VR, you teach yourself to look around with your head.
If you are flying for the purpose of training yourself to fly in real life, or practising skills you’ll use in a real aircraft, the latter is -referanke, all other things being equal.