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Nice -- that's far more of a guest preview than Tempesto got.
Not that they would have wanted to give a preview of that restraint system.
 
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I really like how the headsets look comfortable, maybe they can work with glasses. Hopefully.
 
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Lord Robert said:
I really like how the headsets look comfortable, maybe they can work with glasses. Hopefully.

Looks a lot like my paintball mask....which may be the least comfortable thing I own.



I'll hold out hope though that this is better!
 
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I saw a comment somewhere that said: "I wonder if Battle for Eire is Busch Gardens Williamsburg's way of testing the VR technology so they can give DarKastle the same treatment if it reopens for the 2019 season".

:unsure:
 
Is anyone familiar with at-home VR sets? I just bought one for a Christmas present but I'm not really sure if it's a fun experience or if it's just kind of like "oh that's neat".
 
Merboy said:
Is anyone familiar with at-home VR sets? I just bought one for a Christmas present but I'm not really sure if it's a fun experience or if it's just kind of like "oh that's neat".

I have one and I really like it! The games/experiences that are out there range from "why did I pay for this" to "OMG WHAAAAT" And there are also programs that convert non-VR games to VR, which really broadens what you can play. I don't want to get too off topic but if you have a Vive, feel free to DM me for some game suggestions!

In all seriousness, I'm glad BGW's going with a Vive instead of a Samsung system -- when you compare what theme parks can do with a relatively beefy system
versus the cheaper Samsung ones
it's seriously night and day. Of course the VR program itself matters, but the resolution and tracking sensitivity make a huge difference.
 
Oh lord! That Superman VR was AWFUL! Thank goodness that Busch Gardens Williamsburg and Falcon's Creative Group is putting a lot of love and effort into Battle for Eire.
 
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Wow.  I had never seen that before.

SF must be banking on the legitimately awesome nature of the Superman coaster experience itself to provide some sensory distraction from that VR.  Those are some straight-up 90s renders... shouldn't the gap between this and the N64 Superman game be a lot wider?!?

At least the sky looked good... the one major element in the VR that was just a mapped-in photo!
 
UnicornZiva said:
To add to it, the sky is definitely a free Unity asset. QUALITY.

Shame to see such a great coaster given such a cheap-feeling makeover. :/ I'm glad BFE is looking like a well-thought out project!

And one that I personally have very high hopes for. :)
 
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I wonder what the update on the 27th is going to be about. If it's going to be a look into the crew who's putting the ride together (writer, composer etc) that would be pretty cool. :)
 
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How many rows are there usually? Trying to recall... is it 4?

Row removal means a change in mean queue length...
 
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So theoretical peak throughput (all other things being equal) is reduced by about 17%.  A queue of some constant head count will then see average wait times increase by 20%.

Which means real-world queue time will increase anywhere from 0% to waaaay more than 20%, unhelpfully, depending on the state of the queue and arrival rate of visitors. But a self-regulating queue that rarely/never spills too far beyond a certain point due to individual queue/no-queue decision-making is pretty likely to see ~20% increases in wait times.  

Probably not a deal breaker in most cases. Twenty minutes becomes perhaps twenty five, forty becomes a bit less than fifty, and so on.

It gets more interesting if we compare this to the 6-row incarnation and assume an unchanged count of ride ops, so they need more time per ride cycle to help people with their VR gear.  Maybe BGW figures it's all roughly a wash, if they feel constrained by operating budgets to no more than x ride ops per theater... better to have folks spend the time in the familiar queue than fumbling around more with expensive hardware in hand.
 
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