Iron Man VR PlayStation
Camouflaj director Ryan Payton was recently interviewed by the PlayStation Blog about their upcoming Iron Man VR game, which aims to really immerse you in the Marvel Cinematic Universe. One reason is because of physics-based flight, which obeys Newton’s laws of motion, so every frame processed 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 trajectory through the sky. Read more for two videos and additional information.



Whenever possible, Camoflaj preserves the player’s forward momentum, allowing the player to carve turns at high speed and enable their dogfight mechanics. There are also bumpers inspired by those found in bowling alleys, in which an invisible system cushions and guides the player around hard edges of buildings as well as other geometry. They also soften the blow when the player hits something at high speeds.


Since most players doesn’t want to accelerate from zero to 300 kilometers per hour when they are trying to fly around more confined spaces, different suit settings are applied based on context, thus enabling the player to utilize their thrusters for both small-scale maneuvers as well as unlocking full-blown, face-melting thrust when needed.