I randomly wonder about this sometimes and thought it was interesting some people might study why this is a thing.
For myself, there are 2 kinds of navigation I'm very picky about. I do set the Y Axis to be inverted which may have started from flight games as a habit, but I carry it over to all FPS.
I also use GPS Navigation for my job, but I have it setup to run on my tablet as an overhead 2D map, not the usual 3rd person 3D map view that is the default on so many consumer GPS devices. In game navigation, I'm not totally against the 3D map you might see when pressing start, but I think a small 2D corner map used during a multiplayer shooter for example probably simplifies the environment you want information about.
This sort of makes me think of weather information we see on the news. The 3D lanscape map kind of introduces the situation, but they usually pull the view up and overhead when they start giving a breakdown of things like temperatures or where a storm is going.
I kind of wonder if any of this still applies in VR. Maybe not for walking and looking as the headset controls that, but it might for simulated vehicles which I haven't tried yet. I could maybe see a difference if I was piloting a submersible as selecting UP to go UP or DOWN to go DOWN might be seen as just a toggle for the ballast tanks more. On the other hand a fast moving sub using fins to dive down or up might feel differently.
"'There's a gaping hole in our knowledge': the scientists studying why gamers invert their controls | Games | The Guardian" https://amp.theguardian.com/games/2020/dec/02/scientists-studying-why-gamers-invert-their-controls
For myself, there are 2 kinds of navigation I'm very picky about. I do set the Y Axis to be inverted which may have started from flight games as a habit, but I carry it over to all FPS.
I also use GPS Navigation for my job, but I have it setup to run on my tablet as an overhead 2D map, not the usual 3rd person 3D map view that is the default on so many consumer GPS devices. In game navigation, I'm not totally against the 3D map you might see when pressing start, but I think a small 2D corner map used during a multiplayer shooter for example probably simplifies the environment you want information about.
This sort of makes me think of weather information we see on the news. The 3D lanscape map kind of introduces the situation, but they usually pull the view up and overhead when they start giving a breakdown of things like temperatures or where a storm is going.
I kind of wonder if any of this still applies in VR. Maybe not for walking and looking as the headset controls that, but it might for simulated vehicles which I haven't tried yet. I could maybe see a difference if I was piloting a submersible as selecting UP to go UP or DOWN to go DOWN might be seen as just a toggle for the ballast tanks more. On the other hand a fast moving sub using fins to dive down or up might feel differently.
"'There's a gaping hole in our knowledge': the scientists studying why gamers invert their controls | Games | The Guardian" https://amp.theguardian.com/games/2020/dec/02/scientists-studying-why-gamers-invert-their-controls