this post was submitted on 06 Apr 2026
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Dense environments on a screen have this impact. But that issue fades some when you are immersed in them in VR. Your spatial reasoning kicks in better and things become more intuitive. On a flat screen it becomes an ever moving eye spy/where’s Waldo thing in some ways.
Not really a “solution” just an observation from a VR head.
And it doesn’t fix “disabled” objects like things you expect to be able to use, but can’t due to gameplay/design reasons.
That's imho even a bigger issue in VR, since the interactions are more "reality-like", so when something doesn't behave like reality, that's more of an issue.
I agree, and as someone who makes stuff for VR, I have mixed feelings about it sometimes.
In VR, if every single object was interactive and able to be picked up, they would invariably be tossed around producing clutter. Such objects are always massless when held and effortless to move. (Yes, this isn’t always true, but disconnecting virtual hands from real hands is the compromise) Due to the ease of manipulation, it’s almost compulsive to throw them all around and make a physics mess.
This isn’t necessarily bad. But it’s not always the goal of the design. Sometimes it’s counter to it. And then setting aside design, just having a lot of physics objects around is often a performance burden in an already performance constrained environment.
We should be able to topple book cases, and shove couches, and flip tables and remove table cloths and drape them on things, etc, etc. It doesn’t just end with small hand held objects.
So while I agree that it sucks that we can’t grab and touch and knock over everything. There will always be limits for the foreseeable future.