Yeesh, this is an ugly game. Stiff animation, lame character designs, clumsy environmental lighting design...it's shocking that Epic would release something that looks like this, honestly.
@kingyo: No, you are definitely right, I was a little more annoyed than rational. I hear their pleas for more, fundamentally regardless of their rhetoric, relatable games than shooters and what we already have. But, it just was couched in this context that they were people who only played Sandbox experiences, spoke about how more "gamey" mechanics disinterested them, how keyboards had too many buttons... it was the typical non games person dialogue surrounding an argument for more variety, which is something I can get behind but I just really don't like the idea of that future being driven by vapid reasoning. In order for VR to really take off it needs to provide a unique experience, and I agree that we probably won't find this unique mode of connecting to players by stitching classic game mechanics to a new way of playing.
I find it strange to frame the games industry as if it's zero-sum. Meaning, people making games outside of your preference doesn't negatively effect your preference. You state right here that we have more than enough shooters in VR, so it's not like broadening the scope of what VR games can be is making more "traditional" fare hard to find...and even if it were, that would be a result of audience demand. I think painting people who don't want to play mainstream games as "non games" people is unfair and untrue. Also they never complained about mechanics, they complained about lack of agency in games. A lot of what you're attributing to them wasn't actually said... to be honest man, I think you're bringing a pretty heavy editorial slant to this.
The music production term @brad is looking for is Low Pass Filter. It basically just filters out all the frequencies above a selected value, often controlled (as Jeff stated) by a knob.
LFO stands for Low Frequency Oscillator, so it's totally understandable that Jeff would confuse the two. An LFO lets you modulate any number of settings at a set rate and oscillation shape. Picture a dot on a sin wave, its height determining the value as it slides up an down on the sin. LFOs are useful for rhythmically modulating sounds and get used in electronic music production all the time.
Just a few little bits of production info, for those interested :)
BRNK's comments