tag:blogger.com,1999:blog-68545687972614495.post1605087613369162064..comments2018-01-29T10:59:56.081-08:00Comments on Game Dev Thought Fodder: Solving the "unsolvable" issue of mobility in VRLee Perryhttp://www.blogger.com/profile/05380704693965239213noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-68545687972614495.post-5215265998954081672014-09-30T22:41:44.961-07:002014-09-30T22:41:44.961-07:00Mobijam 2014? Sign me up.
After the Tuscany demo ...Mobijam 2014? Sign me up.<br /><br />After the Tuscany demo blew my mind, it twisted my stomach. Yaw was clearly a problem for me. Cloudhead games later showed off early footage of "VR comfort mode" to instantly turn a set amount. I implemented a similar feature in my demo's and my comfort increased, at the cost of some immersion. <br /><br />Next I tried applying this to forward/back motion, with an instant teleport. This also helped my comfort, but at the cost of more immersion (plus I started to teleport outside the levels and fall into nothingness). This type of movement did bring back the charm of the Myst era. Exploring a beautiful pre-rendered environment with teleportation could have some value in the early days of Mobile VR with strict thermal limits and no positional tracking. <br /><br />Reducing the optic flow and restricting FOV with a cockpit helps me dramatically. I am most comfortable moving when behind something. In that vain, I have been experimenting with virtual helmets when doing FPS style movements. Even a simple virtual google glass in the upper right hand corner of my vision helps. I would like to see a Halo or Titanfall with a proper virtual helmet to see if I could stomach it.<br />Anonymoushttps://www.blogger.com/profile/15351294628588027848noreply@blogger.com