VR mode

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VR mode

Postby minimath4 » Wed Jun 19, 2019 7:52 pm

I want to play with my oculus!
It's possible JLV ? :oops:

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Re: VR mode

Postby Fullwood » Fri Jun 21, 2019 2:01 pm


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Re: VR mode

Postby Wahlamt » Sun Jun 23, 2019 9:32 am

This is what was concluded last time: viewtopic.php?f=1&t=41723

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Timo Van Dyk
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Re: VR mode

Postby Timo Van Dyk » Wed Aug 07, 2019 9:08 pm

jlv wrote:It'd be fun to fool with, but no. Would definitely be a challenge to do while following Oculus' best practices. Pretty much everything motion related would be badly violated by a decent MX game -

  • Avoid visuals that upset the user’s sense of stability in their environment. Rotating or moving the horizon line or other large components of the user’s environment in conflict with the user’s real-world self-motion (or lack thereof) can be discomforting.
  • Acceleration creates a mismatch among your visual, vestibular, and proprioceptive senses. Minimize the duration and frequency of such conflicts. Make accelerations as short (preferably instantaneous) and infrequent as you can.
  • Remember that “acceleration” does not just mean speeding up while going forward; it refers to any change in the motion of the user, whether in direction or speed. Slowing down or stopping, turning while moving or standing still, and stepping or getting pushed sideways are all forms of acceleration.
  • Have accelerations initiated and controlled by the user whenever possible. Shaking, jerking, or bobbing the camera will be uncomfortable for the player.
  • Viewing the environment from a stationary position is most comfortable in VR; however, when movement through the environment is required, users are most comfortable moving through virtual environments at a constant velocity. Real-world speeds will be comfortable for longer. For reference, humans walk at an average rate of 1.4 m/s.
  • Teleporting between two points instead of walking between them is worth experimenting with in some cases, but can also be disorienting. If using teleportation, provide adequate visual cues so users can maintain their bearings, and preserve their original orientation if possible.
  • Movement in one direction while looking in another direction can be disorienting. Minimize the necessity for the user to look away from the direction of travel, particularly when moving faster than a walking pace.
  • Avoid vertical linear oscillations, which are most discomforting at 0.2 Hz, and off-vertical-axis rotations, which are most discomforting at 0.3 Hz.
  • Unexpected vertical accelerations, like those that accompany traveling over uneven or undulating terrain, can create discomfort. Consider flattening these surfaces or steadying the user’s viewpoint when traversing such terrain.

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