I believe you get one button on the side of it.
You can look around and tap one button. This will be fun designing built-in controls for.
I’m assuming there’s going to be out of the box GUI support as well? Similar to xbox?
If you’re talking about the part where you see the list of games etc, then yeah. We’re in the early stages of designing this.
Oh, no. I was talking about GUIs in the game. Like GUIs we make. On console, you press select (I think) to access a thing that allows you to “click” on TextButtons and stuff. Will it have something similar to this?
Too bad I have to wait like 3 months for my CV1.
Ah. Don’t know yet. On desktop in VR you can mostly use all standard controls, be it gamepad or keyboard/mouse - on mobile in VR the choice is more limiting. My guess is that on mobile without a separate controller (e.g. gamepad) the games that work well will be the ones that were redesigned / heavily adapted for VR.
Of course we’ll try to make as many platform elements as possible to work out of the box. For UI could mean that whenever you tap the button on the headset we “activate” (issue a click event?) the element in the center of the screen, so if you have a lot of elements UI navigation may get challenging.
Well it was obviously a joke… : |
So I got my Google Cardboard today to test TrinusVR (Lite), and it is no where optimal.
Any other VR solutions that I can use my LG G3 for, or full systems that aren’t expensive like the Oculus Rift is?
@litozinnamon GET THE PHANTOM FORCES GUYS ON THIS. I’ve already been playing too much VR Phantom Forces as is. A few weeks ago you could find me sitting at a desk in DK2 playing the Live Phantom Forces build with some VR capabilities. I got really good at physically aiming down the sight.
You’ve no idea the joy you feel when you take out a guy coming at you from the front, look left while still aiming your gun forward to spot an enemy and then quickly switching targets to the new guy coming around the side.
Good idea, I’ll message AxisAngles right now.
EDIT: Never mind, apparently he’s got a big job and I won’t bother him right now!
“Your prayers will be answered.” -Buddyism (PF Dev)
@Khanovich
@0xBAADF00D
I’ve been thinking a lot about it. I can’t really come up with an optimal solution in my head. I’d really need to get one of these things in order to feel what’s best.
I’ve been thinking that maybe I would just do a simple multiplication of the current non-VR camera with the VR input, and make your camera by that. I think that would be a good solution.
I’ve thought about doing something more like… throwing out the x rotation of the camera and replacing that x rotation with the VR, but keeping the y rotation. That way if you want to shoot up, you also have to loop up. For sure, though, the VR will not control the direction of the gun. That would be dumb.
I’ve also thought about having your camera’s y rotation lag behind the y rotation of your character’s body (gun aim) so that if you want to turn around to the right, you also have to move your head to the right with your mouse, but then as you stop turning (rotvelocity = 0) your head catches up to your body and you can face your head forward again. This would help simulate that rotation you experience in real life. I don’t think this would work very well, though.
Personally, I like the second option I stated, but maybe with some tweaks. Right now, in pretty much every game, when you’re facing forward (when your lookvector has no y component) when you move your mouse to the right, you gun camera rotates such that the image looks like it’s traveling to the left. However, when you look straight up (or down) and you move your mouse to the right, you don’t look to the right, and the scene doesn’t look like it travels to the left. Instead, your camera appears to travel counterclockwise, (and the scene appears to rotate clockwise) about the center of the screen. Why not instead try to make a system which consistently rotates the camera about its local y axis whenever the mouse is moved to the right, and then “fix” the resulting roll error to 0 (over time so it’s smooth) so that it’s consistent across all initial orientations? Of course, this would be applied to the gun, not the camera, so moving your mouse wouldn’t move your camera in weird ways.
I don’t think I explained no. 4 very well. Also I think people are so used to Euler Angles-based control at this point that it would be too much of a learning curve to get into the no. 4 method.
Once I get an Oculus Rift, I’ll have to mess around with all this stuff.
AAAAANNNNYYYY WWWAAAAYYYY, when does the consumer version of Oculus Rift come out? March something?
Okay, so I thought about it and summed up my ideas.
.
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In the end, it needs to feel natural.
We need to simulate this in a way that is simple AND NATURAL for people to use and understand.
This probably means we need to simulate this in a way such that that gravity is uniform in both the real and virtual worlds. at least directionally.
This probably means we need to simulate this in a way that allows natural movement of the weapon which is fairly uniform regardless of the pitch of the camera.
This also probably means that we can’t really jerk around the camera a lot when you jerk your mouse around because your head doesn’t feel that rotation.
This might require letting the user pick between two or more options to customize their own experience, but hopefully we can build the best default experience.
So the way that I played Phantom Forces with VR the controls were as such:
Mouse movement still controlled the camera even if I wasn’t looking down the gun. This felt a bit weird during movement, but felt CORRECT when holding right-click as “Aim Down Gun”. I think the way Half Life 2 does VR Gun could work in this scenario. Basically mouse movement was separated from Camera UNLESS you were aiming way off the screen.
Here are my “Ideal” VR Controls for Phantom Forces having played it unmodified with just the camera being controlled by OCULUS DK2:
- Moving Mouse / Joystick should move where the gun is aiming but not the camera.
- Moving Mouse / Joystick may move the camera if the gun starts point outside of the current view (See Half Life 2).
- Movement should be in the general direction where the gun is aiming (Because if I’m looking away from the gun, I’m probably checking my shoulder for enemies and not wanting to walk there)
- Holding Right-Click for “Aim Down Sight” should bring the gun directly to my eye and make mouse movement DIRECTLY control my camera. (Think of it as bringing a gun sight to your face, at this point your head is glued to the gun and you follow where you aim)
- You should still be able to look away from the Gun, it’s just that the Initial right click should line the gun up to your eye perfectly.
The way that PhantomForces worked in our test build was that the mouse ALWAYS moved the camera, and holding Right-Click would bring the gun up to the same position and I would have to move my head in such a way to where I was aiming down the sight.
Note: These are just opinions from playing Phantom Forces. I don’t think there is an established way to do an FPS in VR yet, so this would require people to think outside the box and find their own best method.
I was reading “ideal” right as you edited it. lol
Thanks for the feedback. I won’t be doing anything on this for a while though because I don’t have an Oculus Rift.
Thanks to infinite moniez from DevEx, though, I will definitely be buying one.
My personal one is coming in June
This is what I’ve used in the past when messing around with VR. I really hate the whole “aiming your head aims your character” trend. This feels much more natural to me. Mouse rotates character, head rotates head.
Yeah, I agree. Coupling the body and head is a bad idea.
I definitely do not think this is anywhere near optimal, though. I’m sure you’ve read my list of things I think might make for a good VR camera.
If I had an oculus rift, I could pound out a good format over the next 3 hours and be done with it. But alas, I cannot.
I’m definitely thinking of it as “your head controls where you look, your hands control where you go and what you aim at”
You can think of it as a flight sim or driving game where you are controlling the craft but you can activate a “free look” mode which lets you move the camera without changing movement. With VR your head is in the “free look” mode at all times.