Just be careful about moving the camera. If the player doesn’t directly drive rotation via input, any acceleration will make you barfy pretty quickly.
Problem with me, though, is that I’ve never been motion sick in my life. Ever since I was a few months old, I’ve spent the weekends sleeping on a boat. At this point, there’s nothing motion wise that I love more than the feeling of being accelerated rotationally and translationally without having visual input to confirm it. It’s weird, I know.
The problem with what you’re saying, however, is that if you’re sitting down at a standard mouse and keyboard, you can’t just turn around 360 degrees and be okay. So you need to have non-direct inputs into the camera orientation… Unless you’re standing up or something. Which would be cool, but impractical with a wireless keyboard / mouse.
It’s different. I never get motion sickness but from VR you can quite easily because your body expects you to be moving, but you aren’t.
On a boat you expect to be moving, and you are moving.
I worked at a company for a while where we did VR birthday parties. I don’t get motion sick. It’s weird, I know, but it doesn’t matter what’s happening on my screen. I can do it indefinitely.
I put in animations for walking where your camera would bob. They were too big and people were getting sick so Lito had to tone them down. More recently, I put in animations for your camera where if you jumped, your camera would shake up and down. People complained that it was making them sick. Lito complained too, and he toned them down.
It’s actually a problem because what I think is a cool immersive animation is actually a really good way to get people sick to their stomachs.
I also don’t get motion sick, but my wife does pretty easily so I use her as a litmus test for my animations.
It’s pretty annoying because she drives like a road warrior on twisty roads, but I have to drive slow and cautious around turns or she starts getting ill. It’s funny how if the observer is the one in control of the motion they’re fine, but if they aren’t in control – sickness unless you take it easy.
That’s why I’m going to model it like a vehicle with the controller(s) controlling all movement while the head can look freely around, just like in a car or plane.
Indeed. From playing with VR FPS games, it definitely seems like a better idea to control your “body” and gun, and control your head with… your head.
That’s really the key here! I’ve noticed that whenever you’re controlling the movement, it’s totally fine. It probably has to do with how the body predicts motion.
Updates!
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Basic camera integration is live. Some games are now playable in VR in third-person. We still have a lot of work on cameras - there are camera types that don’t work automatically (yet), and we’ll keep tweaking the default character controls.
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IsVREnabled got renamed to VREnabled to match KeyboardEnabled/GamepadEnabled/etc. with IsVREnabled still working but deprecated. (we noticed the discrepancy too late to change it in the initial release)
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MSAA in VR now adapts to the quality level so that on lower-end GPUs we can still try maintain high framerate.
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Several optimizations for lighting and other rendering updates have been implemented.
Items that are in progress include:
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Player name support
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BiilboardGui improvements; in VR the current behavior is suboptimal; we’re changing it to ignore camera orientation in VR which seems to work much better.
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Support for other platforms (tentatively ). All details are TBD and will be shared later, but I’ll state here that the experience you’ll get there is drastically inferior to desktop VR due to quality of phone sensors, display hardware issues on some phones and at most one button for controls.
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More optimization work (this is always ongoing)
We also plan to support more desktop/mobile VR devices going forward.
Shouldn’t you guys just remove IsVREnabled?
The property isn’t in wide-spread use yet, so it probably isn’t going to hurt much to phase it out.
I’m working on a wiki article. Stay tuned.
We’ll remove it once our internal scripts get updated basically.
Which should be finished with the next release cycle!
Will Roblox immediately support the HTC Vive when it comes out?
I’m probably going to be ordering one, and I really want to try and make something cool with it when it’s available.
I’m hoping this would be the case.
Is Roblox actually going to have 90+ FPS rendering with it if our machines can handle it?
I assume no due to issues like RenderStepped.
What issues would arise from changing the FPS in VR?
All the games that use .RenderStepped for 1/60 deltas… lol
This discussion has already been had. Mobile already runs at 30 FPS. Any game that assumes a delta time is already broken.
I used to do that for my weapon projectiles, and they would go slower with a lower framerate. It was horrid.
I am slowly setting everything up for VR support to.