Virtual Reality Development Tips
Just in case anyone is thinking of developing/working on VR, I picked up some tips from a talk by Palmer Luckey at Steam Dev days this year. In thought they were quite interesting, and it helps that he's so forthcoming with this kind of stuff.
<Tips for VR>
#1 - Avoid exhausting head movement (possibly neck strain because of lack of peripheral vision in HMDs)
#2 – Forward motion in VR works more naturally than back & maybe side to side.
#3 - Minimize duration of acceleration, not speed of acceleration (meaning you can use sprinting, but be conservative with it)
#4 (for those interested in Augmented Reality) - VR is a good way to prototype AR interfaces – due to current lack of wide FOV AR hardware
#5 - Consider the future potential of Simulated eyetracking and maybe factor that into your game.
link to full video -
<Tips for VR>
#1 - Avoid exhausting head movement (possibly neck strain because of lack of peripheral vision in HMDs)
#2 – Forward motion in VR works more naturally than back & maybe side to side.
#3 - Minimize duration of acceleration, not speed of acceleration (meaning you can use sprinting, but be conservative with it)
#4 (for those interested in Augmented Reality) - VR is a good way to prototype AR interfaces – due to current lack of wide FOV AR hardware
#5 - Consider the future potential of Simulated eyetracking and maybe factor that into your game.
link to full video -
Thanked by 1iceblademush