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I don't understand the question. You've already got a 3D environment, all you have to do is implement camera control for the headset. For simulation games where
by hrnnnnnn 11y ago
I don't understand the question. You've already got a 3D environment, all you have to do is implement camera control for the headset. For simulation games where the user is stationary (planes, cars) you can pretty much stop there.
Other games will need to be designed with VR in mind, but it's not going to balloon art budgets or anything. On the contrary, what a lot of developers find is that they can get away with less sophisticated graphics while maintaining a sense of presence. See Superhot for a good example.
https://superhotgame.com/ https://superhotgame.com/
- hacker_9 11y agoYes you have a 3d world, but now everything in it needs to be interact able. Knock your fist against a wall for example, it makes subtlety different noises everytime - how do you program for that? Everything in the environment should have physics too. In a survival game if I pick up cello-tape and a gun and flashlight I'd expect to be able to attach it all together myself with my hands. All this stuff you can hide behind a button press on a gamepad+tv, but in VR it's so much more jarring when the world you are walking around can only be somewhat interacted with - the techniques we use to fake stuff today just don't stand up when you can look at them from a mm away. The idea of VR+gamepad just doesn't make sense to me - If I can't see/control my hands/feet as I'd expect then all these reports of VR induced sickness come as no surprise.
- hrnnnnnn 11y agoGood point. I thought you were just referring to graphics, but yeah, the bar for interaction is definitely going to go up once our hands are involved.