3 ms·
First off, I'd definitely recommend reading http://gamasutra.com/blogs/JesseSchell/20150626/247113/Making_Great_VR_Six_Lessons_Learned_From_I_Expect_You_To_Die.
by Yen 11y ago
First off, I'd definitely recommend reading http://gamasutra.com/blogs/JesseSchell/20150626/247113/Making_Great_VR_Six_Lessons_Learned_From_I_Expect_You_To_Die.php http://gamasutra.com/blogs/JesseSchell/20150626/247113/Makin....
VR-wise, b) can definitely be mitigated. There seem to be two current strategies - either you design the experience to be primarily stationary, or you set up a room that people can actually, physically walk in.
stationary-only experiences might seem like a tight constraint, but constraints breed creativity :).
Rooms to walk around in have also been done, but they're obviously more effort to set up and maintain, and are typically done by larger institutions.
- gfodor 11y agoAnother way to mitigate it is to simply teleport the user around, or perform transitions that do not give the user a sense of motion. See: https://www.youtube.com/watch?v=fOFgAfuTtyo https://www.youtube.com/watch?v=fOFgAfuTtyo