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The thing that's most novel to me (not much VR experience, though) is how you convey the masses of held objects, given the lack of force feedback. It implies th
by 6502nerdface 10y ago
The thing that's most novel to me (not much VR experience, though) is how you convey the masses of held objects, given the lack of force feedback. It implies that the virtual hands have some kind of not entirely real existence in the simulation, or it's like you carry everything via an elastic string. A more "simulationist" approach would be to have the hands meet resistence to their movement, but that would break the linkage between player movements and visual feedback.
- iamwil 10y agoMost games I've seen don't account for mass. In Job Simulator 2050, there's no feel for mass. I think there should be some sort of indication or "tractor beam" that pulls the object in tow, perhaps? Until we get hand controllers that have gyroscopes that simulate resistance, that's all we got so far.
- wingerlang 10y agoIt's been probably 10 years since I played it - but Garrys Mod does just that, adds a beam between the object and the crosshair. https://www.youtube.com/watch?v=WoYHALkoUrE https://www.youtube.com/watch?v=WoYHALkoUrE As far as I remember, the weight feeling is quite good. Not sure how it would work in VR though as I never tried that.