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:wave: Unreal has much better VR support with, basically, push button publishing. I would not choose anything else for VR. An Oculus Quest is wireless with in
by leetrout 5y ago
:wave:
Unreal has much better VR support with, basically, push button publishing. I would not choose anything else for VR.
An Oculus Quest is wireless with inside out tracking in 6 degrees of freedom (DOF) and has no problem tracking people jumping and ducking in games like beat saber.
Unreal will map the camera to the movement coming from oculus hardware and you just make your art and some basic visual scripting in blue prints to make a PoC.
This is a couple week(end)s of work to get an MVP.
I don't have a rower so wouldn't be able to help but good luck! Great idea and very doable. Although I will warn you sweating in a headset does feel icky with the included fabric pads.
Edit to add:
Sky is just a sky box (sphere) that rotates because stars in real life are effectively at infinity
Water simulation is limited by whatever else you are drawing. Older quest hardware will be limited by draw calls. This is why you see so much stylized art in VR games that are cross platform. You likely would want a simple vertex shader and not a fluid sim.
Now I want a Tron VR rowing sim :D