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enilcleahcim's avatar
enilcleahcim
Honored Guest
11 years ago

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165 Replies

    • drash's avatar
      drash
      Heroic Explorer
      I think it's because the Oculus Unity integration comes with a player controller prefab that has this control scheme set up by default.

      And I believe the reason for having the "move where you look" scheme is because the alternative is moving where your "virtual body" is facing, and unless the developer puts some work into constructing a visual body or frame of reference of some sort, any small amount of yaw drift (if they didn't calibrate) is going to make the user lose track of where the virtual body is facing, and start sliding to the side a little bit when they wanted to move forward. Sliding to the side a little instead of moving perfectly forward in the direction you expected to move is another sure way to induce nausea for many, apparently!

      Having forward connected to where you look is a quick band-aid to the problem arising from drift, but I totally agree with you -- it's pretty unnatural and makes it hard to "look around" while moving in a particular direction. There's been lots of other experimental control schemes that deal with this. One that comes to mind is how Kairo does it -- that game very gradually moves your "forward" to the direction you're looking as supposed to keeping them in sync... so you could be moving down some path and briefly look around without getting off track.
    • Melhadf's avatar
      Melhadf
      Protege
      I've tried both methods and move where you look seems more natural. Disconnecting player movement from view is more reminiscent of driving a tank not walking around.
      When we walk in real life we spend 90% of our time looking in the approximate direction we are moving. Generally stopping to look around. Spending most of our time looking in a different direction to movement is.... *LAMPPOST*... usually dangerous.
    • LKostyra's avatar
      LKostyra
      Protege
      I think this is more connected with our movements.

      When you walk forward, your head is oriented forward aswell. You look forward and your neck isn't twisted in any direction. If you want to look somewhere (ex. left, just for a moment to see something) you don't rotate your whole body to look there, you just twist your head for a second. Probably this is the issue enilcleahcim mentioned about.

      I agree, moving where you look is completely unnatural. I don't have my Rift yet, but I can imagine this to be completely unpractical.
    • cybereality's avatar
      cybereality
      Grand Champion
      Interesting. People are coming out of the woodwork with these new VR projects.
    • StCecil's avatar
      StCecil
      Honored Guest
      "cybereality" wrote:
      Interesting. People are coming out of the woodwork with these new VR projects.


      Are you surprized? I'd expect more and more.

      This is really what gamers have been waiting for all those years in the back of thier mind. It will also influence people to learn more about software to get a better understanding of the device.
    • raidho36's avatar
      raidho36
      Explorer
      But if there's gonna be so many VR devices, programmers will have to implement support for every single one of them, and some devices will inevitably be alienated, as in certain games support it and others just don't.

      Oculus should think of some kind of open standard for this and must find a way to force it onto VR HMDs manufacturers, similarry to OpenGL (would be great if OpenGL itself could include that), or else the whole VR industry may fall into bottomless pit of vendor lock dirty competition.
    • Anonymous's avatar
      Anonymous
      as far as the rift is concerned wouldn't the rift need an internal camera that could see your eyes... and if so wouldn't the lenses be occluding the line of sight to the iris?

      regardless, cool stuff! good for them
    • TheArcheaon's avatar
      TheArcheaon
      Honored Guest
      "enilcleahcim" wrote:
      Saw this and thought someone might find it relevant.

      http://www.businessinsider.com/umoove-precise-eye-tracking-software-2014-3

      "Several companies are already requesting the SDK, ranging from very large companies to small indie developers targeting diverse products, such as games, advertising, mobile OEMs, children's apps, and more..."

      So, um, how many months do you think this company just pushed back the release of the consumer Rift?


      Doesn't eyetracking creep anyone else out? o.o
    • Timech187's avatar
      Timech187
      Honored Guest
      Yeah, that sucks.

      Glad I got my DK1 out of the way. Guess we'll see how bad it gets. Least there are other VR products on the way in case this ends up being as lame as it sounds.
    • RazTOO's avatar
      RazTOO
      Honored Guest
      Tell me it'a aprils fools day .... or are my glasses dirty.... or is it a bad dream?????

      ... just no. Canceling my FB account ASAP.. glad i managed to get my DK1 and do some UDK testing on it...

      I just hope this is a fake ... or that this wont cause any ''problems'' in Oculus (guys you are great! and hope to see you again on gamescom 2014).
    • Prelucid's avatar
      Prelucid
      Honored Guest
      Then Facebook goes VR. Now when people bug you to install farmville they'll appear as Jehovah's witness in the VR world.
    • Mazhurg's avatar
      Mazhurg
      Honored Guest
      Groupthink and the internaut effect... :!:
    • Crespo80's avatar
      Crespo80
      Explorer
      that's obviously not the case for the first commercial CV1 rift, not even for the second CV2, but eventually we'll see some form of integration, that's inevitable, let's just hope Facebook will be a different and better company for that time :|
    • Thoth_The3x's avatar
      Thoth_The3x
      MHCP Partner
      People are still having angry kneejerk reactions to the news. Give it some time.
    • Frito's avatar
      Frito
      Explorer
      Not bad!

      I can see a future where theres stores (cough infinite realities cough) with the sole purpose of selling you a scanned 3d model of yourself for those kind of apps. Edition of it to make you fitter/prettier costs extra of course. :)
    • ThreeEyes's avatar
      ThreeEyes
      Explorer
      And you are doing so well at that, Mike. Why do you care?
    • raidho36's avatar
      raidho36
      Explorer
      MLP is a good show actually. The episodes have social subtext in them and sometimes they bring up some major issues like racism and crime.
    • geekmaster's avatar
      geekmaster
      Protege
      "enilcleahcim" wrote:
      ... The bad guys in that movie are referred to as Revolutionary Independence From Technology, or "R.I.F.T." :D ...

      And don't forget that "Oculus" (the Horror Movie) is coming out next week too!

      Oculus and R.I.F.T. already in the pipe, coming out while "Oculus" has peaked in the public mind after all the $2bn FB news...

      Coincidence, or Murphy at work?




      The "Altered Reality" that resides in that mirror... Like "The Matrix", it begs the question "WHAT IS REAL?"
  • owenwp's avatar
    owenwp
    Expert Protege
    You certainly could have a smartwatch/phone/etc display a fiducial marker on its screen, which would let you track it pretty accurately. Then, with some difficulty, you could fuse that with the IMU in the watch to get it to be fairly responsive.

    Still, those phone cameras don't have great FOV. You would only be able to track it with it is pretty much right in front of your face. Lower it below shoulder level and its gone.