Forum Discussion
xhonzi
11 years agoHonored Guest
Positional Tracking and Collisions
I've done a bit of searching... how are people going to handle the clipping/collisions/bounding of the head/cameras once positional tracking is here? It seems to me that the head will need a separa...
Sharpfish
11 years agoHeroic Explorer
"owenwp" wrote:
Honestly, I don't think trying to push your face through a wall should be comfortable.
Rather than fade to black I think pulsing red would be better. Disorient them so they don't notice the mismatched motion, and trigger reflexes closer to a pain response to make people back away.
If you go too far in accommodating the user, you end up with a world that does not feel solid or interactive, or make the player feel like some sort of disembodied ghost. Extremely passive experiences are good for beginners, but to create a strong sense of presence you need some way for the world to affect you.
This isn't about what a head hitting a wall feels like though. It's a technical issue only at this stage, about how to prevent nausea and motion sickness. The minute your in game head cam is stopped/blocked/locked then it's imperative your reduce the visual feedback to your still in motion head (until you correct it).
Inducing visual pain via flashing red is a bad idea imo, at least for 'the masses', so have it only as an option for the insane/hardcore as it may cause headaches! :)
But fade to black is very elegant and it's like you've 'stepped out of' the virtual world, which isn't an immersion breaker as such - more like a 'wow I can step in out like this AND not get motion sickness' win win.
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