Forum Discussion
di3ension
11 years agoHonored Guest
Looking throug walls with position Tracking
So the new Dk2 features are awesome and i really like the position tracking, since we are doing architectural vizualisations. But what really bothers me is, that you can actually look through every wa...
LaeusVR
11 years agoHonored Guest
This is definitely one of the big "how do we solve this?" problems facing VR development that has no great analogue in standard game dev. I think the answer will be different for each game, or at least each genre of game, and I think the best VR developers will differentiate themselves with good solutions to this.
Ideally, the game's movement space doesn't ever put the character in a place where the VR user can easily put their head through a wall (examples of achieving this: walkways that wind through cavernous rooms, completely fixed camera positions, or of course outdoor scenes -- though even in these cases a player could just kneel down and clip through the ground). If there's no way to prevent it, and there will be many such cases, I don't think the correct solution will ever be to push back on the in-game avatar or have the in-game head collide with the environment because that instantly breaks presence. Instead, fading to black will likely be the easiest solution in the short term.
Ideally, the game's movement space doesn't ever put the character in a place where the VR user can easily put their head through a wall (examples of achieving this: walkways that wind through cavernous rooms, completely fixed camera positions, or of course outdoor scenes -- though even in these cases a player could just kneel down and clip through the ground). If there's no way to prevent it, and there will be many such cases, I don't think the correct solution will ever be to push back on the in-game avatar or have the in-game head collide with the environment because that instantly breaks presence. Instead, fading to black will likely be the easiest solution in the short term.
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