Is there a standard being created for VR Input Devices?
First of all, bear with me that, while I am, and have been a software programmer for the last 20+ years, I have very little experience at game development or character animation.
That being said, I've seen in this last year or so, a whole lot of people embark on this exciting journey towards VR, either by developing demos and games, or by creating peripherals , such as hand devices (Hydra, STEM) , motion capture systems (Yei), walking/running treadmills (Virtuix Omni, Cyberith Virtualizer).
My question is, has any standard been created or proposed towards integrating all these input systems with character animation?
I imagine it must be awfully disappointing for a company to develop this perfect high precision capture device, and see none of it's input data be handled correctly by some games. The same can be said about the nightmare that it could be of a game developer to have to account for all the different type of peripherals and capture schemes of various natures and precisions.
I can imagine all these interactions between input devices and character animations becoming more and more complex, as we start seeing higher fidelity tracking, and finer motion, such as fingers, eyes, facial expressions, etc...
Is there any standard being developed or proposed anywhere, by anyone? If not, I sincerely think someone should. Maybe OculusVR could spearhead this movement.
That being said, I've seen in this last year or so, a whole lot of people embark on this exciting journey towards VR, either by developing demos and games, or by creating peripherals , such as hand devices (Hydra, STEM) , motion capture systems (Yei), walking/running treadmills (Virtuix Omni, Cyberith Virtualizer).
My question is, has any standard been created or proposed towards integrating all these input systems with character animation?
I imagine it must be awfully disappointing for a company to develop this perfect high precision capture device, and see none of it's input data be handled correctly by some games. The same can be said about the nightmare that it could be of a game developer to have to account for all the different type of peripherals and capture schemes of various natures and precisions.
I can imagine all these interactions between input devices and character animations becoming more and more complex, as we start seeing higher fidelity tracking, and finer motion, such as fingers, eyes, facial expressions, etc...
Is there any standard being developed or proposed anywhere, by anyone? If not, I sincerely think someone should. Maybe OculusVR could spearhead this movement.
