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Up and Coming
July 2, 2014

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 separate bounding box and the camera will have to be restricted to that. Is that something that will be in the next DK2 version of the Oculus SDK, or are we all going to come up with our own implementations?

    49 replies

    Up and Coming
    July 9, 2014
    no YOU have proven you are an idiot, end of story. We have told you why it won't work and you think attacking me will somehow divert attention away from your idiotic hypothesis. If it was worth trying I'd try it. It isn't because even a 10 year old moron could tell you that the head would be moving through space in reality while in game it would FREEZE while the body moves - therefore you've broken rule #1.

    You are talking plenty of shit yourself there buddy!
    EX DK2/VIVE/PSVR/CV1/Q2/PSVR2 | Currently Quest Pro (PCVR) | VR developer RTX 3080 FE / 12900k / Windows 11 Pro
    Up and Coming
    July 9, 2014
    Meh.
    Twitter IndieDB
    Up and Coming
    July 9, 2014
    "Because it was clearly stated your camera would still track head movement completely 1:1 like normal. But I guess that's too hard to understand for someone like you, who isn't actually a developer and has severely limited reading comprehension. :lol: :lol:"


    What's funny here is it's YOU that are dense my friend. NO IT WILL NOT. Are you REALLY so stupid to think that the head could be 1:1 tracked if you move the ingame body back??? what on earth is this? stupid hour? :lol: :lol: :lol:

    If you move the ingame body back the head is in effect STUCK cos you are moving the body instead. Now in reality the BODY is static and the head is moving.

    Obviously something in my explanation is not getting through, and you are simplifying the problem to suit your needs. You are limited in thinking and ONLY thinking of a slight head movement.. what if a player leans forward? so yeah - the camera works exactly but what happened to the sense of bending in reality? it's become DE-COUPLED - you are just moving the problem from the virtual head to the virtual body instead but the result is the same!!! it is no longer mapped 1:1 with the PHYSICAL MOVEMENTS because if a player stands 12" from a wall and bends over by 24" he expects his head to end up 24" forward not an arbitrary distance based on how far he was from the wall. You have then not moved the head as far in virtual space as it has moved in reality - THAT is the problem.

    Christ i've heard it all now. how about you leave VR to the ones who get the basics at least? piss off! blocked :mrgreen:
    EX DK2/VIVE/PSVR/CV1/Q2/PSVR2 | Currently Quest Pro (PCVR) | VR developer RTX 3080 FE / 12900k / Windows 11 Pro
    Up and Coming
    July 9, 2014
    "n00854180t" wrote:
    "Sharpfish" wrote:
    no YOU have proven you are an idiot, end of story. We have told you why it won't work and you think attacking me will somehow divert attention away from your idiotic hypothesis. If i was worth trying I'd try it. It isn't because even a 10 year old moron could tell you that the head would be moving through space in reality while in game it would FREEZE while the body moves - therefore you've broken rule #1.

    You are talking plenty of shit yourself there buddy!



    Blah blah blah, verbal diarrhea. Good job on not being able to read at an elementary school level. I'm sure you're very proud of that. :lol:

    It's clear you're incapable of any sort of actual thought, and will continue to spout rank idiocy at every turn (with poor spelling and grammar no less - typical).



    seriously how old are you? you should be ashamed. "Waaaah I was shown to be a clueless idiot on a forum and now feel soooo embarrassed I have to resort to personal attacks and name calling" - jesus kid. get out while you still can.
    EX DK2/VIVE/PSVR/CV1/Q2/PSVR2 | Currently Quest Pro (PCVR) | VR developer RTX 3080 FE / 12900k / Windows 11 Pro
    Up and Coming
    July 9, 2014
    .....
    Twitter IndieDB
    Up and Coming
    July 9, 2014
    As a rule I don't argue with children. So consider yourself blocked.

    Let us know how that stupid idea works out for you (it won't). And thanks for the abuse and showing yourself up even further as the small minded, brain dead idiot you obviously are, I do enjoy a laugh of an evening. :lol:

    and stop speaking for everyone else too - I could do that also cos it's clear you just don't get the problem at all and slinging insults at me won't change that. I've worked on more games than you've played probably. :lol:

    You still clearly don't get why moving the body back is the same problem as blocking the head, that is ALL there is to it. It's the same bloody problem and you can't see it at all.

    In your idea the camera MAY still move exactly as the head does - duh - but you have translated the position of it from where it SHOULD be (based on the real physical body/bending) to suit the 'can't go out of bounds' rule. It is you who can not simulate this in your brain and see the flaw in your idea. Nobody is saying the head/cam wont still 'work' (as in following the head) but you FORGET one vital thing here - the visual update will be translated wrong, by however much you move the body back that is now NOT where the head expected to end up. Can you FINALLY grasp that concept?? yeah?

    THE only way to do what you propose is to have the PHYSICAL body move back by the same amount also using some, as yet to be invented contraption (which would still be weird and not feel nice even in reality). Or better yet have a real physical block zoom into place whenever your silly idea kicks in to STOP the physical head/body from swinging forward. Sure it can still slide down the 'wall' like a dead slug if that's what you want, but the fact remains: You have just relocated the player's camera to somewhere he didn't expect his eyes to end up, and without the physical wall blocking him this is a big problem because the head is not sliding down a wall or bouncing off a wall in reality, it is still continuing it's merry journey to point b, which is whatever extent your back/waist is allowing you to bend in reality.

    I'm the first to admit I don't always explain myself clearly but I sure as hell know what I'm talking about in this instance, and abusing me just because you feel stupid is really not on.

    There is more to this than just the eye / camera - there is the sense of overall body space and our attached head, we expect our head to end up 24" (for example) ahead if we bend 24"!! simply moving the body back to allow the usual camera / head mapping is no solution at all - in fact it may well be one of the worst things you could do to cause motion sickness. It's laughable you put so much energy into attacking a sound bit of advice while not even examining the glaring flaws in your own ill-considered proposal. :lol:

    Also good luck with your ridiculous 'solution' when in a variety of enclosed space games. Cockpits? coffins? wardrobes? tunnels? all of these things you are going to just arbitrarily push the body back/over to offset the head? Causing the body to clip through the constraints of the environment, while ALSO making them sick?? :mrgreen: hmmmmm /insert applause here. You haven't got a clue, seriously.

    Fade to black covers ALL and every scenario. Yours covers just one, a spacious enough room to push the body back, and even then you'll puke doing it. :lol:

    IT IS a problem, but by god I hope you put that into your own games and get plenty of customers telling you how sick your games make them. I tried to help you... :ugeek: :mrgreen:

    Also, taking pops at my grammar is ridiculous not only because it's childish and besides the point, but there's nothing wrong with it. It's fast typing on a forum not a university exam. :roll: :lol:

    /
    EX DK2/VIVE/PSVR/CV1/Q2/PSVR2 | Currently Quest Pro (PCVR) | VR developer RTX 3080 FE / 12900k / Windows 11 Pro
    Up and Coming
    July 9, 2014
    ....
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    Up and Coming
    July 10, 2014
    Another problem with the slippery sock idea is you are changing the zero position in your position tracking. When you straiten up, do you now always look down to see your avatars feet slightly to the side leaning over? If you try to stick your head through the door in a racing sim when you straiten up do you find yourself sitting on top of the gear knob?

    "n00854180t" wrote:

    You still get the feedback of the body moving
    snip


    What feedback!? the effect on the cameras movement is exactly the same as cutting out position tracking. Except if you are looking down you will see your virtual avatar doing strange contortions.
    Participant
    July 10, 2014
    To everyone who thinks that fade to black is more of an immersion breaker than having a physical wall stop the camera, The effect of the camera suddenly stopping while the player feels the sensation of them continuing to move their head is far more immersion breaking. Not only that, but it will make some very sick players.

    Seriously, why is this even an argument? I'm not saying that fade to black is the best solution, but it's a million times better than stopping the camera when it hits a wall.
    Up and Coming
    July 10, 2014
    If I lean into a wall with my head, my head will stop. Not a huge immersion breaker in that regard, perhaps leaning your head against the wall can just move your player controller away from the wall so your camera is still moving in that direction, just when you return to center your body might be in a different position. fading to black when at a wall sounds worse than that, but there's only one way to find out. Can't wait for them DK2's to ship out.

    "n00B" wrote:
    Go stand on a slick surface with socks on, next to a wall. Push your head into the wall. Your feet will slide back. Thus the idea.


    Yeah, that. I hope I don't get yelled at like you did :)