Taking control of the camera
Hey All,
I do not yet have a rift (I didn't submit my order until July so I don't expect it any time soon), but I am in the process of developing a game with the intention of having rift support.
My question goes to those that have a rift - In a situation whereby I want the user to see an event take place which of the following situations wouldn't cause a sense of nausea :
Gradually rotate the players view to point the direction I want
Black the screen, the bring it up to show an 'event cutscene', then black the screen and return to the 'players' view
Avoid taking control of the view at all & give some form of visual prompt as to where to look (more immersive but harder to do in many situations)
I'd be curious to know how other people tackle this, and how gamers find the results. A real world scenario would be to have the player push a switch, and somehow show the player what the effect of that is - even if there is no way the event that takes place can be directly in their field of vision at the time of pushing the button.
I do not yet have a rift (I didn't submit my order until July so I don't expect it any time soon), but I am in the process of developing a game with the intention of having rift support.
My question goes to those that have a rift - In a situation whereby I want the user to see an event take place which of the following situations wouldn't cause a sense of nausea :
Gradually rotate the players view to point the direction I want
Black the screen, the bring it up to show an 'event cutscene', then black the screen and return to the 'players' view
Avoid taking control of the view at all & give some form of visual prompt as to where to look (more immersive but harder to do in many situations)
I'd be curious to know how other people tackle this, and how gamers find the results. A real world scenario would be to have the player push a switch, and somehow show the player what the effect of that is - even if there is no way the event that takes place can be directly in their field of vision at the time of pushing the button.
