I have seen a variety of talks from developers who have prototyped VR
experiences and learned new things, and I was wondering if there is a
collection of these lessons somewhere. For example, The Harmonix guys
talked about looktoportation among other...
Would you pay more for outfits, for example, in a VR game? Or feel
better about paying for them in the first place.I can see fashion being
a bigger deal in VR, both because of presence and because you can see
your body easily.
4.4.2 patch notes:Fixed an error that could occur with Notify tracks in
animation Montages.Fixed an error that could cause the Mac Editor to
become unresponsive when Slate Text Views were usedFixed game plugin
source being compiled with optimizations...
Lets take a break from reading about DK2 and talk about scale.Oculus has
talked about how you can scale the world / player and change their
perspective. Things like scaling the the eye height makes you feel
tall/short, but scaling the eye / neck vect...
I saw this on r/Futorology, but not here or r/oculusIt's just an opinion
piece, but I thought it was
interestinghttp://worldofwono.blogspot.com/2014/07/the-impending-vr-disruption.html
Have you seen the Valve talk where they discuss "meathooks" in their VR
version of TF2?A quick google search found this:
http://www.mtbs3d.com/articles/editoria ... dc-part-ii which talks about
the presentation, but I could not find the original slid...
I hope they go with a rigid structure ala Crescent Bay for the Consumer
version. Comfort / fit was my biggest problem with DK2, and valve can
learn from all the field testing Oculus has done.