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June 30, 2015

How to control relation between head & camera movement UE4?

It is possible to control how the virtual environment responds to the head movements, so that, for example, if the person moves the head 20 degrees to the left, the Oculus Rift responds as if the person had only moved 15 degrees? Is this possible in UE4? I know this creates a risk of VR sickness, but the mismatch will be very small and this will only be used for research, with participants who are aware of this risk.
Thanks for the help!
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    3 replies

    Inspiring
    June 30, 2015
    Please don't spam the forum with the same message over and over.

    I deleted the other thread, and I'm moving this one to the Unreal 4 section.

    To address your question though, I'm not sure there is an easy way to do this and, of course, there is risk of discomfort.
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    psych892Author
    New Participant
    June 30, 2015
    Sorry, I wasn't sure which section was the most appropriate for my question. You say there's no easy way to do it, but, is there a hard way? I can seek the help of a programmer, but he doesn't work with EU4, it would be nice to have an idea of what needs to be done. Thanks!
    Up and Coming
    June 30, 2015
    I have not tried this, but you could probably:

    1. At beginning of update, get camera position/orientation.
    2. At end of update, get camera position/orientation.
    3. Take your factor (15/20) and reorient/position the camera by LERPing between position/orientation 1 and position/orientation 2.

    EDIT: I know your OP says you only want to do this on orientation, but I think decoupling position from orientation might induce additional discomfort. You could try though.

    Also, I am curious why someone would want to do this. It seems the practical uses are limited to letting someone spin around by only spinning 3/4 of the way around.

    Finally, I would feel bad for any developer who has to work on this. I cannot imagine being forced to create something that is knowingly disorienting and uncomfortable.