Issues addressed: Cables snagging Camera tracking when turning 180 VR Movies - where to look? Motor driven turns removes last physical link to real world (as per the video, you can't really feel like you're flying if your navigating your feet around a swivel chair) Stick Yaw Control: we found that using the right thumbstick to falsely rotate the virtual world is experience-breaking. John Carmack shares our view (recent tweets):- @ID_AA_Carmack: Stick yaw control is such VR poison that removing it may be the right move -- swivel chair/stand or don't play. @ID_AA_Carmack: @AndreTI Quantized snaps probably is the best default stick behavior, but I want to encourage users to rotate in reality when possible.
We also hope our "eco-system" can form the basis for haptic feedback - as we now have a stable platform which rotates together with the user, further devices could be added or bolted on. For example, we could realise the sensation of pressing our hands against a virtual wall, on the basis our hands can now push against something physical that's tied to our base (i.e. not simple motor vibration which could represent 'anything').
For "notification" when our crowd funding goes live (and secure early bird price), mailto: elliott.myers@gmail.com with "Register me" as the title, or tweet "Register me" to VRXplorer@Gametrak
Just wanted to get some feedback as how best to deal with Towers.
Note: Sideways position (inside) means water cooler needs to be rotated 90 degrees. We will add appropriate vents. The "rear-basket" position would allow for greater access, plus no potential heating issues, but someone in our office keeps arguing it's ugly. We would recommend solid state for the rear position, although we suspect it won't be necessary we are currently only turning 25RPM. We are considering offering both Tower positions - please help us decide by commenting. Thanks.
Why the VRXPlorer is great for exploration, platform games and 1st person shooters:
Example: turning and walking through a door, say 180 degrees behind me:
In a standard game I would scroll the world around me (right thumbstick) until the door was directly in front of me, then push forwards on the thumbstick.
In VR A) Rotate the world around me until the door was forwards-facing (i.e, same as standard game but in VR false motions can induce some nausia) then push forwards on the thumbstick. B) Turn my head towards the door (somewhat uncomfortably backwards as my neck is now twisted), then push forwards on the thumbstick. This is implausible because my neck would ache if I continued in that direction for any length of time. Due to PC / Oculus cables, I also cant use a swivel chair to solve as a general rule. So, I would go back to using the right thumbstick to rotate the world (same as standard gaming).
In real life I would initially look for the door (i.e turn my head/neck around) and then start to walk in that direction. My body would start to rotate as I moved, and after say 2 or 3 paces, my torso would be fully facing the door as I walked through it. This direction would now be "forwards" to me, and my inner ear would confirm it too. NOTE: I would not fully rotate my body first before walking (akin to a robot).
With Alien Isolation or Windfalls (examples), we can replicate what we naturally do in real life - and it feels AMAZING. I look around to find the door, then I push forwards on the right thumbstick (same as B above thus zero lag), and then using our Foot Pad Rotator, I simply rotate the chair underneath my body until I'm fully facing that direction - so now it's "forwards" to me and my inner ear would confirm it too, plus no neck ache or cable issues. Note - not using the foot pedal "buttons" for this type of game as yet - but great for driving sims obv.
So VR apps that support "Look" and "Move Forwards" (without needing to worry about falsely rotating an Avatar), we can traverse naturally and it feels both realistic and progressive.
Add in beautiful graphical delivery and ambiance, the experience is complete. Please comment
Tower computer is now on board - looks a bit like toilet though (twitter@VRXplorer). Don't worry, it's just a prototype...we have a cunning plan.
Any help out there on a name? VRXplorer is a bit generic. Weighing up Roto or Orbita. Any help with logo concepts much appreciated.
Some exciting partnerships lining up with some studios. Hope we can announce soon. Looking forward to Southwest VR meet up on 24th Feb, in Bristol, England. It will be our first showing (although our prototypes are running close to the wire - working round the clock to get everything ready!).
How about naming the product along something like an "immersion rig", taken from the book Ready Player One? Also, have you considered using a yaw pedal?
We've taken your comments on board and come up with a modular system which supports towers, accessories, swivel chairs, force feedback and more. Any ideas to make this Kickstarter a success? Any help gratefully received!
Community - we need your help (!) we developed the solution as per feedback received, so are hoping this thread is still active. Please let us know what you think.
Our campaign has got off to a slow start...but we still hopeful the community can get behind this project. We are genuinely solving real VR issues...it's not a sim chair.