instead of teleportation in VR FPS.. — Oculus
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instead of teleportation in VR FPS..

NacaryusNacaryus Posts: 206
Nexus 6
I see some FPS VR games around where you point somewhere, get teleported there and shooting and doing stuff, then teleport somewhere else etc.. I did not get my device yet but it seems like a lame solution for movement to me..

Instead of teleporting to a place and suddenly finding yourself there, why not create cutscenes instead of teleportation where your character moves to the location and you control where to look and enjoy the scenery..seems more realistic to me.. Is movement by controller in 1st person disturbing in VR?
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Comments

  • AmatyrAmatyr Posts: 28
    Brain Burst
    By the third time you were forced to watch a cut scene of your avatar walking somewhere, you'd be damned ready for teleportation as an option. Believe me.

    What I think there should be is something more of an in-game solution to why you don't feel motion in your own body. Actually make the character a teleporter (instead of just having teleportation as a hand-waved movement system), say you're playing via a drone which is why when you look down you don't see any legs, etc and you don't feel motion yourself.

    Movement by controller in 1st person in VR is the #1 way that some people feel nausea in VR. It's not global, it's not a show-stopper for everyone, but if you're making VR that should be accessible for all people you can't have it as the sole available control method.
  • NacaryusNacaryus Posts: 206
    Nexus 6
    I agree, it should be an in-game design solution..We should not expect to play assassins creed in first person VR i guess.. all this jumps etc.
  • SkScotcheggSkScotchegg Posts: 971
    3Jane
    edited May 2016
    Nacaryus said:
    I agree, it should be an in-game design solution..We should not expect to play assassins creed in first person VR i guess.. all this jumps etc.
    You reckon we'll never have the ability to do true FPS in VR then? I hope not. Would be awesome if some day we could play true VR FPS where we can walk and do everything we normally do with a controller. I'd love to play Battlefield and CoD in VR in the future.
  • WelbyWelby Posts: 1,063 Oculus Start Member
    edited May 2016
    Hi guys!

    I jumped in the thread because i think i could add something to the conversation.

    I'm just going to release on 5th may our VR fps called Mind Unleashed,and pheraps you are a drone!



    http://store.steampowered.com/app/450740

    We've done a couple of stuff to reduce motion sickness... We have rotation rachets (comfort mode to rotate your view with bumps on the gamepad),costant velocity and even some smart movements to fly (you can even fly with the jetpack in the game).

    I know is somewhat "danger" to still induce motion sickness but i think that there should be games that try as best as you can to reduce/remove motion sickness and still give you freedom to explore.

    Also,we have the Oculus Touch and the Vive so we're working on a "Room Scale" mode that will be more stationary but will supports motion controllers,so hopefully in the end everybody will be happy.

    If you mind check the game on Steam (hopefully soon on Oculus Home as well). It will cost 2.99$ (+ 15% off the first week).
  • NacaryusNacaryus Posts: 206
    Nexus 6
    Nacaryus said:
    I agree, it should be an in-game design solution..We should not expect to play assassins creed in first person VR i guess.. all this jumps etc.
    You reckon we'll never have the ability to do true FPS in VR then? I hope not. Would be awesome if some day we could play true VR FPS where we can walk and do everything we normally do with a controller. I'd love to play Battlefield and CoD in VR in the future.

    Well, how could we ever do what the ingame characters do? I dont mean walking, small jumps etc., cool stuff like rooling sideways, jumping from a roof to another, cool sword moves or other super fast stuff..It will always be limited..
    Welby said:
    Hi guys!

    I jumped in the thread because i think i could add something to the conversation.

    I'm just going to release on 5th may our VR fps called Mind Unleashed,and pheraps you are a drone!



    http://store.steampowered.com/app/450740

    We've done a couple of stuff to reduce motion sickness... We have rotation rachets (comfort mode to rotate your view with bumps on the gamepad),costant velocity and even some smart movements to fly (you can even fly with the jetpack in the game).

    I know is somewhat "danger" to still induce motion sickness but i think that there should be games that try as best as you can to reduce/remove motion sickness and still give you freedom to explore.

    Also,we have the Oculus Touch and the Vive so we're working on a "Room Scale" mode that will be more stationary but will supports motion controllers,so hopefully in the end everybody will be happy.

    If you mind check the game on Steam (hopefully soon on Oculus Home as well). It will cost 2.99$ (+ 15% off the first week).

    isnt this is the same logic as flying in space in Eve Valkyrie ?  I dont have a clue, but walking and flying a space ship or drone are perceived different by our brain?
  • WelbyWelby Posts: 1,063 Oculus Start Member
    It's not much the thing to perceived to fly as drone or spaceship.. It's the cockpit and something physical relatevely close to your vision that can reduce motion sickness!
  • SkScotcheggSkScotchegg Posts: 971
    3Jane
    edited May 2016
    Nacaryus said:
    Nacaryus said:
    I agree, it should be an in-game design solution..We should not expect to play assassins creed in first person VR i guess.. all this jumps etc.
    You reckon we'll never have the ability to do true FPS in VR then? I hope not. Would be awesome if some day we could play true VR FPS where we can walk and do everything we normally do with a controller. I'd love to play Battlefield and CoD in VR in the future.

    Well, how could we ever do what the ingame characters do? I dont mean walking, small jumps etc., cool stuff like rooling sideways, jumping from a roof to another, cool sword moves or other super fast stuff..It will always be limited..


    Well they've already designed the Omni Virtuix and Cyberith where you can walk around, duck, and jump, so who knows? They're quite expensive right now but hopefully if they can get them down to around £250 eventually then everyone will want one surely. :smile: 
  • NacaryusNacaryus Posts: 206
    Nexus 6
    I watched Cyberith, its nice, but the games should be designed with the limitations in mind...i still cant imagine myself rolling sideways or back and forth..Playing hitman could be cool with Cyberith
  • centvrionIVcentvrionIV Posts: 79
    Hiro Protagonist
    Some of us have no issues with traditional controls for fps games.
      using Xbox 360 controller and Vorpx.
    using Xbox 360 controller and Vorpx.



  • NacaryusNacaryus Posts: 206
    Nexus 6
    And what do you think about the quality of non VR first person titles using VR?
  • StreetPreacherStreetPreacher Posts: 224
    Nexus 6
    How exactly does the head movement work in FPS using VorPX?  Does your head essentially replace the mouse (right analog)?

    So, you're essentially always using your head to aim the reticle?

    Or have they figured out decoupling, so that you can use a mouse to aim, and move your POV independently? 
  • NacaryusNacaryus Posts: 206
    Nexus 6
    Some of us have no issues with traditional controls for fps games.
      using Xbox 360 controller and Vorpx.
    using Xbox 360 controller and Vorpx.



    Well seems cool, but those games are not specially made for VR, still a good experience?
  • centvrionIVcentvrionIV Posts: 79
    Hiro Protagonist
    I have to say that I did enjoy my experience.
    No decoupled aim, I use controller for my "hips" and only turn my head about 15 to 20 degrees  for fine aiming.

    ESO was good till late game when you need to play more in third person.
    Up until V5 VR was great in ESO.
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