I would like to be able choose my own five textures, for the four "permanent" Guardian Walls and their floor.
Examples of applications :
In a game that allows me to fly, I could replace the floor texture with
a magic carpet texture, of the exact size as my VR space.
- In a
Zombie wave shooter, I could apply an "ankle high" wall texture around
me (with the top of those wall textures being left transparent),
allowing me to move faster and freely around my room with less risk of
triggering an immersion breaking full Guardian Wall alert, and without
having the default "permanent" Guardian Wall light-cage texture wreaking
- I could take pictures of my own room (4 walls and
floor), and use them as the "permanent" Guardian Wall textures, which I
could use as a simplified form of Augmented Reality in room scale games
(like having giant spiders pop out of my own floor and walls), or in
void background games and applications like the VOID THEATER setting in
OCULUS VIDEO, in which I could replace the void background with my own
"permanent" Guardian Wall room textures, giving the impression of having
a giant screen in my very own room.
- I could make the front wall
texture transparent, and maybe make (half of the) right side and left
side wall textures transparent too... so I could play the default "dual
front facing sensor" games with the "permanent" Guardian wall only being displayed
behind me, allowing me to notice right away if I'm turning around too
much (before I lose tracking, and receive a more immersion breaking
application warning that I must turn back frontward).
course, when the user does get close to the Guardian Wall limits, it
lightens up under it's current highly intrusive full laser cage form
with no textures applied as usual, regardless of what texture settings
you are using for it's "permanent" version.
Improving the "permanent" Guardian Wall : Textures 2 votes