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Simple experiments with gamepad controls and VR

mrgreen72
Superstar
I thought I'd share some of the small experiments I'm making with gamepad controls. This is a WIP and nothing ground breaking or very exciting but it's I thought it would be as good a starting point as any for a discussion/collaboration on VR and gamepad controls.

*NEW UPDATE 2014-04-27*

This is based on SDK 0.2.5.

Ugly paste of the description from the readme file:

Simple experiments with VR and gamepad controls by Hugo Tremblay aka Mr.Green.

This has been made using the 360 controller on Windows.


*Press the Back button of the 360 controller to see the control options*

1 - Control Modes

You can cycle through the different control modes by using the left and right
D-Pad buttons of the 360 controller or the + and - keys of the keypad.


1.1 - OculusSDK

This is the default mode of the Oculus SDK. You walk in the direction you're
looking at.

Left analog stick: Walk forward/backward. Strafe left/right.
Right analog stick: Turn left/right.
Left analog click: 180° turn.
Left trigger: Run.

1.2 - FreeHead

This mode lets you look and walk in different directions.

Left analog stick: Walk forward/backward. Strafe left/right.
Right analog stick: Turn left/right.
Left analog click: 180° turn.
Left trigger: Run.

1.3 - FreeHeadLS

This mode is like the FreeHead mode with strafing and turning swapped to give full
control to the left stick.

Left analog stick: Walk forward/backward. Turn left/right.
Right analog stick: Strafe left/right.
Left analog click: 180° turn.
Left trigger: Run.

1.4 - HeadStick

This mode lets you turn with your head when you're moving (walking or strafing).

When you turn your head past a configurable angle (default 20°) to either the
left or right, you beging turning at a configurable senstivity, much like an analog
stick.

You can freely look around normally when not moving.

Also, it assumes that if you're looking up 15° or more, you're probably looking
at something and will NOT turn.

This mode is requires good VR legs.

Left analog stick: Walk forward/backward. Strafe left/right.
Right analog stick: Free.
Left analog click: 180° turn.
Left trigger: Run.

1.5 - FixedAngle

This mode is probably very similar to what CloudHead's VR Comfort Mode. You
walk in the direction you're looking at but you can make broader turns using
the left stick, which turns in fixed increments (default 20°). The angle is
configurable.

Left analog stick: Walk forward/backward. Strafe left/right.
Right analog stick: Turn left/right in fixed increments.
Left analog click: 180° turn.
Left trigger: Run.

1.6 - FixedAngleLS

This mode is identical to the FixedAngle mode except that it gives you full control
with the left stick and puts strafing on the right stick.

The strafing could be put as a button modifier or removed altogether, which would
leave the right stick free for a potentialy more useful role like a free gun aiming
mode for instance.

Left analog stick: Walk forward/backward. Turn left/right in fixed increments.
Right analog stick: Strafe left/right.
Left analog click: 180° turn.
Left trigger: Run.

1.7 - FixedAngleHead

This mode is a mix of FixedAngle and HeadStick.

When you turn your head past a configurable angle (default 20°) to either the
left or right, you will turn in that direction by that angle.

Left analog stick: Walk forward/backward. Strafe left/right.
Right analog stick: Free.
Left analog click: 180° turn.
Left trigger: Run.

1.8 - TurnButton

This mode lets the user set his orientation (walking direction) to where he's
looking at with the press of a button. Initiates a rotation by the delta
between the camera orientation and the "body" orientation. Both the camera and
the body rotate by the same angle, which lets the user recenter his head and have
the new orientation facing forward.

Kinda hard to explain, try it for yourself!

Left analog stick: Walk forward/backward. Strafe left/right.
Right analog stick: Turn left/right.
Left analog click: The Turn Button.
Left trigger: Run.


1.9 - TECHNOLUST

This mode has been demanded by Anticleric over at the Oculus forums for his game
TECHNOLUST.

It's meant as a very simple mode for newcomers. It lets you walk forward simply
by pressing the left bumper or X and goes in the direction you look at. Holding the
right trigger lets you look around freely when walking, and turns you to the
direction you're looking at when you release it.

It also has the FixedAngle functions on the analog sticks.

Left analog stick: Walk forward/backward. Strafe left/right.
Right analog stick: Turn left/right in 45° increments.
Left analog click: 180° turn.
Left trigger: Run.
Left bumper/X: Walk backward.
Right bumper/Y: Walk forward.
Right trigger press: Independent walking/looking directions.
Right trigger release: Sets the walking direction to the looking direction.


2 - Options

2.1 - "Blink" turning

Experimental function to alleviate discomfort while turning with a gamepad.

On [default]: The image goes dark while turning. Simulates the user blinking his eyes.
There's a "deadzone" which lets the user make very slight adjustments
without blinking.
Off [stock OVR SDK]: No change in the camera behavior while turning.

You can toggle this feature by pressing the right analog stick button on the 360
controller or by pressing CapsLock on the keyboard.

2.2 - Turn angle

Specifies by how many degrees fixed angle modes will turn.

For head controlled modes, this is also the angle you need to turn your head
to start turning.

Default is 20°. A minimum of 30° is recommended for the FixedAngleHead mode.

Home: Increases turn angle
End: Decreases turn angle.

2.3 - Smooth Turns

This applies to the automatic turning initiated by multiple functions: (Fixed angle
turns, 180° turns, Turn Button).

You can activate smooth turns if instant changes in the point of view when
turning are disorienting to you. Could cause motion sickness though.

On: The camera rotation is fast but perceptible.
Off [default]: Instant point of view change.

B button or ScrollLock: Toggle Smooth Turns.

2.4 - Turn speed

When using Smooth turns, sets the speed of the rotation in degrees/s

PageUp: Increases turn speed
PageDown: Decreases turn speed.

2.5 - Sensitivity

Analog stick and Head turning sensitivity (HeadStick mode).

PageUp: Increases turn speed
PageDown: Decreases turn speed.



Modified Tuscany demo - Windows - 64 bit

Unity package of the modified OVRPlayerController prefab - SDK 0.2.5
68 REPLIES 68

drash
Heroic Explorer
Ohhh... that explains why the Tuscany demo is unchanged -- I thought maybe your new stuff was only in the unityPackage. Looking forward to the new updates. 🙂

mrgreen72
Superstar
New files are up.

Sorry about that guys. Lesson learned!

mrgreen72
Superstar
I think reading the readme file is very important to understand the different modes but let me just make a quick tl;dr version here.

- Press the Back button on the controller to display the Options menu.
- Cycle through the control modes using the D-Pad left and right.
- Pressing the right stick button toggles the "Blinking" function. (goes dark when turning)
- Pressing the left stick button is The Turn Button when in that mode, makes you spin 180° in the other modes.

Anticleric
Expert Protege
"mrgreen72" wrote:
I think reading the readme file is very important to understand the different modes but let me just make a quick tl;dr version here.

- Press the Back button on the controller to display the Options menu.
- Cycle through the control modes using the D-Pad left and right.
- Pressing the right stick button toggles the "Blinking" function. (goes dark when turning)
- Pressing the left stick button is The Turn Button when in that mode, makes you spin 180° in the other modes.


Amazing! I have to play around some more. I tried cranking the rotation way down.. but it seems no matter what I do, using the controller makes me ill. I'm really starting to think that you might be onto something with blink mode. When I have time I might try to hook it in with a camera effect (like a glitch or static) so that it fits the motif.

mrgreen72
Superstar
"Anticleric" wrote:
"mrgreen72" wrote:
I think reading the readme file is very important to understand the different modes but let me just make a quick tl;dr version here.

- Press the Back button on the controller to display the Options menu.
- Cycle through the control modes using the D-Pad left and right.
- Pressing the right stick button toggles the "Blinking" function. (goes dark when turning)
- Pressing the left stick button is The Turn Button when in that mode, makes you spin 180° in the other modes.


Amazing! I have to play around some more. I tried cranking the rotation way down.. but it seems no matter what I do, using the controller makes me ill. I'm really starting to think that you might be onto something with blink mode. When I have time I might try to hook it in with a camera effect (like a glitch or static) so that it fits the motif.


Actually, contrary to popular belief, slowing down the rotation is worse! Playing with the mouse, which is way faster, feels a lot more comfortable. So you want to make it as fast as possible while remaining precise enough.

I got the blinking mode idea reading a post a while ago from someone (might have been GeekMaster) mentioning he closed his eyes while turning. I tried that and it's much more work than it sounds like! :lol:

I thought I'd make it an automatic software option, and in my experience it does the trick. I also set the alpha channel of the black texture to .95, so you can still see the world a little for orientation, but it's user configurable.

Anticleric
Expert Protege
"mrgreen72" wrote:
"Anticleric" wrote:
"mrgreen72" wrote:
I think reading the readme file is very important to understand the different modes but let me just make a quick tl;dr version here.

- Press the Back button on the controller to display the Options menu.
- Cycle through the control modes using the D-Pad left and right.
- Pressing the right stick button toggles the "Blinking" function. (goes dark when turning)
- Pressing the left stick button is The Turn Button when in that mode, makes you spin 180° in the other modes.


Amazing! I have to play around some more. I tried cranking the rotation way down.. but it seems no matter what I do, using the controller makes me ill. I'm really starting to think that you might be onto something with blink mode. When I have time I might try to hook it in with a camera effect (like a glitch or static) so that it fits the motif.


Actually, contrary to popular belief, slowing down the rotation is worse! Playing with the mouse, which is way faster, feels a lot more comfortable. So you want to make it as fast as possible while remaining precise enough.

I got the blinking mode idea reading a post a while ago from someone (might have been GeekMaster) mentioning he closed his eyes while turning. I tried that and it's much more work than it sounds like! :lol:

I thought I'd make it an automatic software option, and in my experience it does the trick. I also set the alpha channel of the black texture to .95, so you can still see the world a little for orientation, but it's user configurable.


Hmm.. I think you're right about the turn speed thing. Weird... I don't know. Different things set diferent people off. I've been advocating the mouse for Technolust since the beginning.. but people insist on the controller.

mrgreen72
Superstar
"Anticleric" wrote:
Hmm.. I think you're right about the turn speed thing. Weird... I don't know. Different things set diferent people off. I've been advocating the mouse for Technolust since the beginning.. but people insist on the controller.

Well, the thing with the mouse is that it really forces you to a front-facing-seated position, and there is no way in hell you'll get "presence" controlling a walking character while seated. Hell, sitting down even fucks up the world scale.

I knew for a fact that standing up was night and day but I was happy to hear the "scientific" explanation behind this during Tom Forsyth's talk at GDC. I believe you've watched that one too.

Anticleric
Expert Protege
"mrgreen72" wrote:
"Anticleric" wrote:
Hmm.. I think you're right about the turn speed thing. Weird... I don't know. Different things set diferent people off. I've been advocating the mouse for Technolust since the beginning.. but people insist on the controller.

Well, the thing with the mouse is that it really forces you to a front-facing-seated position, and there is no way in hell you'll get "presence" controlling a walking character while seated. Hell, sitting down even fucks up the world scale.

I knew for a fact that standing up was night and day but I was happy to hear the "scientific" explanation behind this during Tom Forsyth's talk at GDC. I believe you've watched that one too.


Ya it was a great talk. I love that he mentioned "papers please" VR. That's actually originally what Technolust was going to be. It actually made me consider putting my player in a wheelchair also. haha

mrgreen72
Superstar
"Anticleric" wrote:
Ya it was a great talk. I love that he mentioned "papers please" VR. That's actually originally what Technolust was going to be. It actually made me consider putting my player in a wheelchair also. haha


I've thought about a horror game where you'd be in a wheelchair with Kinect-like motion controls. You'd actually have to move your hands to move forward/backward and turn just like a real wheelchair.

Now imagine having to roll for your life! :lol:

mrgreen72
Superstar
Anticleric and I have done a bit of tweaking tonight so I've updated the OP once more.

What's new:

- TECHNOLUST mode has been tweaked a lot.
- FixedAngle has the right stick doing the rotations by default.
- New FixedAngleLS to get the rotations on the left stick.
- New "Progressive Turning" option (default: off) for the TurnButton, FixedAngle[LS] and TECHNOLUST modes.

Again, I know readme files are boring as hell but they're kinda useful sometimes. :lol:

I'm going to implement that stuff into something a little more fun than Tuscany soon!