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openvr/steamvr demos?

category: general [glöplog]
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It surely is better to have it than not, but it's not a showbreaker. Perhaps a margin of few degrees of head movement would be enough to keep the illusion, something that everyone should do anyway to cover different aspect ratios or fields of view.

Head parallax is not about field of view, it's about spatial separation, being able to look behind an object that's floating in front of you, but also getting a sense of depth based on your changing viewpoint. I've covered most of this in my talk above.
added on the 2018-11-30 10:41:31 by Gargaj Gargaj
Re-watched Gargaj's talk and yes, he does mention world scale, and it's surprisingly important.

Fun bug I had was when I had things running and started wondering why I could rotate my head but moving sideways didn't have any effect - turns out I was looking at a 100-meter wide object from 20 meters away; moving my head sideways a few centimeters didn't have much of an effect..

Having a few centimeters of moving room might sound like a good idea, especially if you automatically re-center, but that would probably feel really awkward when you hit the limits and welcome to nausea town with the re-centering; so I'd say if you want to limit movement, just say it's a sit-down VR experience, and if people do walk around, well, things are bound to break. If you want to force it (why would you?), just fade out if the user moves more than a meter in any direction.

Having it be a sit-down VR experience also solves a lot of the "are you looking in the right direction" problems.

But hey, it's still a new field, maybe it's a good idea just to experiment with all sorts of things and see what sticks.

Having a VR contest in a demoparty doesn't sound like a viable option, apart from showing a pre-recorded 2d companion screen or something, which is naturally not the same thing, but then again, game compos have worked as "trailer demo compos" so who knows.

Doing an online competition á la TMDC with individual judges might make more sense.. (and would probaby attract just about as few entries, or fewer).
added on the 2018-11-30 12:59:19 by sol_hsa sol_hsa
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Having a VR contest in a demoparty doesn't sound like a viable option, apart from showing a pre-recorded 2d companion screen or something, which is naturally not the same thing, but then again, game compos have worked as "trailer demo compos" so who knows.

One possible option would be that if you can source a few helmets+PCs, have the entries delivered and voting open already when the party opens and have VR terminals available for the public to check out the entries. It's not the nicest option and it's not the same as having everyone see the same thing at once, but it's probably the most fair one.
added on the 2018-11-30 13:24:07 by Gargaj Gargaj
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Having it be a sit-down VR experience also solves a lot of the "are you looking in the right direction" problems.


Can't you use sound to hint for that? Or are current VR helmets not able to spacialize that properly?
Yeah there are plenty of good (and not too cpu intensive) spatial plug-ins around, there's a lot less obvious 'grid movement' on positioning these days too. The other thing with VR and audio is you'll probably want to pull some elements out into individual point audio and move those yourself, really makes a difference from having one surround mix.
added on the 2018-11-30 14:40:58 by 4mat 4mat
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Quote:
Having it be a sit-down VR experience also solves a lot of the "are you looking in the right direction" problems.


Can't you use sound to hint for that? Or are current VR helmets not able to spacialize that properly?

Again, I touched on this in my talk :) The spatialization depends on the software (the Rift has a decent pair of headphones integrated, the Vive doesn't have a built-in sound device)
added on the 2018-11-30 14:54:53 by Gargaj Gargaj

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