henke on 27/2/2014 at 07:55
This is a really cool use of the Rift+Hydra as well.
[video=youtube;N1uOrB8fZrk]http://www.youtube.com/watch?v=N1uOrB8fZrk[/video]
gkkiller on 27/2/2014 at 13:50
I think you could treat this whole problem quite comfortably simply by having a modifier key to 'turn head only', e.g. hold Ctrl while head-tracking to turn head, don't hold Ctrl and your whole body will turn. It'll take a while to get used to though.
Renzatic on 27/2/2014 at 14:48
That might work for slower paced games, but for your bog standard FPSs, you'll want something that's immediate and can be done without thinking about it. A deadzone setup is better for that, in my opinion.
Though from that video Henke posted (awesome), it looks like the Rift is aware enough of your orientation that you can pivot in place to turn around ingame. If there's no trickery behind what we were watching (like he was rotating using the analog stick while moving around to make it look like the Rift was picking up his position), then that's the perfect setup for a VR first person game.
...I want a Rift now.
henke on 27/2/2014 at 15:14
I believe the Razer Hydra handles a lot of the positional tracking in that video. He has one of the handheld devices in his hands, and the other in the pouch around his torso. He uses the thumbstick on the Hydra to walk around in-game.
ZylonBane on 27/2/2014 at 18:53
Quote Posted by Renzatic
Look around with your head, aim with your hand and arm. That's the way it should be done. Sorta like this...
In real life, I can look over my shoulder without my entire body spinning to face the direction I'm looking (thus also spinning the view
away from what I was actually looking at). Tank-style control with your neck seem like a lose/lose from a precision and physical strain perspective.
henke on 27/2/2014 at 19:30
Eh, not sure I'm interpreting either of your posts correctly, but to explain how it actually handles: yes, the movement direction is determined by what way you're looking, so you could say that your body rotates with the view. When you look 90 degrees to the right and press forward you will move in that direction, however you gun arm will still be pointing forward, that is 90 degrees to the left. So far I can't really say this has caused any problems. I guess theoretically there could be points where you were running from something and wanted to look back over your shoulder, that wouldn't be possible since it'd change your movement direction. Instead you have to do it the old FPS way of turning around and running backwards if you want to look at something behind you, which is what I've been doing anyway. Old habits die hard.
I'd need to try an FPS with "mech controls" to determine which one felt more natural.
Renzatic on 27/2/2014 at 19:50
I'm thinking of it as an extension of the control scheme in Metroid Prime 3, which was, in my totally and completely subjective opinion, the only FPS setup that could rival the classic keyboard and mouse. HL2 aped it by quite a bit, and I liked it immediately because of that.
But ZB might be right. What worked on a flat screen a few feet away from you, where all the action is controlled completely by your arms and wrists might not work with the Rift. I personally think it'll work better than the scheme he's proposing, but I can't say that for a fact until I've spent some time playing with it myself.
This is just about a brand new field we're all playing in. Like you said previously, it'll take some time and experimentation before we have a standardized control method that everyone agrees works best for everything.
ZylonBane on 27/2/2014 at 20:46
Poking through the Oculus Rift reddit, found some people talking about ARMA and the TrackIR head tracker. Seems like this combination controls the way I've been describing-- M+KB to move/aim, with the head tracking used to look around and lean. Looks pretty natural.
(
http://www.youtube.com/watch?v=9wXx3vMy_AQ)
Pyrian on 27/2/2014 at 23:40
I'll just get an Omni, thanks. :cheeky: