Secret! How game designers cleverly circumvent VR motion sickness

Motion sickness has always been a difficult problem plaguing virtual reality, most commonly in first-person shooters and walking games, players will find serious deviations between the real body and the virtual body. Moving too fast in the game can also cause adverse reactions in the stomach. Playing a virtual reality game may cause you to hit a wall or coffee table. Developers of VR games are also very aware of this, and they are beginning to address these issues in a different way.

They showed their results at the Oculus Connect 3 Developer Conference. In addition, Oculus's Touch Motion Controller is coming soon, which means that designers of Rift games can begin to bring more and more real body movements to VR. For example, "Lone Echo", this is a new Rift exclusive game that moves characters in a zero-gravity environment.

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Ready at Dawn, the developer of Lone Echo, uses a clever way to simulate the feeling of floating in space, especially in the mining operations of Saturn's aura. Ready at Dawn creates a system of continuous motion, rather than allowing players to move in a limited physical space. Because in space you can't keep perfect still, unless you bind yourself firmly to a fixed object. In Lone Echo, the player will constantly drift and push the character to move the character. When drifting, you can adjust the direction of motion by clicking the button on the Touch controller to make a jet.

At first you have a feeling of losing your way. Although VR has made great progress in reducing motion sickness, you still feel uncomfortable from time to time. Once you adapt to this movement mechanism, you will feel that the Lone Echo movement system is very natural, no longer worry about the mapping between the body and the brain will be broken, because the zero gravity element will fill this deviation. After a few minutes, you will slowly forget the motion sickness.

Nathan Phail-Liff, artistic director of Ready at Dawn, said: "When you only have symmetry in the head and hands, moving around will make you feel sick. We were wondering how to understand astronauts. Moving on the International Space Station, so this is a very aggressive sport model, but it is really comfortable."

Moving in virtual reality is not easy. To achieve this and have a great effect, you need to handle the camera's placement properly. Even so, without the right sensors and enough space, you can't move around in the virtual world as you would in the real world. This is a problem for VR game developers, many of whom are trying to create different experiences that allow players to play a more active role rather than standing there passively or sitting there. There is no mention of motion sickness here.

These technologies are a long way from the future described by science fiction.

Next, we may see a more advanced wireless VR headset that allows us to move freely in any size room, even outdoors. Its software can also create complex and sophisticated virtual environments that perfectly match the real world, and in some cases may also blend reality and virtuality. Oculus is developing such a headline, they showed a prototype product codenamed Santa Cruz last week. Of course, these technologies are still a long way from the future described by science fiction: an integrated system like "The Matrix" or "Player One" that allows you to move in a simulated environment, and in reality you But it can be motionless.

As a result, as hardware continues to evolve, VR developers have come up with smarter and more creative ways to help us move without having to lift our feet off the ground. "Lone Echo" is an exception, because it not only solves the problem of sports, but also makes the player feel the experience that is impossible to achieve through a way that truly conforms to virtual reality. But developers of other traditional FPS games are rethinking the basics of game design to adapt to modern virtual reality.

A common mobile mechanism used by VR games is delivery. Transmission has been a special skill in games for the past few decades, and the upcoming Dishonored 2 will allow you to avoid enemies "instant". In VR, transmission is more than just a trick, it is an important way to replace the controller rocker and real body movement.

In the recently launched VR game, Epic Games' latest shooting game "Robo Recall" may have the best sports system because it uses a very smooth transmission system that allows users to exercise as they wish. Just like other games that use a transport system, you don't need to move through the analog stick, or wear your head to show up in the room, Robo Recall will let you freely transfer in a virtual environment.

The reason why this game is so special is that the transfer mechanism allows players to move seamlessly. Most FPS games now use a delivery system that lets you transfer from one point on the map to another. The 2015 Bullet Train helped to develop this system. The hidden game "Budget Cuts" draws on the iconic movement mechanism of Portal, allowing you to open the door of time and space for space transfer. And VR games like Superhot don't have any moving elements at all. These games will let you stand in the field and let the enemy go to you.

Robo Recall uses an excellent and complex delivery system. Select the location you want to transfer, press the controller, and a blue line will appear on the map. Not only can you choose where to transfer, but you can also choose the orientation of the character after it is transferred to that location. This transfer is very fast and takes only a few minutes of practice, which is very intuitive.

"Robo Recall" also provides players with a set of firearms to fight a wave of rebel robots, just like old-style arcade shooting games. This may sound a bit primitive, but it is an exciting experience in VR. Players can strike the enemy precisely, put their hands on the hips and reload, and you are free to transfer them on the map. In this way, you can occupy a favorable position such as the high ground, and in the face of slow moving Boss, you can jump around and evade and attack.

Developers of other Rift games also use similar transfer techniques, but have their own characteristics. The FPS game "ArkTIka.1" developed by developer 4A Games emphasizes narrative. In order to keep the game going and help the players in the battle, 4A Games allows the player to transfer in certain predetermined positions.

Jon Bloch, senior director of 4A Games, said: "If it is a free transmission, players may put themselves in a disadvantageous position. It is true that in Robo Recall, inexperienced players may be crazy on the map. Rather than ensuring that you have a strategic advantage. In the gun battle of ArkTIka.1, you can transfer to the designated yellow position to get close to the battlefield. If there are too many enemies there, you can retreat to a safer blue position.

It is still very difficult and expensive to achieve complete body movement in VR, and these movement mechanisms are a tricky way to avoid this problem. HTC Vive's "room scale" still needs to solve many problems, and a system that allows unlimited walking (such as the Virtuix Omni treadmill or Void's redirected walking system) is still only a niche.

Even so, these games allow players to experience the freedom that only VR can achieve without having to take risks in the real world.

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