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OCulus Rift Game development Six principles
你是一个游戏开发者?在你的生活中,你涉及游戏开发的那些点呢?你是否听说过Oculus Rift VR系统呢?你是否赞同业内的一些声音,说Oculus Rift将会是游戏的未来?当我们游戏开发插件或一些工程时候,这有一些点,需要注意或弄清楚的。虚幻4引擎已经集成了Oculus Rift开发,你只需从网上下载Oculus的SDK,插入Oculus设备,虚幻4引擎可以自动设备。要是你认为就这么简单的话,那你完全错了。这就是生活啊!为保证你开发Oculus游戏的可玩性,有一些注意事项你需要了解:
1. Player's Movement
2. Game Frame rate fps
3. Level design for HMD (headset, Oculus Rift in this article)
4. For Oculus
5. Player's comfort level
6. Rift resolution
first, the player's movement
Ok, this is very basic. There are three ways to make a player move in a shooting game of a head-mounted device:
-The player moves in the direction he sees, including the direction of the Oculus
--the player movement is determined by the mouse direction, but the Oculus Rift can be offset so that the player can look at the edge, but the direction of movement is constant. Like the mouse to control the direction of movement, but the head is Oculus Rift control. Imagine a fighter armor.
-player movement is controlled only by the direction the player sees, but you can rotate the character when you use the helmet to see the angle greater than 60 degrees.
The first two can set the player's camera, whether to follow the direction of the HMD rotation. The third option is to follow the HMD direction and add the Blueprint code to control the camera (rotate the character angle when the HMD rotates at an angle greater than ± 60 degrees).
As shown in the following:
Second, frame rate
Oculus Rift DK1 The official recommended frame rate is 60fps, which means that when the frame rate is less than 60 o'clock, the player experience can be a mess during gameplay.
On the other hand, Oculus Rift DK2 The official recommended frame rate of 75fps. This means that the game has enough latitude to run on a different computer and is guaranteed to be at least above the value (70,85fps) of 10FPS, which means more hardware overhead.
You can use the following techniques to improve the latitude of your game: Vertical sync (v-sync), HMD resolution (HMD resolution), texture quality (texture quality), shadow quality, effect quality (effects qualit) and post-process quality.
Console command: The HMD SP value is used to set the resolution of the display percentage-hmd, which does not work when no HMD is inserted, so be sure to include this option to make it easier for the player to use. HMD SP 100 means that the player is set to 100%, for some reason, it has no default value.
Translator Note: DK2 default is 135%.
third, level design
Now, in addition to these technical options, you need to consider the design of the level. Don't be too small for things. In addition, in the current Oculus Rift stage, do not let the player read too much, because the resolution is too low, too much reading, the player is difficult to focus on small objects or text above. This also applies to the GUI. Experience shows that the 3-D GUI is the best choice for the player to easily target the keys, and so on.
Iv. for Oculus
The suggestion for Oculus may be a little funny. Because you will calculate the offset of the HMD relative to the player's position. The Oculus itself has its own tracking space (relative position and rotation), while the camera itself is offset from the render point.
This means that you need to send a ray from the camera position to set the camera's starting position plus the offset position of the HMD. The best way to rotate is to get a forward vector from the camera object or the camera controller.
To set the HMD location:
HMD射线跟踪:
Five, the comfort of the player
The player's comfort means not to move the player too much when there is no player input. This means not having a "walking bump" or swinging when walking. Do not allow the player to move under the influence of inexplicable external forces and so on. If you do these things, some players may feel dizzy or nauseous. Believe me, we've done this.
Vi. resolution of Rift
At present, the resolution of rift is very difficult to notice the small details of the game or text. Therefore, some small important objects must be placed in front of the HMD position so that players can easily see them. In the same vein, for three-dimensional text or objects with text. The resolution or DPI will improve in the future, only for the time being.
I hope these little tricks will help the people who have the same problems as us. The development of Oculus Games may be confusing and frustrating, but it will be interesting to sink down. To be honest, it feels great to develop video games for the latest video game technology.
Original address: http://pluggedthegame.com/community/devblog/six-ways-to-make-that-awesome-game-youre-developing-work-on-oculus-rift/
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OCulus Rift Game Development Six principles