Some suggestions on virtual reality development

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Author: User

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Article Link: http://blog.csdn.net/cartzhang/article/details/51898067
Cartzhang

"This article is the original author of the virtual reality of the development of some suggestions and understanding, write very good." Understanding is also very thorough, I hope that you on the road of the VR developers have a positive effect. 】

Here are my suggestions for virtual reality development. I have divided them into Vive-related, conventional VR and a broader sense of advice. For more advice please follow my Twitter.

One, Vive-related

1. Let the player press the button to start the game. There are several important benefits to doing so:


-Make sure you get your helmet on and ready.
-Make sure that the player has at least one controller in their hands.
-You can set the height of the player's special object at this point (for example, the object height relative to the player's head near the player).
-Press the key to associate to the main controller (either the left or right hand). This can be used as the main controller when there is a big difference in the function of your controller.

2. Some buttons are better/easier to use than others, much like a console controller. Try using the easy-to-use keys. To associate keys in a game or experience, it is recommended to follow the following common priorities:

-Trigger
-Track-pad as a single button
-3D World Interaction (example: Pressing the controller's 3D button)
-menu button
-Track-pad as four keys
-Handle button-unless you must never use these.

3. For the space size experience, the size of 2 meters X1.5 meters or smaller can meet 81% users.

It will allow you to capture as many audiences as you can. More details on user status can be found here.

4. Do not encourage users to put their controllers too close to each other or too close to the helmet.

There are always times when something is hit and the device may be destroyed.

5. Use the controller vibration to improve the presence of the user when interacting with the world.

A good example of this is the Vive room size setting. The faster the user moves the device, the faster it vibrates.

6. Many users do not look at their control, taking this into account. For this, there are three main solutions:


-Add a row of buttons, and the text is always rendered in the user's view. When the controller is outside the player's field of view, calibrate the field of view, so they must look at the text center. This allows the controller icon to be enlarged at any time when he is not looking at the controller and expects them to interact with the scene using the controller.

-Put the text in front of them and tell them to look at the controller.

-Add an audio to tell the user to look at the controller when a strange button appears.

Second, the conventional virtual reality 1. Frame rate is kingly.

High frame rate is more important than other factors. Whenever you add an impact frame rate down to 90 frames, ask if this is important. The target is 970GTX, which is the minimum configuration, and make sure that you can always run to 90 frames on the minimum configured video card.

2. Be very careful when using screen space effects.

We can accept the lens flare on the computer screen but it is completely unreal in VR. This is a serious problem for some developers who sometimes deliberately exaggerate the reality (e.g., floodlight). Do not do this in the game, making the game look "good" like the game developer's standard.
-Anti-aliasing
-Color correction
-Omni-Ray
-SSAO (I usually give up this because it's too expensive to be effective.) )

3. Keep the UI as needed.

The resolution of two consumer-grade devices can be read in 3D. However need to make the text extra large. Some users do not wear helmets in VR, so make sure the text is larger than the "regular user" requirement. It's a good idea to have the UI associated with the controller, so you can read the text by putting the controller close to the eye.

4. Use audio if you can.

In VR, sound is a better choice than the UI. This doesn't matter. The user misses the popup box and the user can multitask and listen to the sound while completing other actions. Rather than they need to stop and read text messages.

5. When transferring/transferring the user, the gradient is black.

I'll take the whole screen down a little while (~0.2 seconds) to help the brain adapt to the transition.

6. Let the object have a minimum distance from the player, because being too close to the viewport can cause confusion and dizziness.

It is best to have a recent Z-plane that prevents rendering to uncomfortable distances. Respect the user's personal space (or not the obvious uncomfortable experience).

7. Details are important.

If the user can pick up or otherwise approach an object to observe the object details. For model quality, texture detail is the most important after.

8. In virtual reality, it is really possible to close one eye and aim at an object.

Sight and range like sights (weapons and telescopes, microscopes, etc.) have amazing effects. Don't just want to use the gun/weapon, use this in a wonderful way.

9. Do not use the object relative to the user for linear interpolation, lock them.

I thought it would let the player have a smooth transition to the feeling, but the result was bad. Locks the rotation and locks the position on the XYZ axis.

Third, virtual reality philosophy 1. Virtual reality games will magnify the best and worst parts of the game/experience.

When virtual reality is great, it's really great. When a high-level project is completed, someone will trade in virtual reality immediately. Unfortunately, the bad experience is the same. Low frame rates, low picture quality and other things can completely ruin the experience, sometimes leading to simulated illness. The greater the capacity, the greater the responsibility.

2. The absolute first thing is there.

Ignores all other rules in the current app.

3. We are pioneers

So spend some time on each new question and see if there's a novel way to solve it. Do not build on the game/apps before the basic review.

4. Respect for users

Respect their personal space and their comfort level. Expect non-gamers and everyone to play your game/experience.

5. The biggest problem with current virtual reality is over-hype and poor experience management.

Based on steam monitoring, the best current sales are 10-20k. And consumers are great, knowing that this is the first generation of consumer devices, and therefore don't expect everything to be flawless.

6. Things will change quickly, so be prepared.

It's best to start with a small product launch, build your own name, and get real-world experience with virtual reality content publishing.

7. Observe the first use of VR viewers (gamers and non-gamers).

Let them play the prototype of your game as early as possible. Virtual reality will magnify the pros and cons of your software, naked.

8. In the prototype demo process, do not play too much experience.

Most people are willing to try, but too much, they will close it.

9. Build consistency.

One of the most critical points in the current game (perhaps too much) is the consistency of the current game. Work with other virtual reality developers to build common vocabulary and the standards we need to follow. We should build an inclusive community and more should help each other rather than compete. (Translator: How good to say)


This is true, and there are a few good points that are very, very good. Things will change quickly, as long as there are those who want to enter the VR, READY!!!

Original address:
http://www.gamasutra.com/blogs/AlistairDoulin/20160614/274884/Virtual_Reality_Development_Tips.php

Alistair Doulin


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Some suggestions on virtual reality development

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