Difference between revisions of "World Rotation"
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==Additional Information== | ==Additional Information== | ||
− | This | + | [[World Rotation]] uses the [[Oculus Touch]] controllers. You pull a trigger, then move the controller left or right to rotate the world. This can feel very natural. We experimented with this method in a few ways—one that showed a lot of promise was applying a body and weapons to an in-game avatar. This meant you could take a rifle into your hands, use the rotation to scan the scene, and then release the trigger once you acquired a target you wanted to shoot. It feels very natural and, in combination with “Head Tilt Acceleration” and Strafing, it has all the makings of a compelling VR first-person shooter experience. If you’re interested in designing a VR FPS, it’s worth playing around with this method. |
==Problems== | ==Problems== |
Revision as of 19:33, 30 August 2017
This page is a stub, please expand it if you have more information.
World Rotation | |
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Information | |
Type | Seated, Standing, Room-scale |
Required Devices | Motion-tracked Controllers with Triggers |
Description | ????? |
Creator | Crytek |
Additional Information
World Rotation uses the Oculus Touch controllers. You pull a trigger, then move the controller left or right to rotate the world. This can feel very natural. We experimented with this method in a few ways—one that showed a lot of promise was applying a body and weapons to an in-game avatar. This meant you could take a rifle into your hands, use the rotation to scan the scene, and then release the trigger once you acquired a target you wanted to shoot. It feels very natural and, in combination with “Head Tilt Acceleration” and Strafing, it has all the makings of a compelling VR first-person shooter experience. If you’re interested in designing a VR FPS, it’s worth playing around with this method.