Initial Thoughts on VR
So I've been using Valve's VR technology quite a while before the HTC Vive was released, but I only recently picked up the final consumer version. Here are my thoughts on VR games.
First, VR games are completely different from non-VR games. Motion in the virtual world should never contradict motion in the real world. All the early Oculus demos are examples of what not to do.
"The Lab" by Valve really shows the depth of interaction VR opens up. You interactions with the virtual world are so much deeper than you can achieve with a mouse and keyboard, looking through a pane of glass into the world.
The problem of limited movement has been solved by adding a teleportation mechanic. You aim where you want to go, the screen fades out and back in, and you're in the new location. I found it very easy to understand and convenient.
Being able to walk around in VR is critical. You can crouch down and look on shelves to find items, and it feels very natural. A good VR game will have "focal points" where the user tends to stay in one spot. In reality, we tend to do that as well. Right now I am sitting at my desk, and although I am not walking around, I can sit here and move within a limited space.
Tactile feedback is possible, and extremely compelling. When you strike an object with a sword and feel a slight bump in your controller, it is incredibly convincing. One of the most surreal moments I had was when I walked up to a door and simply grabbed the doorknob. It was locked, but I felt a slight movement as I tried to turn it.
There are no good full VR games right now. Valve's demos show the incredible depth of interaction that is possible, and the only things out right now are some unpolished lightweight indie games. When I was in "The Shop" I realized how incredible it would be to play a game like Amnesia: The Dark Descent in VR. There isn't anything out there like that right now, but the possibility is wide open.
Finally, the approach and technology for making a VR game is a little different. Textures and models should be very high-resolution. At the same time, the best VR games focus on small areas instead of huge expanses, so your view range can be as little as ten feet. Framerates have to be consistently high, and I would only recommend C++ for a VR game. Finally, post-processing effects are pretty much a thing of the past since they work on a flat image and not in a real 3D world. The next major iteration of Leadwerks is going to be engineered specifically with these parameters in mind.
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