Good Day folks,
I have a cheap google cardboard sort of headset for my phone, I download some content, move my head, and it's like I'm seeing the content blow past my eyes. Virtual reality. How is this so much different then first person view in most video games?
Maybe there is something I'm missing, but beyond the difficulty of tying the accelerometer to the correct camera movement keys, aren't we already in a fully encomplassing world with a 360 degree view? If I look up, can the camera not look up? We were able to create incorporate 3d into existing titles, why not VR? I know it maybe the control scheme, and I'm sure, there are issues with hot bars and the like..
And why is this on the MMORPG forum? MMORPG's are the PERFECT place to bring in VR. What is more roleplaying than actually being in the space? Then actually looking around at your friends/strangers avatar and feeling 'presence'?
Comments
By adding a level of functionality to an existing game, it can cause the current player to continue playing, and to keep paying instead of moving to whatever game supports the newest tech.
Also, it shouldn't be that hard to add this functionality, thus maintaining the bottom line with player retention.
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Also, please note that we aren't really talking about the average consumer here. Look at games with long standing player bases, they defy the 'average' consumer. They buy special mouses, special keyboards, anything to give themselves an edge or make their gaming experience more enjoyable. They buy 30" monitors... as far as I know.. or have heard, I don't think the Oculus rift will exceed $300, and it'll be another periferal that will enhance the gaming experience.
And I believe EVE has already done this thing.
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On the other hand, as long as it doesn't happen it's not really useful to speculate too much what it would take to implement VR to more games. Those first few games are a testing ground, and at the moment VR are failing the test due to no VR headsets being commercially released yet. Hopefully we'll get commercially released headsets in the future so that the situations would change.
What VR is trying to sell us is just a weak form of added 3d video,we don't need that at all but i guess it works for them as being a cheap way to get into the market.
Never forget 3 mile Island and never trust a government official or company spokesman.
But for games that don't have that support, or that have issues with flat 2D objects (think UI elements and chat boxes and such) - that presents a problem.
That being said, I'm a piss poor typer, and I still have to look at the keyboard occasionally. Combine that with movement (running around in a world) without really running, and I get motion sick fast. VR just isn't for me, but for those that it's for - more power to you.
Firstly, you need to run your game at a high enough framerate (90fps+), at a high enough resolution (720p minimum, twice). The high framerate is needed so that sudden shifts in viewpoint are quickly translated into what's shown on the screen, otherwise you have an input dissonance and become motion sick. This becomes especially apparent with prolonged gaming sessions (anything over 15 minutes).
Secondly, your control scheme needs to be tailored for an input device that can be used by feel alone. The average MMO requires mouse and keyboard, the latter of which isn't practical to use while obscured with a headset. Voice comms would need to be baked in from the start. Everything else would need to be accessible from the gamepad.
Thirdly, you need to ensure that your user interface is as uncluttered as possible. The average MMO has a large amount of information displayed on-screen, particularly with the large quantity of abilities, minimap, etc. You also need to ensure that these don't cause any scene dissonance, or you end up with the motion sickness problem again.
These are not easy problems to solve, and there's no commercial demand for it as consumer VR units are not yet on sale. As and when they are, you can expect that developers will take interest. But, in the short term at least, expect these to be isolated cases like EVE Valkyrie and Gunjack. The days of Sword Art Online are years away yet.
Currently playing: WildStar, Guild Wars 2, EVE Online, Vain Glory.
Now, just simply converting the screen to work with VR glasses ain't that hard and wont be much of a problem for larger games like Wow, GW2 and ESO. Making a game mainly for VR uses with those special handcontrolers is a very different matter, a game like that comming out just at the right moment will earn loads of cash but too early and it will flop.
We do remember Nintendos VR console, it was way too early and cost them a lot.
Also, if Im not mistaken, wasn't the virtual boy just a bunch panels at different distances from the eye?
But, that's besides the point..
Over this past week I've come to realize that it won't be that difficult to implement VR. There may be a couple of issues with interfaces, but not all games have a constant on screen skills bar. Nor would all games need to be in first person mode..
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MMO gamers have practised far more ridiculous things than that.
In reality, there are more things to consider than just adding another camera.
Such as effects or elements being rendered after 3D element, thus being "faked" onto the camera as a post process.
Not to mention the scale and speed is completely off by almost every game, which makes it feel "wrong" to play in VR.
So in practice VR only works if you build a game from the ground with the intention of VR or optional VR.
You should consider developing a few test project for VR then you would see all these time consuming extra task unfold.
edit: All this discussion about keyboard or controllers, is very secondary problem in VR,
and not worth mentioning before VR is implemented and working.
Currently playing: WildStar, Guild Wars 2, EVE Online, Vain Glory.