This article was written by cartzhang. Please indicate the source for reprinting. All rights reserved.
Link to the article: http://www.voidcn.com/article/p-yjjxjsnp-qq.html
Author: cartzhang
[This article is the original author Some suggestions and understanding of virtual reality development are very good. The understanding is also very thorough, and I hope it will have a positive effect on the VR developers on the road. 】
Here are my suggestions for virtual reality development. I have divided them into Vive-related, regular VR and recommendations in a broader sense. For more suggestions, please follow me on Twitter.
One, Vive-related
1. Let the player press the button to start the game. This has several important benefits:
-Make sure you wear a helmet and are ready
-Make sure the player has at least one control The device is in their hands.
-You can set a special object with the height of the player at this point (for example: the height of the object near the player is relative to the player’s head).
-Pressing the button will link to the main controller (whether it is left or right handed). This can be used as the main controller when the functions of your controller are very different.
2. Some buttons are better/easy to use than others, much like console controllers. Try to use easy-to-use buttons. To associate keys in a game or experience, it is recommended to observe the following common priority order:
– Trigger
-Track-pad as a single key
– 3D world interaction (for example: pressing the 3D button of the controller)
-Menu button
-Track-pad as four buttons
-Handle button-Do not use these unless absolutely necessary.
3. For the space experience, the size is 2 meters X 1.5 Meters or smaller can satisfy 81% of users.
It will allow you to capture as many audiences as possible. For more user details, please refer to here.
4. Do not encourage users to put their controllers Are too close to each other or too close to the helmet.
This will hit something a few times and may damage the device.
5. Use controller vibration to increase presence when the user interacts with the world.
A good example is Vive’s room size setting. The faster the user’s mobile device, the faster it will vibrate.
6. Many users don’t look at their control rights. Take this into consideration. There are three main solutions to this:
-Add a row of buttons, and the text is always rendered in the user’s field of view. When the controller is out of the player’s field of view, the direction of the field of view is calibrated so that they must look towards the center of the text. In this way, when he is not looking at the controller, he can expand the controller icon at any time and expect them to use the controller to interact with the scene.
-Place the text in front of them and tell them to look at the controller.
-Add a piece of audio to tell the user to look at the controller when a peculiar button appears.
two, conventional virtual reality
1. Frame rate is king.
High frame rate is more important than other factors. Whenever you add an effect that the frame rate drops below 90 frames, ask if this is important. The target is 970GTX, which is the minimum configuration, and to ensure that it can run to 90 frames on the minimum configuration graphics 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 sometimes deliberately exaggerating reality (such as flooding). Don’t do this in the game, to make the game look as “good-looking” as the standard of game developers.
-Anti-aliasing
-Color correction
-Floodlight
-SSAO (Because this is too expensive and the effect is not obvious, I usually give up this.)
< h3 id="3Keep ui as needed">3. Keep UI as needed.
The resolution of both consumer-grade devices can satisfy reading in 3D. However, the text needs to be extra large. Some users do not wear helmets in virtual reality, so make sure that the text is larger than what the “regular user” needs. Associating the UI with the controller is a very good way. The user can read the text by holding the controller close to the eyes.
4. Use audio if possible.
In VR, sound is a better choice than UI. In this way, it does not matter that the user misses the pop-up box, and the user can multi-task and listen to the sound while completing other actions. It is not that they have to stop and read text messages.
5. When transferring/transferring users, the fade turns to black.
I will black out the entire screen for a short period of time (~0.2 seconds) to help the brain adapt to the transition.
6. Let the object have a minimum distance from the player, Because too close to the viewport can cause confusion and dizziness.
It is best to have a closest Z plane to prevent rendering to uncomfortable distances. Respect the user’s personal space (or don’t have an obvious uncomfortable experience).
7. Details are important.
If the user can pick up or otherwise approach an object to observe the details of the object. For model quality, texture details are the most important afterwards.
8. In virtual reality, when you close one eye to aim at an object It’s really possible.
The sight and range of sights (weapons and telescopes, microscopes, etc.) have amazing effects. Don’t just want to use it on guns/weapons, use this in a wonderful way.
9. Don’t lock the object relative to the user for linear interpolation. Just lock them.
I originally thought this would give the player a smooth transition to feeling, but the result was terrible. Lock rotation and lock the position on the XYZ axis.
Three, Virtual Reality Philosophy
1. Virtual reality games will amplify the best and worst parts of the game/experience.
When virtual reality is great, it’s really great. Once a high-level project is completed, someone will buy and sell in virtual reality. Unfortunately, the bad experience is the same. Low frame rate, low picture quality and other things can completely ruin the experience and sometimes lead to simulation sickness. The greater the ability, the greater the responsibility.
2. Things with absolute priority exist.
Ignore all other rules in the current application.
3. We are pioneers
So spend Spend some time on each new problem and see if there are novel ways to solve it. Don’t build on games/Apps before the basic review.
4. Respect users
Respect their personal space and Their comfort. Expect non-game players and everyone to play your game/experience.
5. The biggest problem of current virtual reality is too much hype and bad experience management.
According to Steam monitoring, the current best sales volume is 10-20k. Consumers are great, knowing that this is the first generation of consumer devices, so they don’t expect everything to be perfect.
6. Things will change quickly, so be prepared.
It’s best to start with a small product launch, build your own name, and get the experience of real virtual reality content publishing.
7. Observe first-time VR audience (game players and non-game players).
Let them play your game prototype as early as possible. Virtual reality will magnify the strengths and weaknesses of your software, naked.
8. Don’t play with too much experience during the prototype demo process.
Most people are happy to try, but if there are too many, they will close it.
9. Build consistency.
The most criticized point (perhaps too much) in the current game is the consistency of the current games. Work with other virtual reality developers to establish common vocabulary and standards for our work. We should build an inclusive community, and it should be more about helping each other rather than competing. (Translator: What a good point)
This article is sincere, and there are several points that are really very, very good. Things will change quickly, as long as you want to enter VR, get ready!!!
Original post address:
http://www.gamasutra .com/blogs/AlistairDoulin/20160614/274884/Virtual_Reality_Development_Tips.php
Author: Alistair Doulin
If you have any questions, please feel free to contact! !
Thank you very much! !
The road is long and long
This article was written by cartzhang, please indicate the source for reprinting. All rights reserved.
Link to the article: http://www.voidcn.com/article/p-yjjxjsnp-qq.html
Author: cartzhang
[This article is the original author Some suggestions and understanding of virtual reality development are very good. The understanding is also very thorough, and I hope it will have a positive effect on the VR developers on the road. 】
Here are my suggestions for virtual reality development. I have divided them into Vive-related, regular VR and recommendations in a broader sense. For more suggestions, please follow me on Twitter.
One, Vive-related
1. Let the player press the button to start the game. This has several important benefits:
-Make sure you wear a helmet and are ready
-Make sure the player has at least one control The device is in their hands.
-You can set a special object with the height of the player at this point (for example: the height of the object near the player is relative to the player’s head).
-Pressing the button will link to the main controller (whether it is left or right handed). This can be used as the main controller when the functions of your controller are very different.
2. Some buttons are better/easy to use than others, much like console controllers. Try to use easy-to-use buttons. To associate keys in a game or experience, it is recommended to observe the following common priority order:
– Trigger
-Track-pad as a single key
– 3D world interaction (for example: pressing the 3D button of the controller)
-Menu button
-Track-pad as four buttons
-Handle button-Do not use these unless absolutely necessary.
3. For the space experience, the size is 2 meters X 1.5 Meters or smaller can satisfy 81% of users.
It will allow you to capture as many audiences as possible. For more user details, please refer to here.
4. Do not encourage users to put their controllers Are too close to each other or too close to the helmet.
This will hit something a few times and may damage the device.
5. Use controller vibration to increase presence when the user interacts with the world.
A good example is Vive’s room size setting. The faster the user’s mobile device, the faster it will vibrate.
6. Many users don’t look at their control rights. Take this into consideration. There are three main solutions to this:
-Add a row of buttons, and the text is always rendered in the user’s field of view. When the controller is out of the player’s field of view, the direction of the field of view is calibrated so that they must look towards the center of the text. In this way, when he is not looking at the controller, he can expand the controller icon at any time and expect them to use the controller to interact with the scene.
-Place the text in front of them and tell them to look at the controller.
-Add a piece of audio to tell the user to look at the controller when a peculiar button appears.
two, conventional virtual reality
1. Frame rate is king.
High frame rate is more important than other factors. Whenever you add an effect that the frame rate drops below 90 frames, ask if this is important. The target is 970GTX, which is the minimum configuration, and to ensure that it can run to 90 frames on the minimum configuration graphics 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 sometimes deliberately exaggerating reality (such as flooding). Don’t do this in the game, to make the game look as “good-looking” as the standard of game developers.
-Anti-aliasing
-Color correction
-Floodlight
-SSAO (Because this is too expensive and the effect is not obvious, I usually give up this.)
< h3 id="3Keep ui as needed">3. Keep UI as needed.
The resolution of both consumer-grade devices can satisfy reading in 3D. However, the text needs to be extra large. Some users do not wear helmets in virtual reality, so make sure that the text is larger than what the “regular user” needs. Associating the UI with the controller is a very good way. The user can read the text by holding the controller close to the eyes.
4. Use audio if possible.
In VR, sound is a better choice than UI. In this way, it does not matter that the user misses the pop-up box, and the user can multi-task and listen to the sound while completing other actions. It is not that they have to stop and read text messages.
5. When transferring/transferring users, the fade turns to black.
I will black out the entire screen for a short period of time (~0.2 seconds) to help the brain adapt to the transition.
6. Let the object have a minimum distance from the player, Because too close to the viewport can cause confusion and dizziness.
It is best to have a closest Z plane to prevent rendering to uncomfortable distances. Respect the user’s personal space (or don’t have an obvious uncomfortable experience).
7. Details are important.
If the user can pick up or otherwise approach an object to observe the details of the object. For model quality, texture details are the most important afterwards.
8. In virtual reality, when you close one eye to aim at an object It’s really possible.
The sight and range of sights (weapons and telescopes, microscopes, etc.) have amazing effects. Don’t just want to use it on guns/weapons, use this in a wonderful way.
9. Don’t lock the object relative to the user for linear interpolation. Just lock them.
I originally thought this would give the player a smooth transition to feeling, but the result was terrible. Lock rotation and lock the position on the XYZ axis.
Three, Virtual Reality Philosophy
1. Virtual reality games will amplify the best and worst parts of the game/experience.
When virtual reality is great, it’s really great. Once a high-level project is completed, someone will buy and sell in virtual reality. Unfortunately, the bad experience is the same. Low frame rate, low picture quality and other things can completely ruin the experience and sometimes lead to simulation sickness. The greater the ability, the greater the responsibility.
2. Things with absolute priority exist.
Ignore all other rules in the current application.
3. We are pioneers
So spend Spend some time on each new problem and see if there are novel ways to solve it. Don’t build on games/Apps before the basic review.
4. Respect users
Respect their personal space and Their comfort. Expect non-game players and everyone to play your game/experience.
5. The biggest problem of current virtual reality is too much hype and bad experience management.
According to Steam monitoring, the current best sales volume is 10-20k. Consumers are great, knowing that this is the first generation of consumer devices, so they don’t expect everything to be perfect.
6. Things will change quickly, so be prepared.
It’s best to start with a small product launch, build your own name, and get the experience of real virtual reality content publishing.
7. Observe first-time VR audience (game players and non-game players).
Let them play your game prototype as early as possible. Virtual reality will magnify the strengths and weaknesses of your software, naked.
8. Don’t play with too much experience during the prototype demo process.
Most people are happy to try, but if there are too many, they will close it.
9. Build consistency.
The most criticized point (perhaps too much) in the current game is the consistency of the current games. Work with other virtual reality developers to establish common vocabulary and standards for our work. We should build an inclusive community, and it should be more about helping each other rather than competing. (Translator: What a good point)
This article is sincere, and there are several points that are really very, very good. Things will change quickly, as long as you want to enter VR, get ready!!!
Original post address:
http://www.gamasutra .com/blogs/AlistairDoulin/20160614/274884/Virtual_Reality_Development_Tips.php
Author: Alistair Doulin
If you have any questions, please feel free to contact! !
Thank you very much! !
The road is long and long