sourceOnward, an Arma-like squad shooter made for VR and currently in early access, has a minimum height requirement of 5'6", excluding 13% of American men and 78% of American women. However, head height can be a problem in many VR experiences, and solving it is far from trivial.
The only thing I can think of is so the gun is positioned at the right height. But that seems extremely easy to solve IMO. Have a menu line to set your height and based on that apply an offset to model position. Done.
Exactly right from the user point of view.
I can think of a lot of ways it can be an issue. Like effecting the range of motion. The distance a head travels when squatting is very different for a person 5'2" vs 6'. And you can only build so much tolerance in before running into issues. Changing camera position and/or model dimensions adds it's own problems. All things unique to VR compared to normal gaming.
To be fair, that demographic does an excellent job of making complete fools of themselves.
all they need is a good sub routine that takes care of the calculations from different FOV, then have the game automatically translate all the shifted dimensions based on the player height.Originally Posted by Prophet4NO1
I can think of a lot of ways it can be an issue. Like effecting the range of motion. The distance a head travels when squatting is very different for a person 5'2" vs 6'. And you can only build so much tolerance in before running into issues. Changing camera position and/or model dimensions adds it's own problems. All things unique to VR compared to normal gaming.
Even if the issue does get fixed (the devs have acknowledged it) there's also very weak demand to consider.Originally Posted by AllGamer
all they need is a good sub routine that takes care of the calculations from different FOV, then have the game automatically translate all the shifted dimensions based on the player height.
The Devs are just trying to push the game out the door quickly, they don't want to waste time creating a sub-routine to do the calculation as it might be a lot of work without much return if the game flops.
every new VR Devs is trying to capitalize on being the first out there with a catchy title, and then hopefully generate enough revenue to work in something more serious and detailed.
The Onward dev is actually only one guy. He dropped out of college and used every penny he had towards the game. Pretty awesome story actually. https://www.google.com/amp/uploadvr.com/onward-college-dropout-vr-shooter/amp/ But yes it still seems he has some learning to do.Originally Posted by AllGamer
all they need is a good sub routine that takes care of the calculations from different FOV, then have the game automatically translate all the shifted dimensions based on the player height.
The Devs are just trying to push the game out the door quickly, they don't want to waste time creating a sub-routine to do the calculation as it might be a lot of work without much return if the game flops.
every new VR Devs is trying to capitalize on being the first out there with a catchy title, and then hopefully generate enough revenue to work in something more serious and detailed.
Everyone knew VR was going to be a slow start. Your just pointing out the obvious.Originally Posted by lombardsoup
Even if the issue does get fixed (the devs have acknowledged it) there's also very weak demand to consider.
Its been well over a year. Where's the must have content?
There is a medieval solution available....
very very few so far, most of what is available right now, nothing AAA, all are more geared towards "Learning" for school type of stuff.
Other way round - tall people will be stuck in games, whereas short people will go out and procreate.
http://www.roadtovr.com/what-vr-headset-makers-not-analysts-have-actually-said-about-sales-expectations/
The last thing this industry needs is news of another complication, even if it is getting fixed.Originally Posted by GingerJohn
Other way round - tall people will be stuck in games, whereas short people will go out and procreate.
Tall people have had their time, now for the rise of the short people.
Or something.
http://www.roadtovr.com/what-vr-headset-makers-not-analysts-have-actually-said-about-sales-expectations/
Good read here about why that bit of disinformation is doing the rounds.
Essentially SuperData, a games industry statistics company, vastly overestimated sales of the PSVR headset. They then revised their estimate down and claimed it was the market's fault, not their own fault for completely screwing up the estimate.
In turn this lead to a lot of news outlets claiming that VR wasn't selling. This was also compounded by a Chinese website giving a number of 140,000 units sold, which was also a huge underestimate of the number sold (the original article even states that this number was an underestimate).
So how are sales actually going? No one really knows for sure. But the main companies in the VR device market seem quite happy, if that is any indication.
Even if the hardware was fully capable, I can't see how it will work out. Running around in a virtual world while twisting ankles and bashing shins in the real world.Originally Posted by lombardsoup
Its been well over a year. Where's the must have content?
VR has become a trainwreck of fragmentation; different specs, different features, different challenges of setting up a room at home. Not to forget artificial incompatibilities for the sake of sales platforms, instead of generalized drivers. On top of that, there is the highly questionable quality of the 'games' themselves.
...I'll see myself out.
just dedicate a room in your house just for VR.
The last thing the industry needs is people with an obvious axe to grind trying to find and exaggerate every tiny problem they can.
The Vive has a VR Chaperone feature, which displays the real word in the headset when you get close to the edges of your pre-defined play area. I'm not sure how Oculus intends to solve this problem though.
More like, why can't the game adjust model height and view port to player height?
This is a VR game that should be taking these things into account from the beginning.Originally Posted by Prophet4NO1
I can think of a lot of ways it can be an issue. Like effecting the range of motion. The distance a head travels when squatting is very different for a person 5'2" vs 6'. And you can only build so much tolerance in before running into issues. Changing camera position and/or model dimensions adds it's own problems. All things unique to VR compared to normal gaming.
It's been more than twenty years since affordable personal stereoscopic 3D headsets have been available.
Well, I guess that explains it.Originally Posted by Swolern
The Onward dev is actually only one guy. He dropped out of college and used every penny he had towards the game. Pretty awesome story actually. https://www.google.com/amp/uploadvr.com/onward-college-dropout-vr-shooter/amp/ But yes it still seems he has some learning to do.