android78 wrote:@Waggler - Thanks for the video, it was really great to see, and I had no problems with your English. You mentioned that you would prefer to aim with motion controller, but you also mentioned that holding your hand up didn't break the immersion. Do you think that seeing your hand being tracked would add a lot to the experience?
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I would prefer to aim with the hand simply because it would feel more natural. As it is now, it feels like you are aiming with a gun attached to your head basically. Which feels very real, but is hardly natural. Also, aiming with the hand would leave you free to look around in the process.
To answer your question, I guess it depends on how accurately the virtual hand is rendered over my real one. If you can make it so that a virtual hand matches the position of your real hand, it would totally feel like you are wearing a computer generated glove, if you get what I mean, which then again would add to the experience of being there of course. It's another piece of your body being accurately represented in the virtual space after all.
That said, with regards to FPSs, what I'd like to see in the future is motion controllers like the Hydra or the PlayStation Move being implemented as they were the stock of the virtual gun, rather than its barrel. Current implementations have you holding them like torchlights or laser pointers basically, which is fine, but I'd like to try out how it feels like to hold them as they were the actual stock of the virtual gun (ie: to aim straight, you'd need to hold them tilted upwards to different degrees depending on the weapon model).
On a side note, the way I envision the controls scheme of a VR FPS is basically like this:
- A 6DOF motion controller dedicated exclusively to gun control (its movement
not affecting camera orientation whatsoever)
- A left stick for strafing / moving forward/backwards
- A right stick (located on the motion controller) for spinning around horizontally (dragging the weapon)
- Headtracking for looking around (without dragging the weapon).
Now, this solution poses a rather fundamental problem of course. Say you are looking 90° to your right via headtracking, and you start spinning anti-clockwise via the right stick, how should the virtual head behave? Should it stay still, like a tank turret, as the body spins below it resulting in anatomically unrealistic neck properties as well as in the player losing awareness of his virtual body orientation, or should it be dragged by the spinning body so that it starts spinning anti-clockwise even tho you are not turning your real head (possibly causing unpleasant vestibular-visual conflict, hence motion sickness?). I honestly don't know, but I'd love to see this kind of stuff investigated and prototyped by those who can.
edit: Thank you Cybereality!