If you want a UI for pizza peel hands, the clear choice is flag semaphore! I don't have VR goggles but I feel like someone will eventually come up with a successful Minority Report imitation. We'll all have very tired arms but that seems a fait accompli of VR stuff anyway?
One thing I noticed from VR is that it is exhausting. Something about it just drains me. Even just sitting and using a joystick. This is aside from even the weight of the headset. Just having my brain process the vision part of it isn't super sustainable. I've found, flipping up the headset every 10-20 minutes helps a lot though. I mostly play flight sims so I don't use the motion controllers or anything, but I can't…
How to make buttons in VR (2017)
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Re: How to make buttons in VR (2017)
#12Flight simmers like using physical button boxes instead. It takes around two weeks to get used to the button locations even when they don't match the virtual cockpit. A good old mouse works just as well and its microswitches give a nice tactile response.
Microsoft Flight Sim seems explicitly intended for you to sit in front of your normal computer screen with flight stick and keyboard and mouse and just plop the headset on. It requires you to press spacebar before you can do anything if you start the game in VR. It's so stupid.
Re: How to make buttons in VR (2017)
#13Flight simmers like using physical button boxes instead. It takes around two weeks to get used to the button locations even when they don't match the virtual cockpit. A good old mouse works just as well and its microswitches give a nice tactile response.
Even with VTOL VR, which is a flying/weapons simulator designed explicitly to be used only with VR controllers could really be better allowing you to map an actual stick and/or throttle. Keeping your hand "still" or aligned with no guide, ie just free floating in the air, is an awful experience. It's worse than that fad of using the motion controls of the Wiimote to drive a car, or that time kinect made you mime a st…
I was hoping someone would bring up VTOL VR though because it has the best buttons I've used in any VR game so far. Just touching a button is too imprecise; laser pointers can be awkward. Holding your hand over the button, getting a slight vibration to let you know you're in the connect interaction zone, the clicking the trigger is the best option in most circumstances
Re: How to make buttons in VR (2017)
#14Earlier quoted context omitted.
One thing I noticed from VR is that it is exhausting. Something about it just drains me. Even just sitting and using a joystick. This is aside from even the weight of the headset. Just having my brain process the vision part of it isn't super sustainable. I've found, flipping up the headset every 10-20 minutes helps a lot though. I mostly play flight sims so I don't use the motion controllers or anything, but I can't…
I don't find this. 4 hour VR sessions were the norm for me for quite some time. The big limiter for me is my feet and lower back getting tired from standing in one place for several hours. Presumably I need to wear shoes or something.
I still think I'd like some kinda lightweight, supportive indoor shoes for VR, especially if they have spots for foot trackers on them.
Re: How to make buttons in VR (2017)
#15Good article. Not sure why the box cast would fix the "paddle goes through the box" thing though, unless they are doing the box cast at the rendering Hz and the physics Hz is significantly slower - which makes sense. I made physics buttons in Unity and they worked well. Key is the colliders on the hands need some special sauce to make them be real proper physics objects that don't collide into things. The SteamVR dem…