ZealousAppex Posted January 17, 2019 Share Posted January 17, 2019 I'm going to go on a tangent for a second about developing for VR. Vive as the hardware developer should make the interaction software as easy to use with full functionality. Your hardware is only as good as the software and you're relying on a bunch of developers you don't know to make your hardware work great. You are depending on some random developer to make your controller interact the best it can instead of developing the software yourself. I don't know how many times people I demo become frustrated with VR only because the developer had written bad hand control. Vive needs to figure out the software to make their hardware work best. 99.9% people want to use the controllers the same way. There are only a handful of interactions, it's not hard for you to solve what works best: 1. Locomotion: Walk/ teleport 2. Laser point grab/push/pull/rotate/activate 2. Action: Climb grab/push/pull/rotate/activate 3. Action: car/ship/space ship/motorcycle 3. Action: Swim/skydive You should figure out what is easier for people and write that software, I don't have time or resources to make case studies, statistic, and prototypes. I can focus on developing the actual game and you can sell more hardware. SteamVR 2.0, VRTK and VR Easy are great directions, no one is going to want to use Vive Input unless you make it more robust with minimum effort. Simply figure out the most common configuration having your team develop that software. Link to comment Share on other sites More sharing options...
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!Register a new account
Already have an account? Sign in here.Sign In Now