Questions for VR game developers

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1 comment, last by Hodgman 8 years, 2 months ago

For a research project, I am trying to develop a better understanding of the current challenges of VR game development.

What do you currently perceive to be some of the limitations of interacting with low cost VR adapters like Cardboard?

Any input appreciated.

Game Engineering ResearcherSee www.helpyouplay.com
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What do you currently perceive to be some of the limitations of interacting with low cost VR adapters like Cardboard?

Any input appreciated.

Exactly. Input.
You can’t exactly swipe the screen when it is sitting inside a cardboard box right in front of your face, not to mention that you have to hold it up with your hands.

Your options for input are motion-sensing and voice commands. Not exactly an intuitive input process nor simple to code.

L. Spiro

I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid

They all seem to be converging to the same solutions -- either a wireless gamepad, or two wireless motion controller/gamepad hybrids --

GearVR: Bluetooth gamepads / Samsung Rink,

PSVR: Dualshock 4 gamepad / Playstation Move,

Oculus Rift: Xbone Gamepad / Oculus Touch,

HTC Vive: do their controllers have a name? (almost the same as Oculus though)

For the super low cost ones (Google cardboard, or the dozens of Chinese-brand Cardboard/GearVR knock-offs), it would be best to make "look only" experiences... or rely on a generic bluetooth gamepad, though that will severely limit your user base.

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