Posted October 03, 2021
I guess Cyan doesn't actually play VR games? Because I almost never come across games where the ground in the game doesn't match the real life ground.
And then there are comments like this: https://steamcommunity.com/app/1255560/discussions/0/3040480634933890118/#c3040480634935043646 (Which doesn't work. Neither does that option called "heigh quantization something" - whatever that's supposed to do.)
A word on positioning/scale in VR:
- You model your game to real life units
- You have the ground at 0 (i.e. where the VR SDK tells you the ground is) and never, ever(*) offset it
- You have the camera where the headset is
Period. It is insanity that some devs think you need a ton of adjustment.
(I'm using an Oculus Rift S)
(*) Sure, there are a few players who like to hover above the ground when they are actually sitting. Don't know why because it throws off perception of scale but hey... sure, offer an option for them that is off by default. But please don't ruin the experience for most people who simply want the ground to be where it should be.
And then there are comments like this: https://steamcommunity.com/app/1255560/discussions/0/3040480634933890118/#c3040480634935043646 (Which doesn't work. Neither does that option called "heigh quantization something" - whatever that's supposed to do.)
A word on positioning/scale in VR:
- You model your game to real life units
- You have the ground at 0 (i.e. where the VR SDK tells you the ground is) and never, ever(*) offset it
- You have the camera where the headset is
Period. It is insanity that some devs think you need a ton of adjustment.
(I'm using an Oculus Rift S)
(*) Sure, there are a few players who like to hover above the ground when they are actually sitting. Don't know why because it throws off perception of scale but hey... sure, offer an option for them that is off by default. But please don't ruin the experience for most people who simply want the ground to be where it should be.
Post edited October 03, 2021 by sh4dow83