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Re: Halo in VR (for real)
By:BOLL
Date: 12/1/24 3:42 am
In Response To: Re: Halo in VR (for real) (Rockslider)

: Thanks for the post; I've put up a news item now. I have no experience with
: VR myself though. The disembodied hands look weird, but I guess you get
: used to it!

: On the video footage, the HUD elements are drifting around in the central
: area rather than being anchored on the periphery. But is that what you're
: seeing in VR also? Or are the HUD elements actually okay for you?

Cheers!

Disembodied hands are a pretty common feature in VR, and while in VR itself, it barely registers. The only time it is noticeable, is if the termination points on the hands are very distinct or odd looking. As a user experience, it's usually better to have floating hands than simulated arms which will get the elbow and shoulder locations wrong, thus conflicting with your proprioception.

Regarding the HUD, it is currently locked to the horizon vertically, but to the headset horizontally. This means it will appear static in VR, but in video it will appear to be floating around, this is a result of the VR video output reflecting what is rendered for the VR headset, which is dependent on the head orientation of the user.

As a side-note to this, something that classically breaks in VR, including in Halo, is that billboard atmospheric effects or particles will always be rendered in relation to the screen, meaning they will spin in the game world when you roll your head, as the screens in the headset is then no longer perpendicular to the ground like what the game engine expects.


Messages In This Thread

Halo in VR (for real)BOLL11/27/24 3:57 pm
     Re: Halo in VR (for real)Rockslider11/30/24 3:11 am
           Re: Halo in VR (for real)BOLL12/1/24 3:42 am
                 Re: Halo in VR (for real)Rockslider12/2/24 8:26 am
                       Re: Halo in VR (for real)BOLL12/5/24 5:05 pm

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