Question for VR enthusiasts
Added 2016-04-20 22:20:26 +0000 UTCAny games where the player has a body?
I'm honestly lost, I don't think it's viable to implement VR properly in the game unless I turn it into a cuck simulator or something.
The only solution I see is disabling any positional tracking (is that even possible with the vive?) and leave it as a glorified cardboard experience...
Comments
boneworks, blade and sorcery, and Pavlov are 3 big ones with full body. also vr chat ofc
2020-09-14 02:34:00 +0000 UTCVR is a whole different ball game than traditional games, there are two kinds of in game movement in vr that ive seen, one where you tilt the joystick to move like a traditional game (Minecraft VR), and the trend for VR which allows you to teleport by holding the joystick down in a position, and pops you into place facing the direction of the stick, and aiming where you land with the motion control. (games like Robo Recall, and the oclulus hub.) you could implement the full game in these ways, but i suggest the VR traditional way, as the way Minecraft went, messes with the equilibrium, and makes the general public sick playing it. as for the lewd scenes, i think you are doing just fine the way you are, where the character is stationary, and you interact with the scene with the motion controls and buttons (not actually moving the caracter) though, i suggest allowing slight positional changes allowed to the player from now on, cuz some of the scenes are hard to see, as you clip through the characters sometimes, making it hard to see and uncomfertable. :) I REALLY HOPE ONE DAY THE VR IS FULLY IMPLIMENTED, but will be happy enough to see the VR gallery fully done at least. <3
2020-09-03 19:04:47 +0000 UTCMeshed vr, you can possess bodies, learning curve is very high though
2018-04-05 02:15:19 +0000 UTCNot interested in the VR, but I am interested in how the game looks so far. It's very interesting and I'd love to become a supporter too!
Aron Marczylo
2016-07-18 16:28:12 +0000 UTCSorry. I know this is an old post. But when I read this I would like to ask: Will this game have VR (vive) because theres no point for me in supporting it without VR...
fman
2016-07-11 16:08:47 +0000 UTCWhat kind of H-Content can one expect with this game?
2016-07-05 15:53:19 +0000 UTCI do some voice acting if you want some help! I'm 22 so my age might be close to one of the girls!
2016-07-04 22:38:29 +0000 UTCWhao whoa whoa, please don't turn the game into NTR, hate that genre. Ahegao, squirting and fucked silly can easily be accomplished without it, that's what sluts and yandere are for.
2016-06-28 23:32:53 +0000 UTCI don't even need money and I'd do your voice acting. ... It's a pity sometimes, that I am male..
Thaldor
2016-05-30 09:23:15 +0000 UTCNo need for cuck simulator.
Rev
2016-04-30 00:25:40 +0000 UTCHow about kinda like cardboard stuff where you just press a button and it resets your camera position to the character's head? That way you can get into the proper position and then reset the camera so that you're in place, then leave it to the player to deal with not sticking your head inside of stuff.
Rev
2016-04-30 00:25:29 +0000 UTCWhat I would do is implement something very basic and non-time consuming. The Oculus and Vive haven't shipped yet, they are rough products as the designers aren't sure which way the market is going to go with them. Oculus is hoping it won't go to porn, but that'll be their biggest selling oppertunity as outside of gaming which this has been done before and its gimmicky, the only business use is a good replacement for a multi-monitor setup and opening up the doors for 3d desktop and apps. Treat the Oculus like you're adding a joystick support to a fighter game in the 90's before the support for button mapping was added to windows, or most games. Expect the Oculus to go that route.
2016-04-26 07:19:13 +0000 UTCShadow casting from the head sounds like a great idea.
2016-04-21 22:39:43 +0000 UTCI agree that VR porn videos are incredibly lame. I think it's mostly because 2 reasons: lack of immersion that should be solved by positional tracking which videos lack and bad quality that should be solved with future generations of headsets.
2016-04-21 22:38:45 +0000 UTC110-240v like most modern electronics.
2016-04-21 22:32:28 +0000 UTCI mentioned it before, so I'm clearly for VR. A lot of games have head-tracking, and have a body without a head to prevent clipping. You should be able to do something similar. At a bare minimum, just a locked stereo-cam to a point in relation to the body and only allow rotation. (edit: I see you're trying to figure that out, but the Vive or it's documentation aren't working with you yet) If you're feeling ambitious, you can have full head tracking and have the torso follow the camera so you can lean to the sides or closer/further in. <a href="https://www.youtube.com/watch?v=imlbNXF6gpM" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=imlbNXF6gpM</a> At around 3h11m you can see what I mean. That's for the Oculus, but I would think you can do it on the Vive as well. The player has a body, and you can control movement with WASD/Controller, and head tracking causes the leaning. It's not a "room-scale" game, and if people are getting up and walking around to break things, that's on them. (I mean, most of us are going to be lying down in bed while playing, I would think.) While I wouldn't feel or think of it as a "cuck simulator" being able to watch the action from a free-cam isn't something I'm opposed to either, but that would require the player model have a head. You could swap a headless model out for a headed one when switching to the free-cam, and vice versa. The only thing I would add is that , camera movement without body movement is something that causes a not insignificant % of people to get VRSick/Nauseous. Personally, I'm of the opinion that exposure leads to tolerance, and by the time people are playing your game on Vive or Oculus, they should be able to handle it or overcome it if it's an issue.
Dnizmirc
2016-04-21 19:26:01 +0000 UTCI'd say forget the VR. It really doesn't add anything to the experience imo. I own an oculus rift dk2 and I've watched porn on it but it's a novelty not an upgrade.
2016-04-21 14:49:06 +0000 UTCYep Derp says the truth!!!
Blacki
2016-04-21 14:38:21 +0000 UTCmy oppinion: focus on finishing game and dont try to bring VR - it will waste a lot of your time - it is not easy to implement considering you made 3D world - VR enthusiasts are total minority. Why make things complicated only to satisfy like 1-5% of players.
Derp
2016-04-21 13:08:45 +0000 UTCWay off the topic but anyone knows what power voltage the vive vr uses? I intend to buy it but it dosen't ships here, need to confirm the power it uses.
Kyosuke
2016-04-21 12:31:53 +0000 UTCSome notes to help ya from my experience and VR planning. About all suggestions given in the comments can help. Watch how other demos do it, the Playclub VR hack is great. The team behind space engineer been testing it: <a href="https://www.youtube.com/watch?v=HUIsv2GbzEE" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=HUIsv2GbzEE</a> (among having fun in other games), you can really see how they are challenged to place the view around the player model and how much work is left, but the experience is still something! As for close up view intersecting in the model, set the camera near clipping plane as close as as it can go, i found the Unity default just bad for close views (quake engine games never had this near clipping problem), also try for shadowing were the head is in, be it done by a real shadow, a small negative light (maybe possible), or let ambient occlusion work for you; all to make the camera appear close to objects and not be fullbright light, add that depth hint!
aciil
2016-04-21 11:18:51 +0000 UTCThere was a 3rd party Oculus mod for a Japanese 3d game (PlayClub) that handled it very well. There was a toggle that would lock the headset position to the in game avatars head. It also stopped the head model from rendering. You could toggle it so that your view moved with the avatars skeleton, or it was decoupled, so you could still look down and see everything, but your view didn't move. Some people have more tolerance for sim sickness and the animated view was quite immersive if you could handle it. In decoupled mode, you could move the view around to where ever you wanted.
2016-04-21 10:18:40 +0000 UTCI never had anything. Neither shipped where I live so I had a preorder on Amazon for an Oculus+PC that shipped worldwide. I managed to get a Vive almost (...customs) at retail price so I don't think I need a Rift anymore.
2016-04-21 07:13:47 +0000 UTCoh you went with a vive i thought you had an occulus rift.
Kaozs
2016-04-21 05:21:29 +0000 UTCYeah, that was my intention all along. It's really freaking hard to restrict movement with the vive though, this thing really was not made for seated gameplay, even when you tick the box "seated tracking" it just alters the pivot of the camera, you can still stand up and walk around the room. Like I said though, I'll keep looking at the code to find something that lets me limit movement for real.
2016-04-21 03:35:38 +0000 UTCVive just ignores all collision, your own scripts, other input...everything. I didn't find anything to alter the behavior of the camera in the SteamVR plugin but I didn't look to hard into the code, I'll keep searching later. I'd imagine it's also not very pretty to do, when the player is fully immersed and you block the natural movement of the head it can cause a shock that breaks immersion even more than some clipping, but that's just me. A mix of 1 and 2 sounds good.
2016-04-21 03:31:51 +0000 UTC"Any games where the player has a body?" Generally no, for the reasons you've stated. It's really freaking hard to implement something that'll work. I'd say your best bet would be to do both depending on the situation. When walking around and doing stuff, make the player a floating head with VR hands (and perhaps VR legs that fade out as they reach the body?). Simulating a body in that situation would be a massive PITA and result in clipping or contorted body (assuming you don't create the most amazing skeletal mesh/bone-network/animations ever). When having sexy times, simulate a body but apply heavy limitations on movement - with a toggle to turn on "free look" mode. In normal mode, you have to play the experience from the character perspective, with the ability to move around within the confines of the character model's position. At any point, you can activate "free look" mode, which pauses the game and detaches you from the character, letting you walk around (With HTC Vive, I guess lean in or whatever with the Rift) and examine the scene from where-ever you want. If you resume the game, the camera snaps back back the character locked position. A nice to have would a free-look mode while the sexy times are happening (not paused), but that's kinda outside of the point of the VR implementation.
Drunlade
2016-04-21 03:07:27 +0000 UTC"Positional tracking letting the player clip inside models" There are three ways to tackle this. (1) Call it the trade-off of VR - tell the player not to do that if they want the best experience. (2) If the camera clips inside anything, fade the screen to almost black over 300ms or something, leaving a very feint view so the player knows to move back. (3) Don't let the camera clip inside stuff. Positional track as normal, but give the camera a collision box, so it'll stop before entering any of the girls. Option three is my preference and what I intend to implement when I start playing around with VR programming in UE4 (pending getting my hands on a Vive!).
Drunlade
2016-04-21 02:55:28 +0000 UTCYeah but the issues arise when you move your head too far away from the parent body. you can literally enter inside the girls or see your neck in front of you. Maybe in the rift you can limit the possible movement since it was designed for seated gameplay but I haven't found anything like that in the steam vr plugin,
2016-04-21 02:41:15 +0000 UTCI saw this article the other day; you can imagine the potential. <a href="http://arstechnica.com/gaming/2016/04/for-vr-walking-forget-treadmills-just-stick-a-vive-wand-down-your-pants/" rel="nofollow noopener" target="_blank">http://arstechnica.com/gaming/2016/04/for-vr-walking-forget-treadmills-just-stick-a-vive-wand-down-your-pants/</a>
SwordFishData
2016-04-21 02:29:07 +0000 UTCyou can parent the camera in a position thats infront of the face so as you move the character the camera moves with it
Scott Edwards
2016-04-21 02:20:04 +0000 UTCthen animate the character as you would with a different style of game
Scott Edwards
2016-04-21 02:19:15 +0000 UTCim pretty sure you can do a first person style thing and make it so the camera moves around infront of your characters face
Scott Edwards
2016-04-21 02:18:54 +0000 UTCI guess that's one way to get those internal views. *Ba-Dum Tss*
slamer500
2016-04-21 01:21:37 +0000 UTCPositional tracking allowing people to clip inside the models.
2016-04-21 01:08:51 +0000 UTCb-but all those games are just a floating head...
2016-04-21 01:05:56 +0000 UTCMost of the game i played you have the pov option it's place yourself in the eye level of the avatar, some of them have an option to hide the body/head or both and it's leave only the cock. you also have free mode you can move around as a camera and place yourself where you want. most of the game the girl follow the tracking of the camera {for eye contacts} and not the avatar head when you go in vr. What problem did you have when trying out vr so far
Kaozs
2016-04-21 00:26:56 +0000 UTCOnly rotation is way too bad, I guess I'll keep the positional tracking and leave to the player criteria if they want to clip into the models or not. By the way, VR is meh, If you are in the doubt about spending so much money on it wait another generation or two.
2016-04-20 23:42:39 +0000 UTCIf you mean tracking the whole body, then unless you use extra equipment, not really...
Hagen
2016-04-20 23:15:56 +0000 UTCDo you mean not just a floating head? Plenty of games - EVE Valkyrie, Elite Dangerous, Hover Junkers, Adrift, The Climb
Hagen
2016-04-20 23:14:59 +0000 UTCDon't the Oculus and the Vive both have their own controllers as well which would be used for hand tracking i.e. for in game hand movement? Maybe those could be implemented as well(all types of movement and selecting excluding looking around of course), otherwise the only main factor as you say would just be looking around.
2016-04-20 22:56:15 +0000 UTCOculus has positional tracking too, what it doesn't have is room scale.
2016-04-20 22:55:57 +0000 UTCMany people are still waiting for the Oculus launch to happen or might not even want to invest a large space for VR yet. So I'd personally say that it would be fair to start out with just head tracking and regular/xbone controller support, since Oculus is coming out with that as a default. After you get a lot more releases in general to support proper positional tracking, then the whole dedicated VR space might get more common and I think at that point it would be more critical as a developer to think about supporting it. But hey, that's just my take on the matter.
2016-04-20 22:50:04 +0000 UTCI would be averse to that, though why would VR mean that you would need to make the game contain cuckoldry Redmaz? Or does cuck simulator mean something else, knowing me I've probably got it mixed up.
2016-04-20 22:47:49 +0000 UTCYou may check the Oculus best practice guide <a href="https://developer.oculus.com/documentation/intro-vr/latest/concepts/book-bp/" rel="nofollow noopener" target="_blank">https://developer.oculus.com/documentation/intro-vr/latest/concepts/book-bp/</a> here. It's been observed that player having avatar in VR world has pros and cons; implying that you must decide carefully.
2016-04-20 22:45:51 +0000 UTCIz is correct. As for disabling personal tracking. That could work. Durring alot of the sex scenes in game your not able to control much other then the direction your looking. IE the Camera. That set up is already decent for VR. Using other controls or game pads etc to control player movement and such when not in those scenes would probably work best in conjunction. VR isn't that advanced either. Really VR is just a normal video game with the exception of the screen being worn, and the googles having motion sensors not much more advanced then the original NES Zapper gun's to track head movements to control the camera with your head instead of just your analog stick. Alotta the other features are really just new extras to an very old concept.
Merku
2016-04-20 22:38:46 +0000 UTCMonster Girl Island: NTR Edition lmfao
Pan
2016-04-20 22:31:52 +0000 UTCGonna have to wait a couple years until those full-body iFapsuits get released for sale in the states.
2016-04-20 22:26:31 +0000 UTCDisabling the 3D tracking wouldn't really be too different from watching a 3D video, it'd probably still work fine. I imagine you wouldn't be able to have much movement in a bunch of situations anyway.
Izu
2016-04-20 22:25:34 +0000 UTC