Comments on: VR Comfort Settings Checklist & Glossary for Developers and Players Alike https://www.roadtovr.com/vr-comfort-settings-checklist-glossary-developers-players/ Virtual Reality News Sun, 25 Aug 2024 23:14:00 +0000 hourly 1 https://wordpress.org/?v=4.9.26 By: ViRGiN https://www.roadtovr.com/vr-comfort-settings-checklist-glossary-developers-players/#comment-211585 Thu, 25 Jul 2024 21:48:00 +0000 https://www.roadtovr.com/?p=99801#comment-211585 Were you born yesterday?
Half Life Alyx is peak VR, because it was made by Valve.

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By: Ben Lang https://www.roadtovr.com/vr-comfort-settings-checklist-glossary-developers-players/#comment-211572 Thu, 25 Jul 2024 14:42:00 +0000 https://www.roadtovr.com/?p=99801#comment-211572 This was just for comparison's sake and to help people compare/contrast two games. If the developers of Beat Saber used this chart to communicate to players, it would look like this because the sub-sections applicable to Artificial turning and Artificial movement wouldn't need to be included:

https://uploads.disquscdn.com/images/420b231a7852ea6e9c854e5b212e512bd16183d32f98951b25bf3366a1f16caf.png

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By: Arno van Wingerde https://www.roadtovr.com/vr-comfort-settings-checklist-glossary-developers-players/#comment-211565 Thu, 25 Jul 2024 07:22:00 +0000 https://www.roadtovr.com/?p=99801#comment-211565 My major problem with such lists is that it looks like
Half-Life: Alyx must be more comfortable than Beat Saber becasue it has so many more ticks, whereas the opposite is true.

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By: Nothing to see here https://www.roadtovr.com/vr-comfort-settings-checklist-glossary-developers-players/#comment-211547 Wed, 24 Jul 2024 19:07:00 +0000 https://www.roadtovr.com/?p=99801#comment-211547 The comfort setting a lot of people want is the ability to use a regular controller rather than waving our arms around. This is especially important when an existing game is converted to VR or when the player is in a confined space. The truth is that while arm waving does make some VR games more immersive, it is also tiring when you just want to play a fun game before going to bed. Looking at you No Man's Sky!

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By: ThemeOne https://www.roadtovr.com/vr-comfort-settings-checklist-glossary-developers-players/#comment-198295 Sat, 10 Jun 2023 17:18:00 +0000 https://www.roadtovr.com/?p=99801#comment-198295 In terms of accommodation, many games could have better support for
left-handed players beyond the ability to swap the movement control.
Some newer games are getting it right by completely removing any strict
handedness, but many older games make players choose a dominant hand
and use this choice to force strict hand use with particular items
(e.g. bows, swords, etc.). Handedness is not a binary field but a fluid one, and
players should be free to use both hands equally or unequally with
discretion.

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By: Mike Knight https://www.roadtovr.com/vr-comfort-settings-checklist-glossary-developers-players/#comment-195978 Fri, 10 Mar 2023 07:46:00 +0000 https://www.roadtovr.com/?p=99801#comment-195978 Many, many options is the key to making a successful VR game!! I’ve tried and refunded many VR games solely because there was only teleport movement or only snap turning as options!! VR Chat is a great example of a set of VR options!!! (free to play and check out)

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By: Arno van Wingerde https://www.roadtovr.com/vr-comfort-settings-checklist-glossary-developers-players/#comment-192605 Tue, 06 Dec 2022 14:12:00 +0000 https://www.roadtovr.com/?p=99801#comment-192605 Not really part of this topic… but apart from comfort settings could we please please PLEASE also get easy/medium/hard/impossible settings? I am simply not that good at playing games… so I only get to see the first levels. is it too much to ask for “a few lines of code” that causes fewer/slower/more vulnarable enemies and/or more powerful and resilient players?

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By: m0useCat064 https://www.roadtovr.com/vr-comfort-settings-checklist-glossary-developers-players/#comment-190030 Tue, 04 Oct 2022 17:15:00 +0000 https://www.roadtovr.com/?p=99801#comment-190030 it’s important to consider the divergence of XR design paradigms: Games based off artificial movement and games based off real movement only. i.e Boneworks and Alyx, vs Beat Saber, Superhot, and Space Pirate Trainer. It’s the idea of having a VR omni treadmill vs a massive playspace (or even a less defined playspace such as for AR), and both will be very important to the future of XR.

I do know someone who absolutely needs smooth turn, as they find snap turn very jarring and uncomfortable. I’m on the opposite end and need snap turn (or at least quick turn), as I can’t stand spinning in place.

Both are necessary for artificial locomotion based games, particularly when a wire is involved. Wireless/untethered is not yet ubiquitous, nor suitable for all use cases.

Vignettes are interesting, as I’ve seen some very good implementations of it. Apex Construct has one that shows a background grid cube in the vignette, which grounds the player’s peripheral to show that nothing is actually moving. Most games with vignette/tunneling lack this, severely limiting its benefit. But with it enabled, I’d imagine a lot of additional gameplay/cinematics could be done while remaining comfortable.

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By: Ookami https://www.roadtovr.com/vr-comfort-settings-checklist-glossary-developers-players/#comment-190004 Tue, 04 Oct 2022 05:23:00 +0000 https://www.roadtovr.com/?p=99801#comment-190004 oh, that’s really awesome and fascinating.

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By: Mane Vr https://www.roadtovr.com/vr-comfort-settings-checklist-glossary-developers-players/#comment-189961 Sun, 02 Oct 2022 17:09:00 +0000 https://www.roadtovr.com/?p=99801#comment-189961 HL:A plays shitty seated. forward is ever lock to ur head or to ur hand. one ever forces you to look straight ahead or hold one hand straight ahead. which mean i can’t look around while moving when it’s lock to head or i can’t aim with the hand forward is locked to cause to do so changes my direction i want to go in. this is the number one reason i will refund a vr game. if it doesn’t have the right setting setup for seated it’s not worth my time. seeing as this is most vr basically don’t play vr anymore

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By: Pablo C https://www.roadtovr.com/vr-comfort-settings-checklist-glossary-developers-players/#comment-189737 Tue, 27 Sep 2022 17:05:00 +0000 https://www.roadtovr.com/?p=99801#comment-189737 Funny enough, once I fully overcame my VR motion sickness, I automaticly overcame seasickness as well: after a couple of years in VR, haven´t been on a ship for years (because it made me very sick), I went on a 3-days trip on hard seas. Many of my friends got bad. Guess what: I didn´t get dissy at all. On the next days I was continuosly working on a small boat in the sea: no seasickness. I was very (and gladly) surprised.

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By: Denny Unger https://www.roadtovr.com/vr-comfort-settings-checklist-glossary-developers-players/#comment-175383 Thu, 17 Jun 2021 21:44:00 +0000 https://www.roadtovr.com/?p=99801#comment-175383 The reason people like you aren’t highlighted Neo, is that the majority of players (especially onboarding new users) have vection sensitivity. Yes, acclimation is “real” and you can train a fighter pilot to overcome nausea but that’s a poison sentiment for VR adoption.

That being said, there are people working with us who have been at this for 8 years that are still intensely sensitive to vection. Broadly, that’s the norm, not the acception to the rule.

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By: dracolytch https://www.roadtovr.com/vr-comfort-settings-checklist-glossary-developers-players/#comment-169180 Tue, 05 Jan 2021 18:25:00 +0000 https://www.roadtovr.com/?p=99801#comment-169180 It’s a good list of settings, but it’s not a comprehensive list of content that could make users uncomfortable. Artificial movement could be forward/back translation, lateral translation (usually more problematic), and vertical translation (also often problematic). There’s also a form of discomfort from objects passing through the player (usually doesn’t make people sick, but it’s often considered ‘weird’ or ‘unpleasant’)

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By: benz145 https://www.roadtovr.com/vr-comfort-settings-checklist-glossary-developers-players/#comment-169173 Mon, 04 Jan 2021 23:33:00 +0000 https://www.roadtovr.com/?p=99801#comment-169173 Thanks for the feedback Jan. The accessibility section could have gone very deep as it’s an important topic. I had to hold myself back from adding more, as I was trying to keep this highly focused on comfort specifically (I may have even gone too far with audio and subtitles, as they’re something of a stretch from ‘comfort’). Developers can of course add or subtract any elements from the list—and expand beyond ‘comfort’—to fit their communication objectives.

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By: TonyVT SkarredGhost https://www.roadtovr.com/vr-comfort-settings-checklist-glossary-developers-players/#comment-169145 Sat, 02 Jan 2021 07:36:00 +0000 https://www.roadtovr.com/?p=99801#comment-169145 Very good guide for newbies!

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