VR game design should consider the interaction with the controller

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VR game design should consider the interaction with the controller problem from Baidu VR

Since the Oculus touch handle has been hailed as the perfect ergonomic handle, the performance and design surrounding it is endless. But for most domestic consumers, expensive prices are the biggest obstacle. It is difficult to say that touch can speak for Oculus. However, touch still succeeded in setting off a new revolution in the handle. It is reported that Valve will launch a new handle in the second half of the year.

Valve's rumors about the new handles had once been hot news, but soon this much-anticipated handle was gone. In 2017, Valve will announce the latest developments in this project. There are currently 500 companies registered and using the Lighthouse system.

This is undoubtedly good news for vendors using Vive. With wireless hardware modules and access to reality, Vive is walking in the forefront of the top three PCs. With the improvement of the new round of hardware performance, as well as the launch of various types of developer competitions, Vive has invested a large amount of funds has begun a variety of layout. After the introduction of the new handles, new attempts have been made for developers. Those originally based on the old handle design will be re-set in consideration of various parameters of the new handle. But anyway, all this is to make more VR games focus on the design of the handle, and it is no longer just a simple operation such as moving, aiming, and determining.

Does VR Game Design Consider the Role of the Handle

For a long time, we often ignored the effect of the handle. Take the XBOX's operating handle as an example, it is more applied on the host computer, and even in some VR games it has its place. It can be seen that many VR games do not have reasonable design for the matching VR handles in design, and such results may not be friendly to players. After all, to play VR games is to immerse yourself in immersion, and the traditional gamepad can no longer meet the needs.

Coincidentally, when Touch took the lead in launching concepts and highlighting the importance of its handles, we saw a classic case of handles in Vive games. For example, fruit ninjas and other games that emphasize handle operation, but only by regular confirmation and waving the handle to complete the corresponding action within the game, can not be said that the game is developed for the handle, can only say that the original function of the handle can achieve the game operation.

When VR content is emphasized more than once to create a quality product, tools are largely used, in addition to images, interactions, and how the handles in the player's hands that may need to be considered are integrated into the game rather than intuitive virtual reality imaging. , but interactive development with it will become very interesting.

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