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Newtonvr unity forum8/16/2023 ![]() ![]() Mind you, due to some custom stuff I've made I'm stuck with an older version of VRTK for now. Like it was mentioned before, people are still experimenting a lot with locomotion so it's probably too soon to expect a standard. Besides that I have my own hand interactions cause I wanted it to fit with the hand models I use, and Touchpad walking is no different than a character controller's so not a big deal with that, same with teleport. An easy way to access haptic rumble and the compositor to dim or unfocus the screen during scene switching and headset collision fading would be great too (total darkening of the screen is horrible for headset collision fading.). I think I depend on VRTK mostly for the events manager and the player presence. But that happens with my regular screen too, lol.Īnyway, I hope Unity comes up with it's own core systems. Only times I've felt sick when using the Rift is because the thing is giving me a migraine from the screen brightness. But, I've never really had motion sickness in VR yet so it may just be me (doubt I'll feel great on a VR racing game though). I've only ever felt like I'm loosing my footing a bit when moving sideways fast, like in a curved path. Therefore, logically, AR is way more useful.Ĭlick to expand.Well, I've never really been been bothered by touch pad walking just as long as the movement is in a straight line in the z axis (both walking forward or backward). I'm not much of a luddite but VR has different and less frequent, more specific uses mostly because it cannot work with day-to-day challenges while AR really will help in day-to-day challenges. There are thousands of reasons why AR is good, and you can start with every single reason why you use a mobile phone, then extrapolate that out to having rich data about everything around you.įor most people this is of substantially more interest and use than the immersion tech of VR. As phones get smaller, eventually worn or merely seen, you'll understand it matters to most people more that they can see someone's preferences, how they'd like to be addressed "him/her/they/etc" and so on, just looking at them. AR accuracy doesn't need to improve quickly because AR is never going away, because everyone with a phone will have access to it. Historically both AR and VR haven't survived because it's been too expensive and delivered bad results. The reason they've survived is thanks to other tech advances this time round that needed to be in place. ![]() In a few years it should be a larger market.Ĭlick to expand.You mean like this ridiculous motion sickness and hardware requirement issue plaguing VR? These industries are the first example of them surviving their birth. Especially trying to do that on the donation/patreon side of things versus a more traditional route. To bring things back to VRTK, it's understandable, a niche market will only generate so much revenue. A profitable space for more than a select few will only come when things aren't niche. Currently only the hardcore crowd has them and while it should keep things afloat it will be niche until the casual fans come. Whatever system gets there first I think will get a ton of casual fans. Obviously that's a lot of things, and it won't happen overnight, but nothing seems not achievable given a few years. It's fine as a stop gap but it ruins any action game. Perhaps running in place will be ok, perhaps not, but teleportation has to go. This is the death throws to a lot of VR games. The current generation already allows for much bigger play spacesĤ. It's wonderful and makes setup so easy, but they need to add more cameras so that your hands can be tracked below and above you without losing tracking. MR is better but still needs to improve.ģ. Another jump like what the Pimax is talking about is needed, but the graphics cards to run that resolution also have to come down in price. The MR headsets are much better for anything in the distance than the Vive or Rift. Wireless, TPcast is a good start but getting this baked into a product will be much better.Ģ. On desktop there seems to a couple of things that aren't ideal but given a few more iterations should get there so maybe a few years.ġ. I actually like the iteration the MR headsets took this year compared to the rift and the vive last year. It feels like the slow adoption is because V1 headsets weren't very good for casual people not because people aren't interested. Click to expand.I highly doubt it's post mortem, it feels like it's going to stick this time around, but certainly will be a slow adoption unlike say smartphones a decade ago.
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