Oculus Guidelines In other games

Some of the big hurdles that come from the development of Vr has been that it has to function under some strict guidelines in order for it to be both user friendly and also engine and system friendly. So I shall look at where some of these guidelines are also used in non VR games for a similar effect or prevention.

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Rocket League is a fast paced online sport/racing title that see you behind the wheel of a vehicle that can travel at insane speeds, pull off complex mid air maneuvers, which in turn could make for a rather disorientating experience for the user, but similar to the Oculus Rift guidelines the developers chose to go with a independent visual background to combat simulation and motion sickness for the players.

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This constituted a simple visual backdrop, such as a grid or skybox, that was visible through the simulator’s primary content and matched the behavior of the stable real-world environment of the user. For example, a driving simulator might indicate movement through the environment via the ground plane, trees, and buildings passing by; however, the skybox, containing a few clouds, would remain stationary in front of the user, even when the car would turn.

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This rule not only helps eliminate simulation sickness and motion sickness it also helps players keep track of whats going on in game even at a frantic pace that the games known for. Another rule used as well in the game of rocket league similar to the Oculus guidelines is the focus to remain in one set view and keeping the camera attached to a 3RD person perspective, just like a view used in the new title Chronos.

I know a lot of people debate that VR is supposed to be as if the player has entered a virtual world seeing it from there own eyes, but how about seeing that world as a God instead of just an inhabitant? This is a feeling that some third person VR games instil in people who play them. As of late, there have been a few great third person experiences I have played that I suggest taking a look at to better understand just how good this genre of VR gaming can be.(VRspies, 2016.)

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So in summary not only do these guidelines help to shape a great experience for Oculus users it also helps other games overcome large hurdles which could make or break their title. Simply by adopting some simple rules to what would seem like quite intense situations the player can still feel involved and not nauseous or disconnected instead.

Bibliography

vrgamerdude (2016) Third person perspective gaming in VR can be awesome! Available at: http://www.vrspies.com/vrgamerdude/third-person-perspective-gaming-can-be-awesome/ (Accessed: 11 December 2016).
VR, O. (2016) Developer release guide. Available at: https://developer3.oculus.com/documentation/pcsdk/latest/ (Accessed: 11 December 2016).

Citations, Quotes & Annotations

vrgamerdude (2016) Third person perspective gaming in VR can be awesome! Available at: http://www.vrspies.com/vrgamerdude/third-person-perspective-gaming-can-be-awesome/ (Accessed: 11 December 2016).
VR, O. (2016) Developer release guide. Available at: https://developer3.oculus.com/documentation/pcsdk/latest/ (Accessed: 11 December 2016).
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