I’ll try to summarize my observations based on my own experiences and observations made by demoing it to around ~20 newcomers to this Gen’s VR. And I’ve noticed impressions tend to be wildly different in terms of preferences.
But my overall user data is somewhat small, so it might not correlate with other’s experiences.
Head Clipping / Intersecting Objects.
I’ve seen 4 different ways so far of dealing with this.
I’ll list it in matter of most comfortable to least comfortable experience.
- Head collider, head don’t intersect wall.
- Fade to black, view gradually fade to black as you start to intersect the object/wall.
- Don’t restrict head movement, let the user clip objects if wanted.
- Black display on/off. A trigger that that turns the screen black when user is intersecting objects.
Quitting / Exiting / Saving
One thing I’ve noticed to be a very common factor for people that differs from non VR, is that when a user is done playing they just pull the headset off. I’ve yet to see anyone trying to enter a menu of any kind.
Which is why I believe quick save should be used frequently in VR, where it is appropriate.
Also my impression is that a “Are you sure you want to quit” screen is a big no no, as most seem to be fumbling around when trying hit UI buttons in general. And if the user is in a state of slight discomfort, warm, nausea, sweat, there is little chance of keeping the headset on to enter a menu.
Holding Objects
I’ve seen it mentioned that Vive users prefer a trigger button for holding objects, while Oculus users prefer a constant analogue button. This is similar to my own experience, overall I’d say holding a button for holding an object and letting go will let go of the object makes for a more real experience.
Lense Flares, Additive Post Effects etc
I’ve seen a few games use common post effect filters, and everytime I thought about it and found it annoying was when the “main character” was not wearing a helmet or goggles or similar.
Pitch Black / Ambient Light
Some game operate with 0 ambient lighting. Only local lights or flashlight or similar.
I’ve noticed I find this as well uncanny as in real life even the smallest amount of light will reflect of surfaces and bounce around in the environment. This of course is near impossible to replicate in games.
Maybe the solution is to have a very very small amount of constant ambient light, I don’t know.
Eyes Micro Movement
This suddenly had a huge impact for me. The common things for games have been pointing the eyes towards the main camera. A huge part of what makes an NPC “alive” in VR is the eyes focusing on the “social triangle” switching between left eye, right eye and mouth.
Main Character Sounds
Some games have the character make sounds like breathing or “ouch” like sounds when getting hit.
I’ve heard people mentioning this has been uncanny, particularly when the voice doesn’t match the user male/female deep/light voice etc.
Everything Interactable
Might be the biggest obstacle to overcome yet. But parts of expect everything in the environment to have interactivity, even if it’s just a small button on a generator, I expect to be able to push it, and become disappointed when I can’t.
This might be a learning curve from going over to VR.
Geometric surfaces
Cards and decals are experienced very different in VR than in non VR. You suddenly expect a poster on a wall to have some kind of depth to it and various obstacles on the ground (like newspapers trash etc) look really really flat.
Geometric details definitely has a lot more impact than textures.
Sound
3D sound has a lot more value than in non VR games, even if it is ambient sound, like traffic or ocean, I somewhat expect to hear which direction it comes from. And not only the “close sounds” from interactables . This is a thing I expect to see a lot more experimentation with in the future.
Invisible Walls
Maybe it’s just me, but I found this extremely jarring. On the other hand, I found it really difficult to push myself through objects that didn’t have a collider if it ment I would have crashed with it in real life.
Yet to be tested, but suggestion here would be to put visible wall in place (even a translucent one) if you need to temporary restrict an area.
Physics Mass/Weight
A general guideline in VR is not have the player interact with a lot of heavy objects, like levers etc. Because there is zero resistance so it feels like a paperweight.
I generally found it more believable when object had less mass for physics sim even if they were “supposed” to be heavy objects. So, “I think”, a good tip would be to underplay the mass of an object rather than overplay it.