VR Review

I used Oculus2 as my headset, I have tried different types of games during the 2 hours experience. I have used VR and even developed on VR before, so I will also answer the questions based on my previous experience. 

I want to share my opinion on some realistic FPS games, such as Half Life: Alyx and other similar games. When I first entering these most realistic fantasy worlds in VR, I am really impressed by the fantastic immersion. All the digital models composes a space extremely similar to the real world. However, it does not take me long to discover this kind of immersion will easily break when the player (or the character) tries to move in the virtual space. And this problem remains a problem to be solved in my previous project. Because of the limited space, the player cannot explore the whole space by walking or moving in the real space. So it is necessary for the games to let players move by pushing sticks. Half Life: Alyx let the character teleport for a short distance, and other FPS games let the character move at a constant speed without any camera shake. Both of these methods fail to continue the immersion when the player enters the space, since none of them can simulate human’s sight while moving. 

Another problem is that in a VR game tries to depict a real world, it cannot be avoided that player has an impulse to get close to the models and try to interact with them. But due to some technical and design factors, the player cannot see character’s body parts like we do in the real world. So it is hard for the player to locate the character’s hands and torso, and measure the distance between hands and the objects. Moreover, when the player moves his/her head within a slight distance, the virtual camera may not react to the move accurately. Thus, when player tries to observe an object at a very close distance, he/she may find that the camera does not move as intended. In conclusion, it is unpleasant when it comes to the close interaction with the game objects.

As for the art aspect I can see in my email and then you need a full day of work or , since they are trying to create an original world based on the real world in VR, so it is not overwhelmed with original art design elements. For example, Half Life: Alyx creates a ruined modern crowded city. But it is very common to create an imaginary world based on the real world in sci-fi media, such as novels, films and games. So I think the imaginary world itself is an artwork as an expression of the future. If I want to improve it as an artwork, I will try to decrease the details of the models in the world. This inspiration comes from the games Super Hot and Beat Saber, both of them use geometry low-poly shapes or models with pure colors to compose the virtual world. This design allows the player recognize the key elements of an object faster and spend less time to observe the object. Despite I will not expect a world of realism to be composed of models with simple shapes and pure colors, but the decrease of details will make the world clearer and simpler to the player. Also, I think it is necessary to keep a distance between the observers and the objects, this will make the observers ignore the details being deleted, and imply the world should be observed and recognized a whole instead of separate parts to be interacted. Moreover, when observing a space with large scale and from a long distance, it is hard for the observer to get disturbed by the unnatural feeling when moving in the virtual world.

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