Yeah, I was definitely worried about neck strain and tried to make things require as little head movement as possible. I do think this sort of interaction could be used for gameplay, but sparingly. Higher resolution would let me condense the layout a lot more, which would reduce the amount of head wagging you have to do. So hopefully this whole approach can be vastly improved with the next hardware iteration.
Shoot. It’s a tough thing to perfect. Ideally HMD calibration/positioning would be part of a launcher or an OS, so having it in front of an application is kind of cumbersome. But I’ll see if I can make that part more failproof.
I’ve got some ideas there, I think it could be done. Next VR thing I release will have an FPS counter for sure. I agree that that’s essential.
I’ll post some blueprint stuff within the next couple days. Let me know if there’s anything in particular you’re curious about. I don’t really have time right now to polish it enough for a public repo. I kind of got carried away on this menu thing and need to focus more on the actual content of our first VR project. I would love to see this approach incorporated into an open source UI project for UE4 VR though. I think UI is a crucial piece of the puzzle for mainstream VR adoption, so initiating some sort of concerted effort to get it right would be great.