I’m a 3D artist learning to use UE4 with oculus DK2.
The default way the joypad is setup is making me (and probably lots of other people) motion sick. I think I found a functional workaround but I don’t know how to implement it correctly.
The problem seems to be with continuous motion. I think if instead of gliding around the map one would jump-cut around (even though it would look strange) we wouldn’t get sick any more.
Bullet train uses from what I hear something similar but less extreme.
I simulated this scheme in a room I modelled (physical scale) and it looks functional. See this gif: http://imageshack.com/a/img907/674/ndykVZ.gif
(for some reason the forum can’t upload this gif made in GIMP therefore link)
To test this in UE I need to set up a blueprint but I don’t know what nodes to use to get this specific jump-cut effect. Does anyone know?
All I’m looking for is the ability to move around the map for more then 5 minutes without getting sick. Doesn’t matter what the solution is as long as it works. I looked at all options that I can think of and this is the only thing that might actually work.
in the first person template, in player pawn blueprint you get the camera reference and apply add rotation and add movement built-in functions,
the right stick camera discrete intervals rotation is called “comfort mode”, I invented it () but not with instant and 90º at a time, have you tried windlands they use it too
complementary to the “steps” with left analog stick you could use the “blink” that is fastly fade out/in while taking the “step”
No offense, but there are probably 295 devs - myself included - who’ve “invented” that. It was a pretty obvious thing to try but Cloudhead Games gave it a name and it stuck.
Anyway, I hate it personally. In my experience, you’re better off using a very high mouse-like sensitivity on the right analog. Contrary to popular belief, slow rotations are the worst.
The consumer VR headsets will have 360° tracking so I think it’s probably safe to assume that people prone to sim-sickness will rotate themselves standing up or in a swivel chair.
As for the locomotion itself, I don’t think it’s much of an issue as long as you have instant accelerations and little to no strafing.
check my video date that was 2 months before Cloudhead Games ‘big revelation’.
I suggested that to a developer in mtbs3d forums in 2013 but they didnt care…
Anyway I agree that is not ideal solution at all, kind of presence killer.
Can you recompile your demo so it works with the current Oculus runtime?
I tried downgrading but it still won’t work with my DK2. (unreal and other stuff is working OK)
Using “cutting” to avoid motion sickness is just a natural conclusion one can make when considering different options for locomotion and turning.
It should be one of the control options in UE for VR: if someone is extremely sensitive they can “cut around” the map, if they are not they can move naturally. (just a suggestion)
Also if there are less presence-killing options please share as everyone will benefit.
I just tried the FPS template in VR and it’s OK. I don’t know how but it’s fine unlike the fly mode. I set the arms and gun to invisible — now I can use UE for Architectural walkthroughs!
I’d have to rewrite it from the ground up since it was based on the old Oculus Unity package.
I had started to… with new ideas even but after going back and forth between Unity and UE4 I decided to stay here and now I’m just too busy working on my game. Sorry!
I had this working on my original demo, and in my experience it was by far the most effective and simple way to get rid of the nausea caused by rotations. My wife is very prone to sim sickness and she had no problem with this. I don’t understand why it’s never implemented…
I didn’t fade out completely. I think I went with a .95 alpha or something. You still could see enough of the world not to completely lose orientation.