This is something I’ve done using kismet a couple years ago. The idea never really left my brain, and now I think it would be great to utilize in Virtual Reality applications. Here’s what it is:
I’m creating a real time realistic wind blueprint for possible distribution through the marketplace. The blueprint is to simulate the sound of wind traveling over the player’s ears. Things such as the direction of the wind source, the amount of variation in random wind shifts, frequency of gusts, and overall wind intensity will be easily editable by the user.
I feel like a VR experience would be all the more immersive with an addition like this. You hear wind in games, but it’s always disconnected from yourself. This will bring the player right into the elements, adding a layer of immersion you might not know you were missing.
Here’s a video of the prototype so far:
Here’s a video demonstrating a comparison in a sample level offered by Epic:
In the first video, the cone mesh represents the primary direction of the wind. The red arrow above that cone represents the real-time direction and intensity of the wind. The arrow will turn back and forth in a range set by the user, and it scales up and down to show intensity of the wind, including gusts.
This idea could be used to increase tension when a player is standing on the edge of a cliff, it could subtly give a hint of a correct passage in a maze, it could just add that bit of immersion when a player walks by an air vent.
I’d love to hear what you guys think, and if something like this might benefit first person games/VR.