[HN Gopher] How to make buttons in VR (2017)
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How to make buttons in VR (2017)
Author : jasonnchann
Score : 34 points
Date : 2023-05-02 05:12 UTC (17 hours ago)
(HTM) web link (bvisness.me)
(TXT) w3m dump (bvisness.me)
| anilakar wrote:
| Flight simmers like using physical button boxes instead. It takes
| around two weeks to get used to the button locations even when
| they don't match the virtual cockpit.
|
| A good old mouse works just as well and its microswitches give a
| nice tactile response.
| mrguyorama wrote:
| Even with VTOL VR, which is a flying/weapons simulator designed
| explicitly to be used only with VR controllers could really be
| better allowing you to map an actual stick and/or throttle.
| Keeping your hand "still" or aligned with no guide, ie just
| free floating in the air, is an awful experience. It's worse
| than that fad of using the motion controls of the Wiimote to
| drive a car, or that time kinect made you mime a steering wheel
| to control a car.
|
| Microsoft Flight Sim seems explicitly intended for you to sit
| in front of your normal computer screen with flight stick and
| keyboard and mouse and just plop the headset on. It requires
| you to press spacebar before you can do anything if you start
| the game in VR. It's so stupid.
| ranger207 wrote:
| In VTOL VR you can reposition the stick and even swap it to
| center stick. I usually keep it sidestick and rest it on my
| leg. The throttle is still a problem but you don't usually
| have to hold onto it all the time. And the collective in the
| AH-94 is no worse than a real helicopter
|
| I was hoping someone would bring up VTOL VR though because it
| has the best buttons I've used in any VR game so far. Just
| touching a button is too imprecise; laser pointers can be
| awkward. Holding your hand over the button, getting a slight
| vibration to let you know you're in the connect interaction
| zone, the clicking the trigger is the best option in most
| circumstances
| vrglvrglvrgl wrote:
| [dead]
| Steltek wrote:
| If you want a UI for pizza peel hands, the clear choice is flag
| semaphore!
|
| I don't have VR goggles but I feel like someone will eventually
| come up with a successful Minority Report imitation. We'll all
| have very tired arms but that seems a fait accompli of VR stuff
| anyway?
| foxyv wrote:
| One thing I noticed from VR is that it is exhausting. Something
| about it just drains me. Even just sitting and using a
| joystick. This is aside from even the weight of the headset.
| Just having my brain process the vision part of it isn't super
| sustainable. I've found, flipping up the headset every 10-20
| minutes helps a lot though.
|
| I mostly play flight sims so I don't use the motion controllers
| or anything, but I can't imagine having to work all day in VR.
| ozten wrote:
| I am a VR enthusiast.
|
| I totally agree! I feel like I am scuba diving or snorkeling.
| The discomfort drains you.
|
| Just thinking about the extra work your brain is doing to
| process VR visuals
|
| Universal issues: * flat, everything in focus rendering
| instead of "light field" style, per-eye adjusted display
| focal depth
|
| Per-individual issues: * Mis-aligned pupils (IPD) * User not
| having glasses or corrective lenses inside the headset *
| Wrong prescription (Everything is 4 - 6 feet from the user's
| perspective for a prescription), so bifocals or the wrong
| pair of prescription glasses create fatigue * Motion sickness
| sensitivity
|
| Doing a little VR can consistently build up tolerance, but
| there is always some amount of overhead for me that is
| fatigue inducing.
| mrguyorama wrote:
| I don't find this. 4 hour VR sessions were the norm for me
| for quite some time. The big limiter for me is my feet and
| lower back getting tired from standing in one place for
| several hours. Presumably I need to wear shoes or something.
| nightowl_games wrote:
| Good article. Not sure why the box cast would fix the "paddle
| goes through the box" thing though, unless they are doing the box
| cast at the rendering Hz and the physics Hz is significantly
| slower - which makes sense.
|
| I made physics buttons in Unity and they worked well. Key is the
| colliders on the hands need some special sauce to make them be
| real proper physics objects that don't collide into things. The
| SteamVR demo for unity is a great starting point for this.
| shultays wrote:
| Or don't try to make buttons tangible/physical objects. If your
| hand (or pizza paddle hand) is inside a button, highlight the
| button and then use trigger to "press" button. It is hard to
| press buttons you can't really touch
| prettyStandard wrote:
| While I agree, yes, you should opt to use physical buttons
| _when possible_ , I'm not going to disparage solutions to any
| issues.
|
| But also, to your suggested solution, having a button need to
| be interacted with in VR and a physical button is error prone
| and annoying. I know I use a button like that daily. I would
| rather just reach over and stab most of these buttons.
| scheeseman486 wrote:
| That doesn't work when you have no physical button available,
| like with hand tracking. It also creates problems if there's
| other functions mapped to the trigger, like if you're holding a
| gun; does pulling the trigger still fire it?
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(page generated 2023-05-02 23:03 UTC)