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Destiny

Discuss all things Destiny.
Edited by TheAntiroxasX2: 3/19/2014 9:00:08 PM
5

Bungie Can You Put VR In Destiny Now!!!

[Sony Announces There VR, been developing it since 2010!] [The Xbox Dude's Also say they have a VR ,probably a rumor] BUNGIE MAKE IT AN ADD-ON TO USE VIRTUAL REALITY HEADSET'S [quote]You don't really need to implement it now...[/quote]

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  • Edited by ash: 3/22/2014 9:32:13 AM
    1
    You can't slap VR onto Destiny and expect it to work. In order to be a comfortable and fun VR game, it has to be designed from the ground up for Virtual Reality. There's a lot of issues. If you're thinking "But that would probably be easy!", then read on... 1) UI - You can't just slap 2D UI onto someone's face. UI has to be built into the environment. Ammo counters on guns, health bars on your arms? Having a crosshair in the middle of your screen in 3D doesn't work. It creates double vision if you look through it, and it makes you see the enemy double if you're focused on it. You need to take into account how the eyes focus on near and distant objects. It's uncharted territory atm for games. 2) The way you handle loading screens - You can't freeze the game and say "Loading" otherwise people will get very sick. VR was carefully added to Half Life 2 but even so that game makes me want to hurl. It was a good port, but there are some design decisions with the original game that just hold it back and make it fall apart. 3) The scale of objects - What looks great on a flat 2D monitor may not look so great when you step into the world for real. Guns may be too big relative to everything else. Doorways may be too low. Etc. The environments have to be carefully crafted to scale. 4) Transitions - Teleporting the character around can make them feel ill. Eating a rocket explosion and being knocked back several feet can make you queasy. In order to reduce sim sickness, the player's headmovements and position must never be suddenly overwritten. This makes simple things like getting into a vehicle a very serious design problem. 5) Controller input - Aiming in VR with the right thumbstick is not ideal. It would preferably have to support the Move or the DS4's lightbar so you can physically aim your gun with motion controls. That completely changes the gameplay. Things like zooming in with a Sniper Rifle need to be carefully considered. 6) The pace of the gameplay - Running at 40 mph is very taxing on the brain. We're not used to having superhuman abilities. We're not used to strafing and running backwards. It's very disorienting. I think the best option would be to add one or two VR classes that are slower and more realistic, but perhaps have advantages to offset those disadvantages. 7) The graphics - In order to run at a super high framerate, low latency and stereo-3D (requirements for VR), they'll have to really lower the graphics settings to essentially PS3/360 levels or worse. There are just some of the issues with porting a game to VR. The best Morpheus games will be games that are designed for the hardware. In much the same way that the best Kinect games are things like Dance Central which are made specifically for the Kinect. Or Android games made for touch controls. Hopefully the next Destiny game will be designed to support the Morpheus though. One can hope.

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