Guns in VR
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- Опубликовано: 13 сен 2024
- Many sleepless nights went into our R&D for making great two-handed guns in VR. This is a brief overview of our process and how we ended up doing it.
Watch live development at / stresslevelzero and join discussions or ask questions at / discord
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/ brandonjla
/ stresslevelzero
You’re on the cutting edge of game development, man. Absolutely cannot wait to see what Project 4 brings.
yes.
Yes.
yes.
yes.
yes.
Legend. Boneworks is beyond what anyone could have imagined back then.
i was just thinking the same thing i came back to this video to be like "damn they really did a thing"
What happened to the shoulder and gunstock thing though? Clips right through for me...
@@CakePrincessCelestia What are you talking about? The stock collides with the player.
@@atlev It definitely doesn't. Guns feel terrible in Boneworks. Probably the worst VR guns I've used so far
@@atlev They did at the release, but in one of the patches, they removed that, it still collides with the player somewhat, but not as much as it used to
I cannot tell you how much I admire the passion i am seeing with your projects, I am purchasing both of your games and researching you more to see what else is to come!
Hi....
have you tried the games out now 3 years later?
The start of boneworks. So fun looking back at these
It's so admirable seeing how hard everyone works and how much they care about making things the best they possibly can be, keep it up guys, love ya!
Kolin Mademe the fuck does that have to do with anything
Kolin Mademe I really hope this is a joke...either way it's pretty stupid
Kolin Mademe what are you referring to?
Nathan C. The animals they were shooting at within the game
Correction they don't care about AI. They're not animals they're 1's and 0's
Super interesting video. It's cool to see how clever VR developers have to be in order to add these features, kinda takes you back to the early days of video game development
It's a full reset. Just like when 2d gave way to 3d in games.
I agree with Brandon.
While I don't deny the might of brain power behind those glasses of his, I don't think it's just about being "clever"
It's more a new way of thinking, we can't just say "oh throw your 3D game in to a VR headset, add tracking for guns, sell it at AAA price"
That sort of thinking ruins the experience. :D
Because back then games were still evolving, people were passionate to invent and refine. Now traditional gaming is about 30 years old and people think they already have the formula and aren't so hyped to take a step further and do something that, say, Half-Life did.
In the meantime, VR is brand new. Hell, it came to be just 2 years ago with Oculus Rift and with Vive it can be an actual gaming experience. It's still new, it's still unknown and people are going to develop further and further, but eventually, it'll slow down and become what traditional gaming is today. Same formula with barely anything new.
"the knuckles controllers will come out in 2018"
rip :(
1 more month :D
Kosaro yesssssss. Boneworks too. Do you know how much will it cost?
@@filipzemirek4210 No, we won't know until its announced on May 1st but as a reference a single Vive wand is $129, so I imagine ~$300 for a set?
@@Kosaro1234
Valve declares the devkit Knuckles that it sends out as worth $150 at customs for insurance/tax or w/e. The Knuckles does have less IR sensors (21 vs Vive Wands' 24), but I wouldn't have thought it's overall cheaper to manufacture, plus there's a lot of R&D. If they do ship for $150+shipping, then the only explanation would be that HTC is a failing company that desperately needs liquidity, imo. (Valve sells base-stations for $60 wholesale to HTC, and HTC sells them on for $134.99.)
Actually, a 2x markup isn't that dramatic. Pretty standard profit margin. Not in tech, though.
The shoulder pseudo-tracking fix seems ingenious; seems like it really helps with immersion.
yep more VR devs need a system like this. Otherwise the only solution is an actual vr gun stock, but those limit your controller movement when you need to do reloads or other movement.
Watching this after the boneworks release is really cool
"We'll make more videos like this" - Brandon, 2 years ago
That's what happens with NDAs
I've always genuinely liked Brandon. But now? I respect the hell outta him. Seriously impressive stuff. I like how well you explained your thought processes too.
One thought, why no real recoil on the sniper in hover junkers? At least, it didn't seem to be any in the clip you showed. Why not a slight buck to the reticle and an enlarging of the reticle as well to simulate the natural up and back kick that guns so famously have?
Mimmicking real recoil isn't years away, just fyi. It's maybe more a matter of game design decision for practicality, time constraints and getting the desired visuals than of difficulty implementing it. It's certainly doable. It's probably just not of any priority for 99.9% of game designers. I can think of ways for doing it in the Unity engine.
Thanks for putting in so much effort into guns. Bonelab guns feel soo good👌
And boneworks
Stress Level Zero is the only reason I'm still on the edge about buying VR. Since the beginning I've always had in the back of my mind that whatever I do in VR its never gonna feel real, it's never gonna be as immersive as it SHOULD be, but little by little, Brandon and the guys at SLZ are making it what it should be and I'm really excited to see where they can lead VR, as innovators of VR game developers
Mad props, Brandon. From an aerospace engineer's perspective, you're doing really great work. Keep it up. Of all the group, I've always respected your intelligence and creativity most.
Each year VR gets better thanks to guys like you.
Watching this after playing Bonelab and I’m so grateful to have a dev who is putting the work into VR that it deserves. Setting the bar for other VR games even after 7 years.
this is where it all started i guess.. and on tuesday we get to see it! cant believe we're this close... im proud of stress level zero and all they do!
I think it's awesome how you guys figured that all out and are sharing your results to make all other developer's life easier and to build on top of that! Really helping the community!
Though I haven't been able to try out VR the biggest problem I always thought for two handed weapons would be just the fact that they're not connected and you just have you've two hands floating independently. I honestly would've thought they'd just attach a stick or something that keeps the controllers together but then you're still missing the stock I guess
Always thought the missing link was something that could only be solved physically and not digitally
You are correct. Using 2 separate controllers is a huge pain in the ass. Fortunately, the fixes are cheap.
Reminds me when they attached a katana to the controller and played a ninja fruit knockoff on VR on Node.
I as a gun enthusiast I can tell you it isn't as bad as you are thinking. I can do it for hours without even thinking about it.
Having your two controllers forcefully stuck together instantly causes a lot of problems when you're trying to do literally anything other than shoot a gun. A lot of games require you to use your hands for things like reloading or interacting with things etc, it's very frustrating to try and do those things when your controllers are stuck to each other. There are third party attachments that let you do it, and for the most part it is just clunky and frustrating. It's much easier to just get used to floating hands than try and get used to your controllers being stuck together. I'm sure there will be fixes and changes as the years go on, but they will probably be a lot more complex and technology driven rather than throwing a stick on your controllers that forces you to be stuck that way.
There are always therese www.etsy.com/listing/491103695/htc-vive-magnetic-dual-controller-rifle
Magnetic so the controllers are easy to pull of and perform other actions, and it has a stock on the end that dips down to provide room for your headset when you aim down sights.
"Back in the RUclips days..."
Funny thing. That's actually true.
I got hot and bothered watching this display of ingenuity.
whats up epic gamer do biggie ahd im meme got ban lmao xd rawr
@@DankuwOs what
@@asmallphd9648 shut the fuck up, i know this man man
So would your rifle with a stock attach to your shoulder at a certain proximity the same way as your fore grip hand does to the gun? If so does that still feel natural when it does that?
Good question. I'll go into more detail about that in another video. In short, unlike the rendered hand, we never snap the gun to the shoulder. Instead it sort of splits the difference between the angle you're holding it at and the shoulder with it gravitating more to the shoulder the more closely you're aligned. The end result is that it never snaps or feels out of control but sort of gravitates to the shoulder point the more you align it with the shoulder point.
Incredible work Brandon, really appreciate seeing someone actually build a shoulder point rather than basically forcing their customers to go out and buy a stock because their games are nearly unplayable aiming as you were saying, without a stock. Well done :)
How complex are the mathematics behind that kind of multidimensional averaging? It sounds incredibly difficult.
@boski Thanks! Also the problem with stock VR peripherals is that it leads to games where you cant put the gun down. Which leads to wave shooters.
@Virusnzz Very complex. I had to learn anatomy, brush up on vector algebra, and really get quaternion rotations to click. Basically all the stuff people in high school asked "when will we use this in real life".
Why must our world be three dimensional? It makes the life of a game developer so much harder.
Listening to your thought process about this whole thing is really amazing. The solution you came up with is ingenious and I really hope more people learn from you guys and adopt this method
I haven't tried it yet, but the shoulder interpolation idea seems genius. Don't know how no one came up with this before. It's so "simple," yet so smart. Excellent job Brandon. Really hope to try this out soon. Thank you for sharing this. People like you are the innovators who will make VR even greater in the future.
Imagine Arma 3 in vr...
Considering it's near impossible to get any kind of decent framerate with Arma 3 multiplyaer no matter how powerful your computer, pretty sure VR is out of the question for anyone who doesn't love vomiting.
it can be done with vorpx fairly well
That would be cool
onward is probably the closet we have
I played Red Orchestra 2 in Vr once. apart from the fact that it didn't really work i now call it the PTBS simulator
These past few years VR has been so exciting to watch and experiment with, before all the precedents and "rules" are set, but it's also great to watch those things in the making. Very exciting.
As a game design student, this is so fascinating to see. It's amazing the types of things you don't even notice until something is wrong (it's like the uncanny valley of motion)
Wow, I never imagined how much square-one work went into putting a gun into a VR game. I just assumed that all this had already been figured out and game makers just used what was there. You deserve a lot of praise for your work.
5:08 so the problem we can solve, “pulls out a shotgun”😂
I am thoroughly impressed at how much work and thought you guys have put into this. I had no idea it could be that complicated. Great job, I can't wait to get a vr and try all this stuff out for the first time.
Hey I spy part of my video in this!
I LOVE U, YOUR VIDEOS ARE AMAZING
He man man I love vids's please shout me out in your next video and for a dumb reload in H3 try setting like an RPG down on a table and then throwing the rocket into it, throw a rocket up in the sky and try to catch it in RPG u are my favorite channel on RUclips I'm a long-time sub:-)
This is fantastic. Thank you for working so hard to make VR a viable future. I personally appreciate your contributions, and the contributions of your team.
2 years later and boneworks is out and amazing
really fascinating to see y'alls progression as developers. as of writing this right now, bonelabs releases in 3 days and I do believe it will be a generation defining VR title that raises the bar beyond what's been put out thus far
5:01
The year is 2019, my heart still yearns
good thing it releases in the middle of june and not 2020
Your yearning should be over by now.
remarkable explanation. I can see how much passion you have for what you do. You have a bright future and i'm super excited to see dev's like you and others take VR to another level!
The shoulder idea is great, hoping every game applies this.
That’s so insane how in-depth this is! Thanks for all your hard work! It’s amazing people like you guys that is making vr more immersive😱
AND NOW WE HAVE BONEWORKS. You guys are beasts.
And just in a few days we will have bonelab.
@@notknightryry did you just write a comment on someones comment from 2ys ago
@@j3s3oGh4n Sure did!
@@notknightryry nice I do that some times
This is actually really interesting. I'm glad you guys are doing all this RnD. I've been really frustrated with 2 handed weapons in VR and it's good to see that we're making progress! Can't wait to try them out!
It's confirmed that Brandon is genius.
Classic brandonjla, love seeing the cleverness and the progress in the vr work. I've always considered how others would approach this as well and seeing the solution you guys have arrived it it's so damn sweet and intuitive. Actually love this channel keep up the good work.
i love how the creator is just a normal man and youtuber and i love him for boneworks
Very nice explanation! As soon as you mentioned the third contact point, it was obvious, that a scope needs a steady point that you are able to move your eye in the spot to see through the scope without the weapon rotating away. That's great!
Brandon this is very cool. I enjoyed watching this video. I dont play VR because I cant afford it. But that doesnt take away of how interesting your R&D has been. You also spoke great. Good job. Id love to watch more type of these videos.
I really love these developer vlogs/commentaries. Keep it up Brandon!
> Knuckles controllers: "Those are coming up like in 2018"
You forgot to factor in Valve time.
Brandon, loved this video. It shows that you care about the products you're creating. Thank you for the time and expertise that you are putting into your games. Hope one day to play these and really get a taste of the work you are doing.
I can see it now. The VR guys are going to become "gun experts" real quick.
streaming while impaired your ignorant
It can definitely help a lot to be familiar with the weapons you are designing in game. To know how they feel, weigh, act, etc in real life and being able to translate that into games will provide a better experience for the players.
They aren't trying to make the guns as realistic as possible, they're trying to make them feel good to the player
Most of us already are..that's why people like him go the extra step lol
lol they had airsoft guns
props to you guys for coming up with brilliant ways to fix issues with VR realism, you guys are pioneers that will make VR more realistic as time goes on.
hopefully what you guys come up with will be standard in most VR games so we have better VR games from other companies, hope you share this tech
About the knuckles controller:
"...These are coming up probably in 2018"
Haha yeah. I wish...
This stuff here is the reason I'm subscribed to this channel. I love hearing your thought process on tackling a problem.
I think the real obvious solution is a dedicated rifle controller, but it's the software that really needs to happen first to make that dedicated purchase viable. Think of the controllers they are using now as the mouse/keyboard, the dedicated controllers of the future(rifles pistols, swords,...) are what the racing wheels/pedals, flight sticks,...are today. That might mean you'll need a few more controllers(1 for rifle, 1 for pistol, 2 for hands to grab stuff, +slings, holsters,...), but these controllers today are pretty cheap as is (compared to a wheel).
Why??
Dang. Only knew Brandon from Node and holy crap my respect levels have risen to over 9000 after seeing this. Its unbelievable how much work goes into making a good VR experience.
It's kinda sad that they did manage to do this in Boneworks just for VR noobs to complain about its realism, prompting SLZ to remove it from the game. Now your weapon just goes straight through your head and chest. A cool system taken out despite the time and effort used to implement it.
A bloody shame... I'd like to have _an option_ to make the stock collide with my body so I can have that third point of contact. I'd really like to try that.
They removed it? That 3 point system was cool
Hello from 2 years later! I'm pretty sure it's back in Bonelab because handling rifles feels much steadier in it.
@@SweClubberz W
The fact that now bonelab just released today is so cool and back when this was recorded they didn’t even know what boneworks was or the fact they would make it
i mean they prob did, from working on duck season and that they would of had to story board it and boneworks is a big part of the story
Hope to see more stuff like this on the channel :)
i really like this new generation of gaming development, where devs like yourself can talk openly about your creative and technical process, putting ideas and systems out there in your games and working on feedback from the community...its great to be a part of VR, that's all i can say. of course, the market is going to explode as soon as VR peripherals are done well
Hmmm, a bit weird that Onward was never mentioned. It's the biggest multiplayer VR shooter right now, and it has been fighting these same issues for quite a while. My solution to making sniping feel AMAZING was an actual gun stock, which I hope the Hover Junkers sniping will support well. Actually feeling that stock in your shoulder while sniping makes a MASSIVe difference.
I worry that this artificial steadiness will take control away from the user.
At first thought, I think it will be compatible. I think the steadiness will stay the same, independent if it's software or hardware. The main point (moving your eye in the perfect spot to aim) will stay the same... I guess. No real idea but I thinks that's the case.
Hopefully it works, it's just taking a bit of control away from the hardware itself, which could end up a bit wonky (imagine trying to gently move the controller(s) to slightly adjust your aim, but the "virtual stock" pulls your aim to where it thinks you want it).
The problem with that is, who would buy it? Sure it would work to fix sniping but that only helps for a very small part of the overall problem. Its a peripheral so someone needs to make it, then you need to buy it to attach it to the controller, then when you don't need it, you need to take it off. Too much of a hassle just for making sniping viable. That's not a solution, that's just a bandaid. Which will only cover up the problem but doesn't fix it. If they went down that route, then other's will do the same and the market will be flooded with "Peripherals" That were made to "fix" other issues from other games, so you need to buy those in order to get the full experience of the game, then we'll never see a proper fix for an issue with a game that won't get solved cause that would halt sales of this or that peripheral.
IMO that's not how VR should work. VR needs to work around the player, not the other way around. Shouldn't have to go out and buy something outside of VR just to enjoy something inside of VR.
Who would buy it? A LOT of Onward players use stocks. And you can make sniping viable and fun in VR without a stock, but seriously, actually having a stock pressing into your shoulder and a cheekpad to utilize? Amazing, both in utility and immersion.
Who would buy it? F that; make it. Search YT for cardboard guns, where layers of cardboard are glued together to create the body. A couple high strength magnets (scavenged from old tv speakers?) and some hot glue, and you have your stock and receiver to quick-mount your controllers to. Magnets allow you to disengage the controller from the stock to mele/throw and snap back into place without looking. Cheek rest can also be incorporated to allow proper gun/scope alignment in game.
You can even paint it camo for when you mount your Franken-controller on the wall.
Seriously, this sounds neither expensive nor hard.
As a guy interested in vr development who's been thinking about how to do two handed weapons (and just thinking the goto hand A, point at hand B would work fine), you guys are really clever! This inspires me.
5:01 "and those are coming out in 2018"
:(
I love these videos, it's unreal to see the thought process and fantastic to see game developers who have their heads in the right place.
Yeah, I'm in the three commas club
Great video Brandon! Very insightful. It's obvious there has been a lot of thought into making sure the gameplay has been optimized to feel as best as possible. Can't wait to see what else you guys will put out. Keep up the great work!
It's crazy I've been following you all since you used to make those old airsoft videos with freddie 10 or 12 years ago. I was just a kid too then and it pushed me to peruse video and photo. I had just gotten into VR a year or so ago and was so excited when I rediscovered you all as node and realized our interests had somehow evolved similarly. When I heard You guys were making a gane I had to buy it. You guys are awesome maybe one day we will meet and work together sometime keep up the great work! I am learning alot of photogrametry and coding. Can't wait to see what else you all do!
You guys are the best! Instead of figuring out a half ass system to go with at launch, you guys concentrate on a system that feels natural to people. More devs like you!
Interesting video, I'll share it with the other developers at the game dev company I work at. (it's a VR arcade located in Amsterdam).
Interesting, care to say more or share a link?
I really appreciate the brilliant research you are doing here and the wisdom in sharing it for the benefit of all, the business world needs more thinkers like you.
10:00
every VR developer should be thinking this way, its such a new platform and your thinking of the things that matter... these new ways of playing require so many new mechanics that traditional game devs never have to think about... fascinating stuff Brandon keep it up!!
Quick question, hopefully someone on the team can answer this, but why not sculpt and develop a physical attachment that the VR controllers can bind to? Something universal enough and with a long enough stock where it would feel like an SMG or sniper in your hands that you can physically shoulder but also something light enough that you can hold upright in the weaver stance or whatever for when simulating a pistol? It doesn't actually need a barrel so it shouldn't be bulky or anything.
I mean you said it yourself Brandon: how can it be better than the real thing if the real thing offers that feeling when you shoulder a gun? every basic rifle actually has 4 points of contact. both hands, your shoulder to the stock and then your cheek to the stock. I can't imagine how unnatural it must feel to try to "shoulder" a VR firearm without an actual stock. Like you said, the stock is the secret sauce. Why not a 3d printed solution?
1. You can't expect everyone to buy said peripheral.
2. Once you have said peripheral its difficult to put the gun down in game, limiting creative.
that's true. didn't really think of that. i guess VR is still in it's infancy in a way and trying to market an additional product that is too niche might not be very prudent at this stage. but it's definitely something to think about in the long term.
perhaps one of the controllers being the actual peripheral and the support hand can attach and quick-detach via very strong earth magnets. but maybe this would be forcing it at this point.
They already have these and works great.
There's already plenty of these things - you can 3D print VR gun stocks today, or pay about $60 for a metal and plastic adjustable system. Brandon's right though; you can't expect everyone to be willing to pay for such a peripheral, not to mention they can get fiddly if you need to pull your controllers out to throw a grenade, etc.
i love seeing your passion and ideas for this stuff Brandon, keep up the awesome work
You guys should be pioneering physical accessories to drop the controllers into that feel like real guns. Using a custom stock in onward... you cant go back. It is amazing! all three points of contact are there. want to use side arm or nades? Pull the controllers out and the stock swings down to your chest on a strap like it would in real life. Nothing compares. Two free floating controllers is not and never will be immersive for holding a rifle. You gotta bring guns to VR not the opposite! PS Please hire me
Thats just one of my ideas, the other being gloves with tracking points on the fingers. Thats the true way to get hand immersion. Imagine that pared with a physical gun for vr that has a charging handle like and AR and charging handles on both sides to allow realistic reloading depending on the gun. Real mag ejection. THAT WOULD BE SWEET. THATS WHAT WE NEED
TrueHDCinema this would then require them to spend countless amounts of money to not only develope but produce these products in Mass quantities. And you cannot download a physical gun stock online, but I'm pretty sure everyone can download this game
That all makes so much sense and it's amazing to see how well this all got programmed in to actually keep all the axis. Early VR always felt off due to most of it just being your hand is the end of the barrel of you point it at something. This however is actually holding and aiming a gun and it's amazing to see and follow the progress. The whole collapsing shoulders video is still in my memory because it was just so interesting.
Im waiting for a vr gun controller. Like the wii had the zapper, there were ps move gun controllers that were actually decent aswell, just make a gun shaped platform that can be used. Like, generic rifle/shotgun controller, generic pistol, and then a version of the rifle for snipers.
I know having seperate periferals isnt that good for market so It'd have to be cheap and ship with the game possibly being somthing a normal controller hooks into.
Wymsic_ ps aim controller...????
Might be a little late but www.protubevr.com/ i just received mine. Been playing Onward, holy shit is it a world of difference. It's fully adjustable so you can change it as close as possible to fit the shape of the gun your using in-game.
Rechitech how do you throw grenades with it?
Florian Rüger Just pop the controller out quick, throw and insert it back. The controllers just slide in but they fit securely.
I just tried vr once in a microsoft store and played raw data. I think the better/more detailed/more realistic view of your own hands, even up to your wrists, maybe more, makes it feel way more natural and immersive.
Yo my main man brandon i got a question , Rift or HTC vive ?
HTC Vive right now is $600 with a sale, Oculus Rift is $400 including the touch controllers, and Robo Recall.
HTC Vive comes with Room Scale VR out of the box, Oculus Rift requires an additional sensor for Room Scale VR, and if you want completely accurate tracking, a total of 4 sensors (2 included, 2 bought which cost $80) the tracking becomes absolutely perfect, IMO same level as the vive.
@lcomment: Had a Vive for two months before selling it and switching to a Rift when that 450€ summer sale rolled around. Might have just been a bad setup for the Vive trackers, but I actually think the tracking on the Rift is better than it was for the Vive (with 3 sensors that is, to be fair)
Matt 0 htc is alot of monie
Icomment the htc price has gone down, its now 600 usd
As someone else said Stresslesszero works on the HTC Vive so that would most likely be their recommendation. On Node they rarely use the Rift in comparison to the Vive (did about 2 or 3 episodes with it).
Awesome research done into gun handling in VR! You are right that most games just do the front-grip snap-on thing for 2-handed weapons. Impressive how you figured out the shoulder point for down the sights stability, I also think that future peripherals for the VR world still is developing and will play a hand in this. An actual stock against the shoulder will always be so much more stable and immersive.
Unsure why a (simple) off the shelf skeletal model for the player wouldn't have sorted ALL of these problems out for you from day 1. I feel like you achieved the same effect the long way around via the shoulder estimation.
You guys are killing it! Love the steps you are taking to advance the game
Sony solved this by putting a gun in your hands.
exactly what i was thinking. Works perfectly
VR is no fun when you're stuck to one weapon guys!
You have the aim controller for all 2 handed weapons and the move controllers for pistols. The psvr camera can detect upto 7 light sources I think.
For a game like onward where you need to use hands for other things than just a gun, it'd be a hassle.
For a single player fps that is not complicated on what you can do, it would work though.
That's way cool! Props for helping the VR shooting genre progress. You should do more of these types of videos.
Honestly, the way you solved the two handed weapons alignment problem with the second hand leaving the gun if you deviate too much, is genius.
You guys are one of the best, if not the best VR developers out there. Keep up the great work!
Awesome job! More developers need to think like you guys do. The biggest thing to keep in mind is that though you can make some sort of physical attachment for a consumer to buy, you could do so much more for them and the industry by coming up with digital solutions like lock points that are smart enough to know when you want to use them.
Absolute genius guys, I thought you'd have to have like a pipe irl to connect the controllers but you're solution is so elegant!
Great video. I really enjoy seeing the thought process (including fails) that goes into the development of this stuff. I don't even have a VR rig yet (waiting for the rev2's). It's just a ton of fun to see the thinking evolve.
You folks are doing great work. You should bring one individual with military experience in a Combat MOS in just to toss ideas back and forth. The stock not only gives you stability and a third point of contact, it also adds a muscle memory location of where your cheek sits and helps keep your sight the same every time you look down a scope or use the iron sights.
Seeing those hands react to moving the shotgun too far away in one direction really seems to help a lot because that made me super excited to try it. It just seemed so real with the motions.
The fact you had the proper placement with your finger made me very happy.
Great job. I actually worked on a project similar to this back in 2008. We used infrared led for motion and location capture to create a MilSim experience for Soldiers. In augmented reality a helmet with a flexible display would insert enemy combatants into the physical environment and in virtual reality, the monitor became more of a window to shoot through. One weapon platform but, the hardware was scaleable and could be fitted to any type of weapon.
Great to see you on your channel again, Brandon! Transcendental stuff!
Respect to you Brandon. You guys together are making history for VR gaming.
Bless you guys - I think until the market's sustainability in VR has been secured, knowledge sharing like this will do wonders to ensure that you all have an offering that will keep us coming back to feed the industry and create many memorable moments to come. These fixes will go light years into ensuring VR games are can be engaged with practically and can be fully immersive like they should be - which his the key selling point of any VR system and game.
The physics when shooting the dog mascot is the single most terrifying thing I've seen when it comes to mascots/animatronics.
wow great video. i do a little hobby vr dev'ing in my spare time and everything here made perfect sense. the shoulder is the secret sauce, eureka. the standard is still being set and i feel like this will be a staple of a better age of VR shooters. keep up the good work guys! :D
I never thought about designing an in game shoulder system for shooters being only a 3D artist without a lick of coding experience but its feels nice to have my thoughtson how guns in VR dont have to settle for whats current without needing additional peripherals. You guys seem to have a really good team, I wish I could be a part of it because your process to final product is inspiring.
It's been really insightful watching VR developers have to reinvent the wheel with VR, even simple things like basic locomotion are still trying to be figured out, although games like Onward, Sairento, HVR, and Budget Cuts have all made excellent progress, each in a very different manner. The shoulder locking mechanic that you discuss in the video has got to be the best solution that I've seen for making long guns act realistically in VR and I hope that becomes the industry standard.
The begining of something amazing
Well said man, great video.
Gotta say we in the community appreciate the work you guys put into it all