VR has a problem that you hardly feel your body, making some interactions complicated.
Like, i move forward and see spawn approaching me. My reaction is to rapidly grab my pistol and gun this guy. But because I don't feel my body, i often miss the trigger.
Would be cool to have at some point in future an option to enable contextual interactions, e.g. "If i look forward" or just "If I don't see my holster" make interaction trigger few times bigger.
Same with putting my pistol back to holster - i usually have no problems putting my phone into my pocket blindly, but in vr it's easy to lose your sidearm
#Context sensitive rig interaction
16 messages · Page 1 of 1 (latest)
I agree with this, but with itr2 specifically its moreso a thing that the torso rotation matches quite badly to your actual torso rotation and thats something theyve gotta work on.
I understand the problem, but I don't like the solution. I'm afraid, there will be an infinite amount of "if-then-else" and the same amount of people complaining this shaky system. One wants to pull the gun, another wants to pull the spare mag, third wants to pull the medkit and so on.
I felt very comfortable in ITR1 taking my pistol out of the hip holster, but this is broken somehow in ITR2. Maybe, because the pistol holster is not on the hip anymore, but on the belt or somewhere else.
Well its like he said, the in game torso matches poorly with the real life body. When you reached for your hip in ITR1 the in game body would be pretty close to your real one so you could successfully grab without looking most of the time.
In ITR2 the virtual body doesn't match up well, so when you reach for where the holster would be on your real body, you're reaching for a completely random spot on the virtual body grabbing nothing. Raising the grip radius of items would only be a bandaid, rather than addressing the core of the problem. Plus it'd dramatically increase how often you grab the wrong item.
Simple, make all mag pouches carry guns. Don't carry mags, just carry guns.
Or give mags melee damage. The number of times I've pulled a mag on a spawn, I should just be able to bludgeon it to death.
On a serious note, I can't wait for when the body facing cameras of the latest quests result in some torso tracking data that gamedevs can use.
Right now sometimes I look down at my rig and it seems like I'm playing mechwarrior.
I think it's fundamentally pretty much an unsolvable problem with the currently available tracking data. You expect the rig to move with your body rather than the head, and that data just isn't there. Of course you can approximate the body position, but that only gets you so far.
Idk if a simple AI could help extract more information from the tracking that already exists - there might be some clues which aren't currently used, but I'm doubtful
VD already provides ALL tracking data from q3 cameras as virtual Vive trackers and is accurate enough, hell, it even provides hand\arm\finger and legs tracking data and is used by VRChat, but itr devs only need to use waist or chest trackers (really only need rotation value) and that would be enough, should be very simple to implement
Its not ever going to be perfect but that doesn't mean it shouldn't be better. Even the predecessor ITR1 had it better than ITR2's current implementation so obviously somethings missing.
i would also keep in mind that the quest 3 only makes up a grand total of 15% of all steam users
especially for an early access game i dont see them trying to implement body tracking support for such a small portion
yeah at this point most ppl are on quest 2
You can turn any smartphone into a cheap waist tracker, using software such as decamove, slimevr, natural locomotion... Literally anyone can do that
And I did that on quest 2.
So thinking that it is only available for "small portion" is a delusion
Its widely available but be real, its only used by maybe 10% of VR users
Maybe because it is not supported by most games? Chicken egg problem...
i would prefer not strapping a phone to my waist, if i could have it in my pocket then maybe but itd just add yet another thing that can break