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<channel>
	<title>SÃ©bastien &#039;Cb&#039; Kuntz</title>
	<atom:link href="http://cb.nowan.net/blog/feed/" rel="self" type="application/rss+xml" />
	<link>http://cb.nowan.net/blog</link>
	<description>Thoughts on VR/AR/XR</description>
	<lastBuildDate>Mon, 28 Sep 2015 21:32:46 +0000</lastBuildDate>
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		<title>VR Go</title>
		<link>http://cb.nowan.net/blog/2015/09/28/vr-go/</link>
					<comments>http://cb.nowan.net/blog/2015/09/28/vr-go/#respond</comments>
		
		<dc:creator><![CDATA[sebk]]></dc:creator>
		<pubDate>Mon, 28 Sep 2015 21:02:42 +0000</pubDate>
				<category><![CDATA[Game]]></category>
		<category><![CDATA[VR Applications]]></category>
		<category><![CDATA[Go]]></category>
		<guid isPermaLink="false">http://cb.nowan.net/blog/?p=1740</guid>

					<description><![CDATA[I&#8217;ve been interested in the game of Go for some time. Even though I&#8217;m still a complete beginner, I find the game to be very subtle, and its depth is quite amazing. As Wikipedia says: Go is played... ]]></description>
										<content:encoded><![CDATA[<p>I&#8217;ve been interested in the <a href="https://en.wikipedia.org/wiki/Go_%28game%29">game of Go</a> for some time. Even though I&#8217;m still a complete beginner, I find the game to be very subtle, and its depth is quite amazing.</p>
<p>As Wikipedia says:</p>
<blockquote><p><a href="https://en.wikipedia.org/wiki/File:FloorGoban.JPG"><img decoding="async" src="https://upload.wikimedia.org/wikipedia/commons/thumb/2/2a/FloorGoban.JPG/300px-FloorGoban.JPG" alt="photograph of Go equipment with game in progress" /></a></p>
<div>Go is played on a grid of black lines (usually 19Ã—19). Game pieces, called <em>stones</em>, are played on the line intersections. (&#8230;) As of mid-2008, there were well over 40 million Go players worldwide, the overwhelming majority of them living in <a title="East Asia" href="https://en.wikipedia.org/wiki/East_Asia">East Asia</a>.</div>
</blockquote>
<div>The basic rules are extremely simple, but the strategies are infinite. Also computers are not (yet) able to beat good players.</div>
<div>It is also very interesting to see how Go and Chess can be seen as <a href="https://fas.org/man/eprint/lai.pdf">analogies for the diplomacy of the Eastern and Western</a> parts of the globe.</div>
<p></p>
<div>As a side project I wanted to try implementing the game in VR, mostly for the followig reasons:</div>
<div>&#8211; Have fun,</div>
<div>&#8211; Try to get better at Go,</div>
<div>&#8211; Test the upcoming multi-user feature of MiddleVR.</div>
<p></p>
<div>I am not getting better at Go but the project is coming along nicely!</div>
<p></p>
<div><a href="http://cb.nowan.net/blog/data/2015/09/IMG_9456_.jpg"><img decoding="async" class="alignnone size-medium wp-image-1741" title="IMG_9456_" src="http://cb.nowan.net/blog/data/2015/09/IMG_9456_-300x225.jpg" alt="" width="300" srcset="http://cb.nowan.net/blog/data/2015/09/IMG_9456_-300x225.jpg 300w, http://cb.nowan.net/blog/data/2015/09/IMG_9456_.jpg 1024w" sizes="(max-width: 300px) 100vw, 300px" /></a></div>
<p></p>
<div><a href="http://cb.nowan.net/blog/data/2015/09/vrgo_1.png"><img decoding="async" class="alignnone size-large wp-image-1742" title="vrgo_1" src="http://cb.nowan.net/blog/data/2015/09/vrgo_1-1024x605.png" alt="" width="745" srcset="http://cb.nowan.net/blog/data/2015/09/vrgo_1-1024x605.png 1024w, http://cb.nowan.net/blog/data/2015/09/vrgo_1-300x177.png 300w, http://cb.nowan.net/blog/data/2015/09/vrgo_1.png 1114w" sizes="(max-width: 1024px) 100vw, 1024px" /></a></div>
<p></p>
<div><strong>Features</strong>:</div>
<p></p>
<div>&#8211; Play in VR with Oculus Rift, HTC Vive, &#8230;</div>
<div>&#8211; Fully functional 19&#215;19, 13&#215;13 and 9&#215;9 boards,</div>
<div>&#8211; Automatic score evaluation when the game is finished,</div>
<div>&#8211; Can&#8217;t play illegal moves,</div>
<div>&#8211; Correct positioning of Ko points,</div>
<div>&#8211; Mark last move,</div>
<div>&#8211; Play against another player with another VR system. You will see the opponent&#8217;s mask and hand move.</div>
<div>&#8211; Play against players on the <a href="http://pandanet-igs.com/communities/pandanet">PandaNet IGS</a> server, which has clients for Windows, Mac, iOS, Android. Their TELNET protocol is easy to reverse engineer.</div>
<div>&#8211; Play against computer: to be restored and improved.</div>
<div><strong>Todo:</strong></div>
<p></p>
<div>&#8211; Manage time,</div>
<div>&#8211; Restore handicap settings,</div>
<div>&#8211; Undo,</div>
<div>&#8211; Improve menu,</div>
<div>&#8211; Fix computer play,</div>
<div>&#8211; Allow observers,</div>
<div>&#8211; Chat,</div>
<div>&#8211; Me get better at Go,</div>
<div>&#8211; Make it much more beautiful !</div>
<div><a href="http://cb.nowan.net/blog/data/2015/09/vrgo_3.png"><img decoding="async" class="alignnone size-large wp-image-1743" title="vrgo_3" src="http://cb.nowan.net/blog/data/2015/09/vrgo_3-1024x605.png" alt="" width="664" srcset="http://cb.nowan.net/blog/data/2015/09/vrgo_3-1024x605.png 1024w, http://cb.nowan.net/blog/data/2015/09/vrgo_3-300x177.png 300w, http://cb.nowan.net/blog/data/2015/09/vrgo_3.png 1107w" sizes="(max-width: 1024px) 100vw, 1024px" /></a></div>
<p></p>
<div>The app makes heavy use of MiddleVR&#8217;s <a href="http://www.middlevr.com/doc/current/#tuto_gui">GUI system via HTML5</a> for the menu. I had great fun using it!</div>
<p></p>
<div>You may also notice a keyboard (also done in HTML5) to type text in the menu, like login/password and challenger on IGS.</div>
<div>It&#8217;s not as efficient as a real keyboard but it&#8217;s much better than expected!</div>
<p></p>
<div><a href="http://cb.nowan.net/blog/data/2015/09/vrgo_2.png"><img decoding="async" class="alignnone size-large wp-image-1744" title="vrgo_2" src="http://cb.nowan.net/blog/data/2015/09/vrgo_2-1024x604.png" alt="" width="533" srcset="http://cb.nowan.net/blog/data/2015/09/vrgo_2-1024x604.png 1024w, http://cb.nowan.net/blog/data/2015/09/vrgo_2-300x177.png 300w, http://cb.nowan.net/blog/data/2015/09/vrgo_2.png 1109w" sizes="(max-width: 1024px) 100vw, 1024px" /></a></div>
<div>
<div>You may wonder about the precision with current controllers. I used a simple way to snap the cursor to intersections.</div>
<p>I was afraid people would misplace stones a lot but it seems pretty robust for now.</p></div>
<p></p>
<div>The game integrates <a href="http://fuego.sourceforge.net/">Fuego</a> as the Go engine to check legality of moves, keep track of captured stones, count score etc.</div>
<p></p>
<div>Let me know if you are interested in early alphas! My e-mail is at the top left of this webpage!</div>
]]></content:encoded>
					
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		<title>HoloCommander</title>
		<link>http://cb.nowan.net/blog/2015/01/26/holocommander/</link>
					<comments>http://cb.nowan.net/blog/2015/01/26/holocommander/#comments</comments>
		
		<dc:creator><![CDATA[sebk]]></dc:creator>
		<pubDate>Mon, 26 Jan 2015 14:32:43 +0000</pubDate>
				<category><![CDATA[Game development]]></category>
		<category><![CDATA[VR Applications]]></category>
		<guid isPermaLink="false">http://cb.nowan.net/blog/?p=1717</guid>

					<description><![CDATA[It seems the only time I have for personal (or non-confidential) VR projects is once a year at the Global Game Jam! Anyway, this year we decided to create a VR realtime strategy game &#8211; I named that... ]]></description>
										<content:encoded><![CDATA[<p>It seems the only time I have for personal (or non-confidential) VR projects is once a year at the <a href="http://www.globalgamejam.org">Global Game Jam</a>!</p>
<p>Anyway, this year we decided to create a VR realtime strategy game &#8211; I named that VRTS <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f609.png" alt="😉" class="wp-smiley" style="height: 1em; max-height: 1em;" /> &#8211; like Starcraft or R.U.S.E.<br />
It is a networked game so you can play against a friend!</p>
<p>Believe it or not,Â  everything including 3D models, textures, sounds and music were created in 48h!</p>
[Except for the head of the player which is from the <a href="https://www.assetstore.unity3d.com/en/#!/content/15991">Unity asset store</a>]
<p>Here is the result:</p>
[youtube]http://www.youtube.com/watch?v=6XcPlVseIwg[/youtube]
<p><a href="http://cb.nowan.net/blog/data/2015/01/Title2.png"><img fetchpriority="high" decoding="async" width="1024" height="576" class="alignnone size-large wp-image-1696" title="Title" src="http://cb.nowan.net/blog/data/2015/01/Title2-1024x576.png" alt="" srcset="http://cb.nowan.net/blog/data/2015/01/Title2-1024x576.png 1024w, http://cb.nowan.net/blog/data/2015/01/Title2-300x168.png 300w, http://cb.nowan.net/blog/data/2015/01/Title2.png 1280w" sizes="(max-width: 1024px) 100vw, 1024px" /></a></p>
<p><a href="http://cb.nowan.net/blog/data/2015/01/holocommander22.png"><img decoding="async" width="838" height="757" class="alignnone size-full wp-image-1695" title="holocommander2" src="http://cb.nowan.net/blog/data/2015/01/holocommander22.png" alt="" srcset="http://cb.nowan.net/blog/data/2015/01/holocommander22.png 838w, http://cb.nowan.net/blog/data/2015/01/holocommander22-300x271.png 300w" sizes="(max-width: 838px) 100vw, 838px" /></a></p>
<p><a href="http://cb.nowan.net/blog/data/2015/01/holocommander11.png"><img decoding="async" width="300" height="271" class="alignnone size-medium wp-image-1694" title="holocommander1" src="http://cb.nowan.net/blog/data/2015/01/holocommander11-300x271.png" alt="" srcset="http://cb.nowan.net/blog/data/2015/01/holocommander11-300x271.png 300w, http://cb.nowan.net/blog/data/2015/01/holocommander11.png 838w" sizes="(max-width: 300px) 100vw, 300px" /></a></p>
<p><a href="http://cb.nowan.net/blog/data/2015/01/2015-01-26_10-00-051.png"><img loading="lazy" decoding="async" width="1024" height="672" class="alignnone size-large wp-image-1691" title="2015-01-26_10-00-05" src="http://cb.nowan.net/blog/data/2015/01/2015-01-26_10-00-051-1024x672.png" alt="" srcset="http://cb.nowan.net/blog/data/2015/01/2015-01-26_10-00-051-1024x672.png 1024w, http://cb.nowan.net/blog/data/2015/01/2015-01-26_10-00-051-300x196.png 300w, http://cb.nowan.net/blog/data/2015/01/2015-01-26_10-00-051.png 1150w" sizes="(max-width: 1024px) 100vw, 1024px" /></a></p>
<p><a href="http://cb.nowan.net/blog/data/2015/01/2015-01-26_09-59-391.png"><img loading="lazy" decoding="async" width="300" height="196" class="alignnone size-medium wp-image-1690" title="2015-01-26_09-59-39" src="http://cb.nowan.net/blog/data/2015/01/2015-01-26_09-59-391-300x196.png" alt="" srcset="http://cb.nowan.net/blog/data/2015/01/2015-01-26_09-59-391-300x196.png 300w, http://cb.nowan.net/blog/data/2015/01/2015-01-26_09-59-391-1024x672.png 1024w, http://cb.nowan.net/blog/data/2015/01/2015-01-26_09-59-391.png 1150w" sizes="(max-width: 300px) 100vw, 300px" /></a></p>
<p><a href="http://cb.nowan.net/blog/data/2015/01/2015-01-26_09-57-012.png"><img loading="lazy" decoding="async" width="300" height="196" class="alignnone size-medium wp-image-1689" title="2015-01-26_09-57-01" src="http://cb.nowan.net/blog/data/2015/01/2015-01-26_09-57-012-300x196.png" alt="" srcset="http://cb.nowan.net/blog/data/2015/01/2015-01-26_09-57-012-300x196.png 300w, http://cb.nowan.net/blog/data/2015/01/2015-01-26_09-57-012-1024x672.png 1024w, http://cb.nowan.net/blog/data/2015/01/2015-01-26_09-57-012.png 1150w" sizes="(max-width: 300px) 100vw, 300px" /></a></p>
<p>We had of course a lot more ideas to go deeper and add some surprises, but we only got 48h!<br />
It&#8217;s already a miracle we managed to finish a networked VR game with this level of quality in such a short time <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>It was carefully designed so that it could be used:<br />
&#8211; with most good HMDs (Oculus Rift DK2, Playstation&#8217;s Morpheus, maybe Samsung&#8217;s GearVR with rendering optimizations),<br />
&#8211; with any interaction device: wands like Razer Hydra, Sixense Stem, but also with &#8220;bare&#8221; hands with a glove, Leap Motion or a Kinect.</p>
<p>It would also work on <a href="http://technicalillusions.com/portfolio_page/castar-glasses/">Technical Illusion&#8217;s CastAR</a> or <a>Microsoft&#8217;s HoloLens</a>.</p>
<p><a href="http://cb.nowan.net/blog/data/2015/01/Glasses_plusRetro01_71581867-bca2-49b9-9646-25a6235c5329_grande.jpg"><img loading="lazy" decoding="async" class="alignnone size-medium wp-image-1729" title="Glasses_plusRetro01_71581867-bca2-49b9-9646-25a6235c5329_grande" src="http://cb.nowan.net/blog/data/2015/01/Glasses_plusRetro01_71581867-bca2-49b9-9646-25a6235c5329_grande-300x300.jpg" alt="" width="300" height="300" srcset="http://cb.nowan.net/blog/data/2015/01/Glasses_plusRetro01_71581867-bca2-49b9-9646-25a6235c5329_grande-300x300.jpg 300w, http://cb.nowan.net/blog/data/2015/01/Glasses_plusRetro01_71581867-bca2-49b9-9646-25a6235c5329_grande-150x150.jpg 150w, http://cb.nowan.net/blog/data/2015/01/Glasses_plusRetro01_71581867-bca2-49b9-9646-25a6235c5329_grande.jpg 600w" sizes="(max-width: 300px) 100vw, 300px" /></a></p>
<p><a href="http://cb.nowan.net/blog/data/2015/01/Screen-Shot-2015-01-21-at-3.03.41-PM-780x432.png"><img loading="lazy" decoding="async" class="alignnone size-medium wp-image-1730" title="Screen-Shot-2015-01-21-at-3.03.41-PM-780x432" src="http://cb.nowan.net/blog/data/2015/01/Screen-Shot-2015-01-21-at-3.03.41-PM-780x432-300x166.png" alt="" width="300" height="166" srcset="http://cb.nowan.net/blog/data/2015/01/Screen-Shot-2015-01-21-at-3.03.41-PM-780x432-300x166.png 300w, http://cb.nowan.net/blog/data/2015/01/Screen-Shot-2015-01-21-at-3.03.41-PM-780x432.png 780w" sizes="(max-width: 300px) 100vw, 300px" /></a></p>
<p>Depending on time and interest we may release a playable version, so let me know!</p>
<p>And of course thanks to our amazing team:</p>
<p><a href="http://cb.nowan.net/blog/data/2015/01/HoloCommander_team.jpg"><img loading="lazy" decoding="async" title="HoloCommander_team" src="http://cb.nowan.net/blog/data/2015/01/HoloCommander_team-300x200.jpg" alt="" width="300" height="200" /></a></p>
<p>3D Artists: Xavier Renou, Guillaume Bertinet, Charles Kaing</p>
<p>Sound designers: Florian Costes, ClÃ©ment Anelli</p>
<p>VR coders: Xavier Le Coroller, Christophe Gouet, SÃ©bastien â€˜Cbâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" /> Kuntz</p>
[Edit: This is not a MiddleVR project, it&#8217;s a personnal project. Xavier Renou, Guillaume Bertinet, Charles Kaing, Florian Costes and ClÃ©ment Anelli are not affiliated with MiddleVR, we have met some of them at the GGJ and have known the others beforehands. Feel free to contact them, their talents can be for hire !!]
<p>If you want to checkout the games I previously worked on during a GGJ:<br />
&#8211; <a href="http://cb.nowan.net/blog/2014/01/28/vr-lemmings/">VR Lemmings</a><br />
&#8211; <a href="http://cb.nowan.net/blog/2013/01/30/vrlux-postmortem/">VR Lux</a><br />
&#8211; <a href="http://www.vrgeeks.org/vr-experiences/insnaketion">InSnaketion</a><br />
&#8211; <a href="http://www.vrgeeks.org/vr-experiences/vrescape">VR Escape</a></p>
<p><img loading="lazy" decoding="async" title="Title" src="http://cb.nowan.net/blog/data/2014/01/Title-1024x617.png" alt="" width="447" height="269" /></p>
<p><img loading="lazy" decoding="async" title="Candle" src="http://cb.nowan.net/blog/data/2013/01/Candle-231x300.png" alt="" width="231" height="300" /><img loading="lazy" decoding="async" title="Candle_real" src="http://cb.nowan.net/blog/data/2013/01/Candle_real-203x300.png" alt="" width="203" height="300" /></p>
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		<title>VR Lemmings</title>
		<link>http://cb.nowan.net/blog/2014/01/28/vr-lemmings/</link>
					<comments>http://cb.nowan.net/blog/2014/01/28/vr-lemmings/#comments</comments>
		
		<dc:creator><![CDATA[sebk]]></dc:creator>
		<pubDate>Tue, 28 Jan 2014 08:43:26 +0000</pubDate>
				<category><![CDATA[Game]]></category>
		<category><![CDATA[VR Applications]]></category>
		<guid isPermaLink="false">http://cb.nowan.net/blog/?p=1638</guid>

					<description><![CDATA[This year again I participated in the Global Game Jam, and this is what came out of it: [youtube]http://www.youtube.com/watch?v=EAsrHrPb2jc[/youtube] We had great fun doing it and it seems people also enjoyed it 🙂 You can download the demo... ]]></description>
										<content:encoded><![CDATA[<p>This year again I participated in the Global Game Jam, and this is what came out of it:</p>
[youtube]http://www.youtube.com/watch?v=EAsrHrPb2jc[/youtube]
<p>We had great fun doing it and it seems people also enjoyed it <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>You can <a href="https://dl.dropboxusercontent.com/u/3126408/VRLemmings_EXE.zip">download the demo here</a>.</p>
<p>If you have any issue with the demo, my e-mail is written in the top-left corner of the blog!</p>
<p>A huge thanks to the great team:</p>
<p>Thomas KleinÂ Â Â Â Â Â Â Â  &#8211; Game desin<br />
Judith GuezÂ Â Â Â Â Â Â Â Â  &#8211; Game design / VR<br />
Pauline GosselinÂ Â Â Â  &#8211; GFX 3D<br />
Sarah MenagerÂ Â Â Â Â Â Â  &#8211; GFX 3D<br />
Florian CostesÂ Â Â Â Â Â  &#8211; Sound design</p>
<p><a href="http://cb.nowan.net/blog/data/2014/01/Title.png"><img decoding="async" class="alignnone size-large wp-image-1661" title="Title" src="http://cb.nowan.net/blog/data/2014/01/Title-1024x617.png" alt="" width="885" srcset="http://cb.nowan.net/blog/data/2014/01/Title-1024x617.png 1024w, http://cb.nowan.net/blog/data/2014/01/Title-300x180.png 300w, http://cb.nowan.net/blog/data/2014/01/Title.png 1032w" sizes="(max-width: 1024px) 100vw, 1024px" /></a></p>
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		<title>Lessons from the VR field #1</title>
		<link>http://cb.nowan.net/blog/2014/01/27/lessons_from_the_vr_field_/</link>
					<comments>http://cb.nowan.net/blog/2014/01/27/lessons_from_the_vr_field_/#comments</comments>
		
		<dc:creator><![CDATA[sebk]]></dc:creator>
		<pubDate>Mon, 27 Jan 2014 20:46:57 +0000</pubDate>
				<category><![CDATA[Game development]]></category>
		<category><![CDATA[VR Applications]]></category>
		<guid isPermaLink="false">http://cb.nowan.net/blog/?p=1645</guid>

					<description><![CDATA[[This is a re-post of the original Gamasutra article which was published on 12 Jan 2014] Introduction: presence Through my career I have tested many different VR systems, from entry level to high-end, with systems costing several million... ]]></description>
										<content:encoded><![CDATA[[This is a re-post of <a href="http://www.gamasutra.com/blogs/SebastienKuntz/20140112/208452/Lessons_from_the_VR_field.php">the original Gamasutra</a> article which was published on 12 Jan 2014]
<h1>Introduction: presence</h1>
<p>Through my career I have tested many different VR systems, from entry  level to high-end, with systems costing several million euros. I have  developed a feeling of what VR represents for me. This feeling of being  present in the virtual world is very strong. I have already defined  &#8220;presence&#8221; at length in <a href="http://www.gamasutra.com/view/feature/192810/creating_virtual_reality_games_.php">this article</a>.  To summarize, you have cognitive immersion (like in video games,  stories, books..) and perceptive immersion (fooling the senses), which  is the part that makes VR distinctive.</p>
<p><span id="more-1645"></span></p>
<p>For me, there seem to be two options:<br />
&#8211; your brain thinks the simulation is a regular video game with just a  fancy display (3D and/or 360). You will not feel very involved with the  simulation. This is not VR, even if you have a very expensive system.<br />
&#8211; your brain accepts this simulation as reality and will react as such:  natural reactions, natural interactions, natural emotions. You will have  fear of heights, you will try to catch an object thrown at you, you  will fear for your life! You feel <strong>present</strong>. This is VR, even if the system is cheap.</p>
<p>A perfect VR experience should make you feel present for the whole  time. Recreating a reality that can fool your brain is hard to achieve,  so VR game designers should at least try to minimise the breaks in  presence.<br />
What makes you feel present and what breaks it is still a big research  topic. As we are working with the human brain this feeling of presence  is also highly personal. People who have never tried VR can be  overwhelmed quite easily. The same happened a century ago: <a href="http://www.youtube.com/watch?v=1dgLEDdFddk">one of the first movies was showing a train entering a train station</a> and people in the cinema ran away thinking this was really happening.</p>
[Although this <a href="https://twitter.com/anthony_steed/statuses/424129117156409344">may be a myth</a>].</p>
<p><img loading="lazy" decoding="async" class="decoded" src="http://www.craveonline.com/images/stories/2011/2012/October/Film/Arrival_of_a_Train_at_La_Ciotat.jpg" alt="http://www.craveonline.com/images/stories/2011/2012/October/Film/Arrival_of_a_Train_at_La_Ciotat.jpg" width="452" height="254" /></p>
[Update 17/01: Oculus has just released a &#8220;<a href="https://t.co/GY6FNDvOyx">Best practices</a>&#8221; which is very interesting! It is quite low-level though, this article is about higher-level interactions.]
<h1><strong>Current VR games</strong></h1>
<p>The Oculus Rift is the first low-cost VR system to provide this  presence feeling â€œeasilyâ€. I have been lucky to test it before the  famous Kickstarter, back when it was all duct taped and presented in a  shoe box. I tested Doom 3: the <strong>immersion</strong> was great, but  I got sick really quickly. Even before that, I didnâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />t really feel  present in the game. Neither did I feel present in Team Fortress 2 or  Half-Life 2. My brain did not accept the simulation as reality. I felt  like having a 360Â° view, but not that I was actually there. In  particular the <strong>interactions</strong> were quite poor and non  &#8220;natural&#8221;: sitting in a chair, interacting with a  keyboard/mouse/gamepad, moving at high speed does not feel natural.  Those games are perfect for desktop PC (I spend a lot of time in those),  they are not perfect for VR in their current form. The content was not  designed to maximise presence, which should be the first goal of any VR  application. Without presence, I wouldn&#8217;t call it VR.</p>
<p>I have tested several of the new VR games and experiences recently  released and havenâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />t felt present in much of them. My â€œpresence barrierâ€  has unfortunately been pushed far.</p>
[Update 17/01: I do not mean this as condescending. I&#8217;m extremely  happy that so many people are joing the VR cause, and this article is  all about providing constructive feedback.]
<p><img loading="lazy" decoding="async" src="https://d39nlaid7cu5vo.cloudfront.net/sharescreens/apps/screens/13785198518161ttu8281tt9_1381663563417.jpg" alt="" width="444" height="249" /><br />
The notable exceptions are the ones where you are in a vehicle: <a href="https://share.oculusvr.com/app/titans-of-space">Titans of Space</a>, the <a href="http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&amp;t=17157">UDK Roller Coaster</a>,  etc. The reason they work well is because there are no interactions:  you are seated in the simulation as you are seated in real life, and the  interaction is limited to (automatic) navigation. It is easier to  deliver what your brain expects. <a href="http://www.playhawken.com/">Hawken</a> and <a href="http://www.theverge.com/2013/8/20/4640270/eve-valkyrie-oculus-rift-space-dogfighting-game-coming-2014">EVE: Valkyrie</a> will probably also work because you are in vehicles, whether it is a robot or a spaceship.</p>
<p><img loading="lazy" decoding="async" class="decoded" src="http://www.3dfocus.co.uk/wp-content/uploads/2013/06/Rollercoaster-sim.jpg" alt="http://www.3dfocus.co.uk/wp-content/uploads/2013/06/Rollercoaster-sim.jpg" width="447" height="298" /></p>
<h1>The case of â€œThe Gallery: Six Elementsâ€</h1>
<p>There are very few experiences where you are interacting naturally with your environment. <a href="http://www.thegallerygame.com/exploration-school-update/">The Gallery: Six Elements / exploration school preview</a> is a very encouraging and ambitious experiment: I felt present at  several points, but unfortunately not for the whole experience. The  Gallery was successfully funded by <a href="http://www.kickstarter.com/projects/494598080/the-gallery-six-elements">Kickstarter</a>. &#8220;Influenced by theÂ <em>Myst</em> series,Â <strong>The Gallery: Six Elements </strong>is  a transcendental adventure with a heavy emphasis on environmental  immersion, exploration &amp; path-finding, physical challenges, puzzle  solving, and emotional depth. (&#8230;) [it] is being designed from the  ground up to immerse players as deeply into the experience as possible.  No cut scenes, no 3rd person, no unnatural interruptions to the game  experience.&#8221;</p>
<p><img loading="lazy" decoding="async" class="shrinkToFit decoded" src="http://www.thegallerygame.com/blog/wp-content/uploads/2013/10/kschool4.jpg" alt="http://www.thegallerygame.com/blog/wp-content/uploads/2013/10/kschool4.jpg" width="436" height="268" /></p>
<p>I would like to take some time to discuss some interactions in the  game, because it is exactly the kind of game I want to see in VR. There  are a lot of things to learn from it already. You can purchase the  pre-order directly <a href="http://www.thegallerygame.com/">here</a> (which gives you access to Alpha, Beta and Release content). I also encourage you to greenlight the project on Steam <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=131922719">here</a>.<br />
I have been lucky to talk to Denny UngerÂ about some of the points I want  to highlight. Denny is the president and creative director from <a href="http://www.cloudheadgames.com/">Cloudhead Games</a>, editors of The Gallery.Â  I have included some of his answers.</p>
<p><img loading="lazy" decoding="async" class="rg_i" style="margin-left: 0px; margin-right: 0px; margin-top: 0px;" src="data:image/jpeg;base64,/9j/4AAQSkZJRgABAQAAAQABAAD/2wCEAAkGBxISEhQUExIUFBQUFRAQEBQVDw8PFBQQFBQWFhQUFBQYHCggGBolHBQUITEhJSkrLi4uFx8zODMsNygtLiwBCgoKDg0OGhAQGiwfHBwsLCwsLCwsLCwsLCwsLCwsLCwsLCwsLCwsLCwsLCwsLCwsLC8sLCwsLCwsNywsLCwsK//AABEIAKsBKAMBIgACEQEDEQH/xAAcAAAABwEBAAAAAAAAAAAAAAAAAQIDBAUGBwj/xABJEAABAwIDBAQICgcHBQAAAAABAAIDBBEFITEGEkFRBxNxgSJCUmGRobHBFCMkMlNicpKy0RYzQ3OCosIVJTQ1k+HiCGODo/H/xAAaAQADAQEBAQAAAAAAAAAAAAAAAQIDBAUG/8QAJxEAAgICAgIBBAIDAAAAAAAAAAECEQMhEjEEQRMyUWFxQoEUIjP/2gAMAwEAAhEDEQA/AOQAJQCASgmUABGAjASgEDAAlAIAJYCACASgEAEsBAwgEsBABKAQAbQnWpDU6EDK2rN3L0n0T0fV4bBzcC8/xG681PG8+3M2XrTZqm6qlgZ5MbB6kiJFkuD7U1HWVc7v+44Dsb4PuXdKqTdY53Jrj6AvOk1Rvvc7ynOd6TdTLovD9RY0ZHFHUtbqFYbN4IagE71uClY5gAp23LrkrPiW8sVKjNMKdZSOdoFeYFRtdGfBu7NXuz+FneILfUiKt0Rm8hQMZLh5a3PVVzxZb3aPDdx2QWHxBhDiEVuicWdT9kUhJISrlEAVSLbOydF1LuUQdbN7nu7r2HqAWnxKUMie48Gk+pQ9lqXqqWFnJjb9ts1G25qNyjmI1LS0drsh7VoY9nL6erPVWbrIXPkPMvN7etNNiS4od1oHIAIyV5k+z6PCqikIMaQ5qWXpveUmzQlwTDwnnXUeS6pCaI0zUwQpTgmXsQRQlqS5KAsgQoYUILUEbygiyKMIEsBABKC9c8AMBKAQaEqyAAAlAIAJQCBgASgEAEqyAAEoBAJYCAA0JTtCgEmoPglAxvZ6n62rhZ5UsY7t4XXraFtmgcgAvMnRXSdZidP9UukPcD+a9PJGcin2wquqoqh/ERPt2kWC4BGRddl6V6rcoHDi98bO7eufUCuJxvSkaY/Z2PZyl3KRjomgucGnPS5OZNuWaRWUbpKhvW23Q0kDXM//ABYbA9rpqZm42zm8A4E27CCky7XTvfvHduTla4sOSSfozeN3Z0vZvDGtklNvB8Hd96vC6OMOdpa5KyezG0A6slwsTwurCoxaN0TrkZg8RxSi0mLNjfC2JqKiOWMyOGvzcvQoGI7KQOi3zkdb6WCdpJ2Pja0cC3iLZH/ZWNdUNfGYzpYjtBVNo54Q4/SZXEdkY2R797C3PK1tbrHYdAHTMYM957WjzguC2e22IfJhGDxaD2Dgs9sND1lbCPJJee4fmQoWzpitHb4GWaByACx3SdUWhiZ5crAewG59i2i550hHrKiNgz6uKSY9twB71U3SbKxq5JGQrKtrTa/amG4hGfGCbOFB5JdxzKr6rBYwcpA08iQuB1Z9BDklou2Fp0IKJ0arMPhc3xw4eYq43slDOhbGjGodQ8DUp+snsFm62frCQ0px2RN0TaiuY3VwUcYmwqHBhNzd0rR5rhTBhTBob+e91dRMLm2SIpWu0TgYoApyw3HvU6B9xdYyVGi/Ibo8kE8TkgosKOeBLASWpYXtHzooJQCIBLAQMMBGAgAlgIAKyUEYCMBAAASwEQCWAgAAJiuNmqSAoWJnIIGbvoGpN6te/wCji9bnf7L0CuO/9PtJ4FRLbVzGDsAv712JIzfZzLpsqbR08fN75D2Nbb+tcqjK3XTTVXq4meRET3vd/wAVgA5Jl4+ibFYpTG2OaFBHmpFU3NRezatWaHZ+cH5xyClYm1rtNFl6V5uFd1kga0Z5qJKmZpuWmQpmPBO69zexxChGrmH7V/3yUmqldz1TTQVSKcUPTSvcPDeXdpWv6IqTeqZHnxIwB2uP/FYaR/BdV6Haa0MsnlP3R2NA95KuKInpUdDXK8YxVhxGqa7xYWRNyJ8J28e7ULqMrrAnkCuA0VUZa+ukvl1ob3C4H4VOX6SvGSeVWS8YL9wNZkTqRyWYkwa0l7vdm3M3tu8e9a1zs0y9hPJcSyUz23hU0rKxrGh/gNNlYyvsLJIgA7Uip0Uyds3gq0U2Ovf1Z3T29ioqeJwHO/nWmkFxZV0lMAcvQrxTrTMc+Nt8iBPRbwuA75otYi29xv5lKpKbdDfDc028KzS4ebK6fYTwTrbrSUnVGMcUb5CKSq3juvFjwvxU6NqjPhv2qTC1cszpjfQ4jRlGoLo56EtoSWpYC9k+ZFtSwEloTjQgYYCUAgAlAJgABKARgJQCAEgJYCMNSw1AwgFV4m7wgFbgKjxB3hoYM9BdB9JuYeHeW97vXb3Loa5P0a7UvhoY2OpJnNbkHMDCCOebgVrTtq2xtS1N7XAMY9xVKDfRk3s5N0mVfWYlP9XcjH8LQT6yVQ0kNyr/ABnDnySyTPie3rHuebtdlc6Jilp2jROWGb6OjDHqxMdmoROBdmrjDsH659gVdDYF2u+oWCaWzXLaZjogN/JS6tpNlrIejp+Z63syTEux8zdXBw9CXxSOdUZZ8Nwi+DWYSrvEsKdCPCVTKbi11i4TuqOpVVlI5q7n0bUvV0EXNwMh/iJK4xJTedd72fkjFPEGuFmsaBmOAWyRxz7Hcfqerp5X+Sxx9S867Cz7z6g8Xlrj3l5XY+ljF2RYfMA4bz27jRfMk5LivR5+sk7G/wBSzy/Sa+L/ANEbKRqauVJc1IOS84+jS0NiM8BcpmqiICFZWPYB1e7vXz3r2I5ZJmsqi5unDnx5J+hbsiyxnVVtTJuuAI10RismbLmWujPC1i380jFJ2yFu7qDmRyTgmnsmTtP8D7YTqFIY1P0TQ5mWqJzVTYKCqxICWxqSAnWrGZVCSEEJNEFmgOaCYpQqCvRf6D4W79hH3AIj0cYYf2TR2Fw969uj5fkjzuKspba7zLv7+izDTo0jskf+aYk6IaA6F4/8hS2PkjhTcQ8ycGIDku0SdDNJwkeP4mn3KLL0KQ8J3juYfci2Fo5K3EGpwYgxdJl6EvJqD3sB96hzdCk3i1De+M/mix2jDitZzTratnNao9DFV9Mw/wALh709L0PSht9/Pty9iLCzJ9e3gQs/VklxKm4thb6Wd0T9R6wdCrCkwColbvMjJB0KG2Ukmjd7KdJdPBSsikY7faA3JtwbcVpKTpTw8/OJblxjd+S5E/Z2pGsLvQmTg0/0LvQqU5LVEPHFu7Or4z0mUL43tb4RNwPBIHbmFhBtNFfRUP8AZMvGJ3oSDhsn0bvQU/mmi4QUema2k2uYw3abLQUfSI3xpFyx0VjYiyLqwl/kSNds7FH0jsAt1jfSmpNvmkfrG+kLkPVhEYxyR87M/jR0fEdrGTZOcLeZV39owc1iC1ER2qXlbHRuPhsB8ZWuCSRPJHWuAGgD3N9hXMcuZRh9tHEdhRzJcbLvbua8262Rz2jgXucAe8qb0cQeFI+/kst57E39aypIJuTf1q72VxUQS7viyFoPmN7A+tZ5G2jbBxhNNnQ5uKr5pTmrGsGSrJgOK4Wtntwl/qQi65TMkw3w3gdU9HUtc4iMF9jYkWsDyujqaIgh5jeNCLWcD6OxVaK79lXWR2JUYclPqpN4m7CO3JRXNbcA5HUXyTshx3pjtBUljrH5pVm911VMivoplMSAR6FLCMmtD4St5NlONbksZF2E5BG5BSB08UjDa2p86BpXN0cVQ0ks0sYsHMljOh0NuHnCvIa0yxgnJzcnDkQvVPmhb3PaATnoNVJdI5thY5pce7YbxRVzyAXDOwuEhA+EEa3CcjnJ0cVCwvEBMBl23FlPLQNE49gxRmdzRfCHc0lJK1JHhVO5qXRSl17qsJU/CjqkwPP3Su22KSD6kfvXUdgcSaKSMGOxDQOHJct6VnXxWX7MfsU9+Nvp6aKxOZAyP1SVeJ03Y2ridilxKL6P1BNDEYfo/wCULibdspgfnOPaUT9r5j4xHoW3zRJ+Jna3V9PxjH3Qk/DKU6xj7i4q3aufyz6k4NrJ/LPoCXzRH8bOwujw92sLP9MJBosNOsMf+mFyQbWzeV/KEobXzeUPupfLEPjZ1c4ThZ/YxfcakjZ/Cyf1UX3QuWjbCXzfdRjbKX6voKPkiHCR1J+ymGfRR+gJl2yGFn9mxc2/TeX6voKH6bP5N9aOcA4yOhv2Hws+I37x/NMu6P8ADD4o++fzWD/TZ3kj1ofpofJHpKLgFS+5tndHOGnh/wCw/mkDo2w8EEFwIII+MOo0WNG2f1R6SlDbT6v8xSuAqkayuiDS5vIkDuVBiMYIINyDlYJ/CMabUB3Bw1F75Hilud4RuF5WZVI+h8afKCMbWYZLE74pzmtJ3izMAnuRzVUxABdILcnut7Vsp2AjMAqixCUM8UJqf3Oh44K30Z+TfOu+7hm8lNCikkIzNhlqchyV9EWvGQCc0TeRr0Q8UGR8Mh6sbtye0kqwNgo4enCVlJ3sNIU110+FHaUZlWbBMcmfYX5ZoKHWu8A56kNCC6vH8dTjbOLyfKeOVI7fTQAZ2VG4AVLw3RwB81xkU78PkeLNTcsW6Gvtm0+F710nklq+DebbjlZPxtvkexIi8IdqYdG5pJBJQBL+DtZcgAJsBOvJ3W346pEicexMSiJTRmANiVNNPdtwVbaTERHFTsKdqq55U/CfGSl0B586Tn3xSb+AfyhFjY+TRfaH4Sk9JR/vSftZ+EKZtDGBSQfab+BycemWvRlgEpoRgJYCzs1oAalhqNoTjWpNlUN7iMMT7Y042JTyHxIm4iLFN6lDqUchcSvLEktViac8ky6FNMmiCWoi1SzEm3MVWS0RrIbqckcAM1FnqMslSJY5Q4u6nlD2aDJw8pvELp0FW2aNsjNHAEfkuOPXTdlD8ki7PesfISpM7fBlJtx/ssnylZvE3FzyCVqWBpWdxFoa53HPJcq7PVnK4iKUboyTpcUKVwLUlz1UhKSoIaqS1yiOmB00RmZZMi9kiR9kwLk5JsvUqmak9FLZW7VybkLLa74t3AoKBttVXMbBwu4+5Bd/jJrGeP50ry69HfKWPd7OClPi3mkHQhRI5MwFKdOLgcNFocgWFSXZbi27fQpzVRMxFrKhzNLgHvVm2sG9b0JDJk5zCYmKU517Jid2aqHYmUNbKeuJvkBZX1BXANsSsziMUjZ2kC7HWDlq2UI3LgZ2ulLsa6IsjlZYNo5VDirfA/muVy6JPO/SKf70qPtN/CEvE3E08V+Y/CU10g/5pU/ab+BqkYi35PH2j2FSun+jSPopWtTjWpTGp5jFi2dCQlrE42NPMjT7IVDkWojDI1IjiSaqVsbbnuHNZ6sxWR2hsOQVRg5bJnOMdGoJjbm5wA7UcOM0TBc7zzyAA9qw5cTqSkLaONIweVs3lRtjT7pDKbPgXOHsCz1RjbnG9mjsCpQ5LIV0iOTJU1cTxTQlKjPbZBj00JsXO8mwSJMsuSdDLm6alTEMOXSNh5L0rRyLh61zcrdbDT7rdw9vpXN5KuB2+BKspoamM5kZKgxJj75jv4LWvbfJQpIOYXDGVHr5IX0ZmMub7dURHMq7mw5p0yVdURNZqVpysx4tdjG8jCiTVo4C/qSmRuf845cgnxfsnkr0SWyNGpTdXie6PBHeUl0QCqMRk1VQxpsnJlcYlVVyl7ySboJDQgu5KkePJ27PS0b7WRTN3xa9je4Kp6qoIcLHgrGlqCWA8VJJLbSBxBcASBqprbCygNmN0/BmO/NICZ1vJM1EmaANiolTL4RVR7ExbmF5AHNaSnHgW7lV4MzxirEy5myzm7ZSKvE4d03GhU7Afmu71X4tMNL5qZs+/wAB3er/AIknnjb7/NKn7Y/A1TsQHyePtH4Sq7bp3951P7wfharOs/w8Xa38JS9P9GkPRVMCkRtQiYpcUa5nI7Eg4mJ2eZsbd53cOZTu61rS5xsAsvitcZHeYaDzJ48bm/wLLkUF+RnEKoyEk9yr5dE4SkSaLsOJuxsIWRMKUUCE2SmFBE3VMB0Zpl0eac0S0AKAUacp6SQAKMH3QAgDNafZ2fdcO5ZoKyw+WxBWU1ao3wy4ys6jC8EBKlYqnB6veaFZl68yUaZ70ZclZGnBVLXU5OZV7KVBqm3VRZM1ZmnwZiyuY4gGhKZSZ3SpsgtW7Mox47K6rWcxByvKyRZyuku7syW+JHF5U9EdBAILqPPO7zEEXtmAlwTncG73g5KLHKnmvCzEWtM7eBuj64xkEaHJyhwy2CfqZfAtxKQFoX8VDB3pCEzTVF2i6fw0ZknmhaAujMI4+wKFhuI9Y0u4XyUDF6+43B39ijwP3Y8tEkhjlfOTLfgBZX2zsnxbu9ZF891odnZfi3d6tqkScG2zdfEqn95/S1W8x+Tx9rfYVRbVuviFT+9PsCuifiI+0ewqX9L/AEa4/QiJqnQgAXOihxKvxjEM+raftH3LlUXJ0dbkoqxvGMT6w7rfmD1nmql5QKSV2xSSpHFJuTtgSSMilAolRJGTgKTIETSgBSHFBEUCHShvWCDUh6CiPJdxSmMsnWNSyEhEcp+ikzt6E3I1NsuDdJopOmbHBqq3dkVpmT3C59h1bunPK60MNcuTLjs9Xx86ov3vSLXUKnqgVPY9Y8aOzlYlwsFXVTrqZVTBoJJsBqSsdi2NF92sybpfifyV44OTOfPmjBbBiGINabNzPHkFTOdxKRI+yYJuu2MUkeRkyub2G9+aCKyCozO2RSp9kyozKb6qbC4qALiKpzTnwsXz7FWxFOMz1QBPo5t4kDQFWNVWiNhPmVdSCwVZj0hyF8kuwLTCXCRpc7Um6squwjIHJU2AH4sK2n+aewpJ7GULp1ptm5find6xbitRs0fij3rSXRJxTac/Lqj9672BXe98Szu9hVDtJ/jaj9673K5/Ys7vYVD6ZrjGqqr6thPHQdqzzXkm51KmY44+D3qBGljjSv7jyyt0OEorokZWpmJvmlBIelMTEJkCZKfcmnIAK6O6SjQAtpRlIalIGBKBSUAgBRSN3klIkhBXUiCpczTMclHKJpRVjUmnaNLR1YNiFbCva1u842AWPw9xujxKQk2vkOCwcLdHevIcYWPYtirpjyYNB7yqtxQcUytkklSOCU3J2xL3XQCNyATJAEEYQQB//9k=" alt="" width="295" height="170" /></p>
<h3 style="color: #aaa; font-style: italic;">Denny Unger, creative director at Cloudhead Games</h3>
<h2>The good</h2>
<ul>
<li><strong>Great graphics</strong>! Really great to see that pushed forward even though it is not necessary for a good VR experience. <strong>Denny&#8217;s answer</strong>: &#8220;We just brought on talent from Blizzard to further polish our assets!&#8221;</li>
<li><strong>Seeing your body</strong> and hands is totally awesome. Seeing the shadows is definitely great and important for consistency.</li>
<li>Help and menu on a tablet: really great. It gives a real-life analogy rather than floating GUIs.</li>
<li>Objects behave in a <strong>coherent physical way</strong>: they fall, they break. This is how you expect physics to happen in real life. Even if itâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />s not perfect, it is very acceptable.</li>
<li>The <strong>sound is also grea</strong>t and really important: it really adds to the immersion and coherence between what you see and what your brain expects. <strong>Dennyâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />s answer</strong>:  â€œSound design is hugely important to a solid VR experience. We were  lucky enough to recently bring on Joel Green from Bioware (Mass Effect,  Dragon Age) to really push the limits there. Should be interesting!â€</li>
<li>All small experiments are really cool: paintball, graffiti.  Especially the climbing part is awesome and feels very natural (even for  me practicing real life mountain climbing). The only issue is that you  quickly reach the tracking limits of the Hydra.</li>
</ul>
<p><img loading="lazy" decoding="async" id="fancybox-img" src="http://www.thegallerygame.com/blog/wp-content/uploads/2013/03/gall1_rifties.jpg" alt="gall1_rifties" width="566" height="353" /></p>
<h2>The less good</h2>
<ul>
<li>Rotations are too fast. I was reall really close to throw up (Iâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />m very sensitive). <strong>Dennyâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />s answer</strong>:  â€œRotation speed is something we played with quite a bit. If rotational  translation is too slow it makes people sick, too fast it makes people  sick. So you have to find this balance in the middle and it doesn&#8217;t work  for everyone. Its really something you have to acclimate to.â€ I still  think having an option to change the sensitivity would help.</li>
<li>Lots of objects that are in the game are supposed to be interactive in real life: drawers, switches, â€¦ but <strong>you canâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />t interact with them</strong> in the game. This is very frustrating and definitely breaks presence.  Those objects should either be removed or there should be an an excuse  so that it is obvious they canâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />t be interactive, or there could simply  be dummy interactions (like flipping the switch with no effect). <strong>Dennyâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />s answer</strong>:  â€œAbsolutely. It was more of an issue of running out of time before  launching the Alpha. We plan on being more diligent with interactions.â€</li>
<li>I found it strange that the <strong>hand collision makes the body move back</strong>.  This is particularly problematic when you are trying to reach an object  on a table for example. If you are not careful it is impossible to  reach it. It would be better to constrain the movement of the hand. This  would also provide some â€œ<a href="https://www.youtube.com/watch?v=F6h_19PxKO8">pseudo haptics</a>â€, touch feedback through vision. <strong>Dennyâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />s answer</strong>:  â€œWe actually tried it both ways. This is a tricky one to explain but it  has to do with the interactions between IK, Mechanim, Unity physics and  our unique implementations for climbing and other behaviors. When we  tried hand constraints Unity gave us massive issues that we could not  overcome at the time. That being said, I&#8217;ve never been a fan of the  current implementation. We&#8217;ll be digging deeper into that one for sure.â€œ</li>
</ul>
<p><img loading="lazy" decoding="async" id="fancybox-img" src="http://www.thegallerygame.com/blog/wp-content/uploads/2013/03/EXS-1.jpg" alt="Exploration School - 1" width="499" height="399" /></p>
<ul>
<li>Because of this it is extremely hard and <strong>frustrating to grab objects</strong>.  Most of the time you touch the surface beneath before, which makes your  body go back. Also you tend to make objects fall. This also definitely  breaks presence. <strong>Dennyâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />s answer</strong>: â€œPositional tracking  is going to help us immensely on that front. Once that is in play,  leaning in for object grabs suddenly becomes a non-issue.â€</li>
<li><strong>Highlight of objects</strong>: Iâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />m not sure if this is a  good thing or a bad thing. This is not realistic, and in light of  previous points I would say everything that seem interactive should be,  so no highlight should be needed. But this does not seem critical. <strong>Dennyâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />s answer</strong>:  â€œWe plan on making this an optional feature for beginners. We haven&#8217;t  yet implemented our complete menu settings. I agree though, its not an  option I would personally select for my particular play style. I want  full immersion wherever possible!â€</li>
<li>I would like to see t<strong>he use of buttons limited to its absolute minimum</strong>. <strong>Dennyâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />s answer</strong>:  â€œHopefully we can limit the number of button interactions once we have  STEM to work with. That being said because the game is also playable  without an HMD and with gamepad/Keyboard compatibility, you have to  build in conventional button options.â€ Maybe using the menu from the  virtual tablet could help reduce that, or using gestures ?</li>
<li>The reflection in the mirror is missing. This is a minor issue but it still breaks presence. <strong>Dennyâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />s answer</strong>:  â€œAgreed. Again, Unity gave us some issues with occlusion culling on the  mirror that we couldn&#8217;t fix prior to the Alpha deadline. You can  however see your reflection in the water in the sewer.â€</li>
</ul>
<p><img loading="lazy" decoding="async" id="fancybox-img" src="http://www.thegallerygame.com/blog/wp-content/uploads/2013/03/gall2_rifties.jpg" alt="Tablet" width="539" height="336" /></p>
<ul>
<li>It is hard to read text on the tablet with a non-HD Rift. <strong>Dennyâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />s answer</strong>:  â€œWe made the fonts as large as possible for readability on DevKit 1  while still giving us a pleasing interface. We brought it as close to  the player as we could to help with reading. We are limited by DK1&#8217;s low  resolution but, at the end of the day, this is a commercial game being  designed for the commercial Oculus with a much higher resolution.&#8221;</li>
</ul>
<p>This is still the most promising experience Iâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />ve seen so far, and a  several of those points can be easily addressed. A big thanks to Denny  for taking the time to answer!</p>
<h1>Conclusion: presence is in the details</h1>
<p>Adding interactions in VR is hard because it is very easy to do  something &#8220;wrong&#8221;, resulting in breaks in presence. Creating a realistic  environment is even harder because your brain knows exactly how  physics, sounds, shadows, interactions etc. are supposed to behave. If  they don&#8217;t behave in a coherent way, you will be reminded that this is  &#8220;just&#8221; a simulation, and not a possible reality.</p>
<p>As we are still in the prehistory of VR, I would advise starting with  simpler environments. Recreating a whole new reality is a long task,  and presence is in the details. If you create a complex and rich  environment, you will have more chances of introducing inconsistencies.</p>
<p>Finally keep in mind that the simulation does not have to be  realistic as long as it is consistent. A cartoon has its own unnatural  rules, but you still accept them because they are consistent.</p>
<p>It is probably time to watch &#8220;<a href="https://www.youtube.com/watch?v=OFCIaMyMORg">Who framed Roger Rabbit</a>&#8221; again!</p>
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		<title>Creating VR games &#8211; the fundamentals</title>
		<link>http://cb.nowan.net/blog/2014/01/27/creating-vr-games-the-fundamentals/</link>
					<comments>http://cb.nowan.net/blog/2014/01/27/creating-vr-games-the-fundamentals/#respond</comments>
		
		<dc:creator><![CDATA[sebk]]></dc:creator>
		<pubDate>Mon, 27 Jan 2014 20:38:19 +0000</pubDate>
				<category><![CDATA[Game development]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<guid isPermaLink="false">http://cb.nowan.net/blog/?p=1642</guid>

					<description><![CDATA[[This is a re-post of the original Gamasutra article which was published on May 23, 2013] When I was on a field trip to London back in high school, I played my first virtual reality (VR) game: Zone... ]]></description>
										<content:encoded><![CDATA[[This is a re-post of <a href="http://gamedeveloper.com/view/feature/192810/creating_virtual_reality_games_.php">the original Gamasutra article</a> which was published on <strong>May 23, 2013</strong>]
<p>When I was on a field trip to London back in high school, I played my first virtual reality (VR) game: <a href="http://www.youtube.com/watch?v=_TtHrgR9GNg"><em>Zone Hunter</em></a>. I was immediately hooked and I knew I wanted to work in VR! I started my <a href="http://cb.nowan.net/blog/about-me/">VR career</a> more than 12 years ago working on industrial VR training applications and VR software tools.</p>
<p>I am now the founder and president of a company called &#8220;<a href="http://www.imin-vr.com">i&#8217;m in VR</a>&#8220;. We offer tools to simplify the creation of VR applications such as <a href="http://www.imin-vr.com/middlevr-for-unity">MiddleVR</a>, a VR middleware that enables 3D applications (like <a href="http://www.unity3D.com">Unity</a>) to run on any VR system (HMD, caves etc.). I&#8217;ve been <a href="http://cb.nowan.net/blog/">blogging</a> about VR long before it was cool, and you can also find me on twitter (<a href="https://twitter.com/Cb_VRGeek">@Cb_VRGeek</a>)</p>
<p><span id="more-1642"></span></p>
<p>Now, you may think creating VR applications is easy: simply add  camera rotations using the Oculus Rift tracker and you&#8217;re done. This can  work for some applications, but it will fail for the vast majority of  them.</p>
<p>VR is all about <strong>presence</strong> in a virtual world. If you can&#8217;t <strong>keep</strong> your player immersed into it, you&#8217;re not doing it right. You can trick  your brain into thinking it is in another reality, but this is more  difficult than it sounds. This feeling of presence is very fragile.</p>
<p>Articles dealing with VR often adopt a too technical approach. I  think VR is first about what&#8217;s happening in the user&#8217;s mind. In this  article I am going to focus on some fundamental points about this  presence in another world and why it is important to design your  application for this goal.</p>
<h1>VR in 2013</h1>
<p>Virtual reality allows you to <a href="http://cb.nowan.net/blog/2012/11/17/an-introduction-to-immersive-virtual-reality-update/">immerse people in a 3D environment</a>, with head-mounted displays (HMDs or VR goggles), or <a href="http://cb.nowan.net/blog/state-of-vr/state-of-vr-displays/">other immersive systems</a>. That&#8217;s why we often call it immersive VR (iVR) &#8212; to differentiate it from virtual worlds like <em>Second Life</em> or <em>World of Warcraft</em>. VR was hyped in the early &#8217;90s, but failed to deliver the experience the public expected.</p>
<p>However, it continued to evolve on the serious games side, to a point where it is now <a href="http://cb.nowan.net/blog/state-of-vr/state-of-vr-application/">an essential tool for several markets</a>:</p>
<ul>
<li><strong>Training</strong> in VR can be much more efficient than in  real life: you can control the training environment very precisely, view  replays, and actually safely practice real gestures in many different,  potentially dangerous, scenarios. This is used for training surgeons,  soldiers, policemen, firefighters, dentists and even workers applying  coatings on houses! This allows companies to save expensive materials  while delivering better feedback about gestures.</li>
</ul>
<ul>
<li>All major car manufacturers have their VR systems where they can test <strong>designs and ergonomics</strong> of products that don&#8217;t yet exist, and iterate very quickly compared to a  physical mock-up. This is now also applied for planes, boats, tractors,  production lines, factories, and even kitchens! See the VR applications  and systems from <a href="http://youtu.be/pBuNHqJrHHk">Peugeot</a> or <a href="http://cb.nowan.net/blog/2010/10/12/more-about-fords-vr-facilities/">Ford</a>.</li>
</ul>
<ul>
<li><strong>Communicating</strong> around a digital mock-up is very  natural: you can get immersed in your future building, or live urban  planning years before modifications. See this <a href="http://www.youtube.com/watch?v=EySdWbR4qcg">Enodo demo reel</a>.</li>
</ul>
<ul>
<li>It is also a great tool for <strong>market research</strong> for the <a href="http://www.theaustralian.com.au/archive/business-old/virtual-reality-takes-shoppers-to-another-world/story-e6frg90x-1111112380446">retail industry</a>:  you get a real feeling of your shop before it is built or rearranged.  You can track all the customer&#8217;s movements and record where they look.  This is useful to test the layout of furniture or make sure that the  design of your product is visible among other products.</li>
</ul>
<ul>
<li><strong>Treating phobias</strong> in VR is an efficient method: if  you&#8217;re subject to a fear of heights, we can create a virtual cliff and  you will actually experience your phobia. Then a real therapist can help  you dealing with it more efficiently than going to a real cliff. The  same applies for fear of taking the plane, fear of spiders, dogs, and  speaking in public for example. See the <a href="http://w3.uqo.ca/cyberpsy/en/index_en.htm">Cyberpsychology lab</a> from StÃ©phane Bouchard.</li>
</ul>
<p>And, of course, VR can be used for games! But since the mid-&#8217;90s,  very few games have been created with this technology; most were  developed at research labs or by enthusiasts. Doing so required the  skills and hardware to assemble a VR system and program the game  themselves. To my knowledge, no commercial VR game has been created in  the past 10 years.</p>
<p>Here&#8217;s an <a href="http://www.vrgeeks.org/wiki/vr-games">on-going list</a> of pre-Oculus VR games. But now, thanks to the arrival of the Oculus  Rift, everyday is Christmas! We&#8217;re just starting to see new VR games and  experiences (like the <a href="http://vimeo.com/65510054">virtual guillotine</a>).</p>
<hr />
<h1>Why (Not) Create a VR Game?</h1>
<p>The first question to ask is whether your game would be relevant in  VR. It&#8217;s like with 3D. Not everything is interesting in 3D, and if it is  not appropriate it can get worse in VR!</p>
<p>So why go VR?</p>
<p>The objective of VR is that you feel like you&#8217;re <strong>present</strong> in another reality, whether it is realistic or not. For me, presence is the definition of VR. <strong>Without presence, there is no VR!</strong></p>
<p>Obvious game genres that would be great in VR are all the first-person games, like first-person shooters. Imagine <em>Mirror&#8217;s edge</em> or <em>Call of Duty</em> as VR games! Some third person games like <em>Assassin&#8217;s Creed</em>, <em>Splinter Cell</em>, or <em>Gears of War</em> could potentially be converted to first-person, so we can actually <strong>be</strong> the hero. Of course, I&#8217;m sure we will see a revival of puzzle and  exploration games. We will also probably see very different VR games in  the future: God games? <em>Guitar Hero</em>?</p>
<p>But I think the games that will benefit the most from VR are those that try to <strong>generate emotions</strong> in the player.</p>
<p>Survival horror games would be extremely intense. Also take <a href="http://www.heavyrainps3.com/"><em>Heavy Rain</em></a>,  for instance. The game is great; I felt really present, and I  experienced a lot of emotions while playing it. However, the game was  sometimes ruined by non-natural interaction, and lacked half the  presence &#8212; the physical presence. And this is where VR can help!</p>
<h1>VR as a New Medium</h1>
<p>I should say a word of warning here before continuing: adapting  existing games to VR is difficult if they weren&#8217;t designed for this from  the outset. VR is like radio or TV at their beginnings: radio was only  used to broadcast opera, and TV was only used to broadcast theatre  plays. Slowly, people started to create content specifically tailored  for these new media. Camera movement, zoom, and cuts created a new  grammar for film, for instance.</p>
<p>The same will happen with VR! At first, there will be a lot of  adaptations of existing games that don&#8217;t take full advantage of  presence, and might even damage the field: adding VR will only  marginally improve immersion, thanks to the display, but awkward  controls and gameplay unsuited to VR could potentially make the  experience poorer than it originally was.</p>
<p>I&#8217;m happy to see that a lot of indie developers are creating new  games with VR in mind from the beginning, which is the right way to do  it. And why wouldn&#8217;t they? VR is the ultimate experience! Those of us  with experience we will happily provide feedback for your game, so don&#8217;t  hesitate to <a href="http://cb.nowan.net/blog/about-me/">contact me</a>.</p>
<h1>Presence</h1>
<p>As I said, <strong>presence is, for me, what defines VR</strong>.  Without this feeling of actually being somewhere else, your system is  just an interactive 3D system, not a true VR system &#8212; even if it costs  millions of dollars. Trust me, I&#8217;ve tested a few of those, and it&#8217;s a  tragedy.</p>
<p>Once you get presence, your player will experience <strong>natural reactions and emotions</strong>:  if you&#8217;re on top of a high cliff, you will experience the fear of  heights (guaranteed). If a virtual ball is thrown at you, you will try  to catch it. If an avatar saves you from certain death, you might  actually smile at him. <a href="http://cb.nowan.net/blog/2007/04/23/laval-virtual-2007/#more-330">True story</a>!</p>
<p>Presence is a complex and subtle topic. <a href="http://melslater.eventlab-ub.org/">Mel Slater</a> is one of the scientists conducting some of the most interesting research on presence. In a well-known <a href="http://cb.nowan.net/blog/2009/09/18/immersion-place-illusion-and-plausibility/">article</a>, he splits presence in two: <strong>cognitive </strong>(mind)<strong> </strong>and<strong> perceptive </strong>(senses).</p>
<p>Most people report presence when playing a game, watching a movie,  reading a book, or just hearing a story (the roots of VR!). This is  actually <strong>cognitive presence</strong> &#8212; where their mind takes them to another world.</p>
<h1>Perceptive Presence</h1>
<p>All of these experiences lack <strong>perceptive presence</strong>, which is in fact <strong>fooling your senses </strong>in a realistic way. Vision, but also sound, touch, smell, <a href="http://en.wikipedia.org/wiki/Proprioception">proprioception</a>&#8230;  Keep in mind that humans are not able to perceive the world perfectly:  the human brain makes all sorts of simplifications. Knowing the limits  of human perception, which is a fundamental part of understanding VR,  allows you to create <a href="http://cb.nowan.net/blog/2010/03/29/ieee-vr-2010-perceptive-illusions/">perceptive illusions</a>, such as <a href="http://cb.nowan.net/blog/2008/12/02/redirected-walking-playing-with-your-perceptions-limits/">redirected walking</a> or <a href="http://on.aol.com/video/virtual-reality--from-headsets-to-handhelds-517341756">impossible spaces</a>.</p>
<p>So how do you achieve that?</p>
<p>For me, the most basic way of creating perceptive presence is by  using head tracking. Moving your head and, as a result of this movement,  seeing the world from a different viewpoint, is the basis for the  action/perception loop.</p>
<p>So you need to be able to move, and those moves must have an effect on the virtual world. Your body is engaged: as <a href="http://en.wikipedia.org/wiki/Antonio_Damasio">Antonio Damasio</a> says, &#8220;the mind is embodied, not just embrained.&#8221;</p>
<h1>Breaks in Presence</h1>
<p>This also means that if, as a result of your actions, you&#8217;re not  getting the result that you&#8217;re expecting your brain will know something  is wrong. This is called a &#8220;<strong>break in presence</strong>&#8221; (BIP).</p>
<p><strong>If you have only one goal</strong> when creating a VR game, it would be to <strong>create and maintain presence</strong>. Feeling present in an empty room is VR. Not feeling present in <em>Gears of War</em> is not VR.</p>
<hr />
<h1>Minimal VR system</h1>
<p>My recommendation would be to support head tracking (rotations +  translations), tracking of at least one hand (rotations + translations),  and a joystick with a couple of buttons. From my personal experience,  when you have this minimum setup, you cross a threshold, and your brain  much more easily accepts this other reality.</p>
<p>This means that, for me, the Oculus Rift by itself is not (yet) a  minimum VR platform. It&#8217;s missing head position tracking and doesn&#8217;t  provide any kind of hand tracking. I know you can easily add it yourself  with devices such as the <a href="http://www.razerzone.com/gaming-controllers/razer-hydra">Razer Hydra</a> or others. But unless we have a complete VR platform, game developers  can&#8217;t rely on the fact that players all have the same standard hardware.</p>
<h1>Latency</h1>
<p>The first enemy of VR is latency. If you move your head in the real  world and the resulting image takes one second to appear, your brain  will not accept that this image is related to the head movement.  Moreover as a result, you will probably get sick. John Carmack reports  that &#8220;something magical happens when your lag is less than 20  milliseconds: the world looks stable!&#8221;</p>
<p>Some researchers even advise a 4ms end-to-end latency from the moment  you act to the moment the resulting image is displayed. To give you an  idea of what this means, when your game runs at 60 frames per second  it&#8217;s 16ms from one frame to another. Add to that the latency of your  input device, which can range from a few milliseconds to more than 100ms  with the Kinect, and the latency of the display, which also ranges from  a few milliseconds to more than 50ms for some consumer HMDs.</p>
<p>And if you want to run your game in stereoscopy, keep in mind that  the game needs to compute the left and right images for each frame. As a  game developer, you can&#8217;t do much for the input and display latency,  but you have to <strong>make sure that your game runs fast</strong>!</p>
<p>For more information about latency, I recommend these great articles by Michael Abrash and John Carmack (my personal heroes): &#8220;<a href="http://blogs.valvesoftware.com/abrash/latency-the-sine-qua-non-of-ar-and-vr/">Latency, the sine qua non of AR and VR</a>&#8221; and &#8220;<a href="http://www.altdevblogaday.com/2013/02/22/latency-mitigation-strategies/">Latency mitigation strategies</a>.&#8221;</p>
<h1>A Coherent World, Not Necessarily a Realistic One</h1>
<p>We have seen that perceptive presence requires you to fool your  senses in the most realistic way. Cognitive presence &#8212; fooling the  mind, not the senses &#8212; results from a sense that your actions have  effects on the virtual environment<strong>, </strong>and that these events are credible. This means that you must believe in the &#8220;rules&#8221; of the simulation. For this, you must <strong>make sure that your world is coherent</strong>,  not necessarily realistic. If a player can grab a particular glass, for  example, but can&#8217;t grab another one, it will break presence because the  rules are not consistent. Once cognitive presence is broken, it&#8217;s very  difficult to &#8220;fix&#8221; it. The player is constantly reminded that the  simulation is not real, and it will take some time to accept it again as  reality.</p>
<p>If you&#8217;re targeting a visually realistic environment, it is more  likely to generate breaks in presence. This is because your brain will  expect many things that we are not yet able to achieve technically:  perfect physics, sound, force feedback so that your hand doesn&#8217;t  penetrate an object, objects breaking in pieces, smell, etc. Having a  non-realistic environment will lower your expectations that everything  should be perfect, resulting in a more consistent presence feeling.</p>
<p>If you manage to achieve cognitive presence,Â  and fool the mind of your player, the events from the simulation <strong>will affect his sensations</strong>. If an attractive character looks at a shy guy into the eyes, his heart rate might increase, he will blush, etc. <a href="http://portal.acm.org/citation.cfm?id=641638">People with a fear of public speaking will react with anxiety if speaking to a virtual audience</a>.</p>
<p>This is why the application I still find the most immersive is &#8220;<a href="http://www.youtube.com/watch?v=ZBfYIefenp0"><em>Verdun 1916-Time Machine</em></a>.&#8221;  It fools many senses at a time: vision, smell, touch&#8230; But the most  important point is that, by design of the &#8220;experience,&#8221; the interactions  are extremely simple: you can only rotate your head, because you&#8217;re a  wounded soldier.</p>
<p>Given that extreme limitation, it&#8217;s extremely simple to keep the  player from experiencing a break in presence. You can&#8217;t move your hand,  so it cannot penetrate objects; you aren&#8217;t forced to navigate with an  unnatural joystick. It has been reported several times that some people  smiled at another virtual soldier that came to save the player in the  simulation!</p>
<h1>Measure Presence</h1>
<p>The problem is that it&#8217;s very difficult to concretely measure whether  a player feels present in the world. There are currently no absolute  indicators for that. You can measure the heart rate or skin conductance  if you want to evaluate anxiety. But this is only relevant for stressful  simulations.</p>
<p>What you can try to evaluate though is if the player is responding  naturally. We already mentioned a few natural reactions: trying to catch  a ball, fear of heights near a cliff, fear for your virtual body if  somebody is trying to hurt you, trying to avoid collisions&#8230;</p>
<hr />
<h1>Tips for VR Games</h1>
<p>Enough with the philosophical considerations, for now. Here are a few practical tips:</p>
<p><strong>Scale 1</strong>. The scale of the world has to be realistic.  You should feel like you are the right height (unless you want your  player to be a child, as in <em><a href="http://www.kickstarter.com/projects/krillbite/among-the-sleep">Among the Sleep</a></em>). Head movements should not be amplified (unless you&#8217;re using <a href="http://cb.nowan.net/blog/2008/12/02/redirected-walking-playing-with-your-perceptions-limits/">redirecting techniques</a>).</p>
<p>The easiest way to achieve Scale 1 is to make sure that 1 world unit  is 1 meter. The field of view should exactly match the field of view of  your HMD. In an ideal world (or big industrial VR system) the distance  between your two eyes should also be correctly measured and used. Your  brain picks up all these cues; you might not be able to create or  maintain presence &#8212; and even make people feel sick! &#8212; if you don&#8217;t  strictly follow this rule.</p>
<p><strong>Know your hardware</strong>. Know the <strong>range of tracking</strong>:  Can my hardware track translations, or only rotations? If the tracker  also reports positions, up until what distance? What&#8217;s its <strong>precision</strong>? When does the tracking data stop being usable? Know the <strong>field of view</strong>:  As you are supposed to follow the &#8220;Scale 1&#8221; rule, you shouldn&#8217;t distort  the virtual field. If the field of view is narrow, the user will have  to move her head much more to see around than with a bigger field of  view, and might miss some important action in the periphery. Know the <strong>resolution</strong>:  if you want the user to read information, she will have to come much  closer with a low-resolution display than with a high-resolution  display. As with Android development, your game might end up running on  different hardware. We will soon have a HMD war with lots of HMDs, each  with different characteristics. Using tools like <a href="http://www.imin-vr.com/">MiddleVR</a> will help you work with many different VR systems.</p>
<p>Have a <strong>consistent viewpoint</strong>. If your game is a first  person game, avoid playing cinematics or making the player drive a  vehicle from a third person view. It breaks immersion.</p>
<p><strong>Break habits</strong>. Longtime video game players have bad  habits: when they wear an HMD they will stand still, as if they&#8217;re  seated in front of a TV. Those who are less experienced with games  people will naturally look around. Gamers need to <em>unlearn</em> the  constraints of current games. In a tutorial, you should force the user  to look around and move his hands. Your game should also take advantage  of those new possibilities. For example, in a recent game prototype I  worked on, we had enemies appearing to the right, left and above the  player; there is no joystick/mouse to navigate and look around. It  forces the user to look around and aim with his hand to get all the  enemies. In another game prototype I worked on, the only interactive  object is a candle in a very dark environment. This was a great way to  force the player to explore: he naturally took the candle, and used it  to explore the dark environment, pushed some objects, and burned others  to solve the puzzles.</p>
<p><strong>Try to keep the player active.</strong> In <em>Heavy Rain,</em> for example, you&#8217;re almost always playing. There are numerous cutscenes  that look like videos, but suddenly you&#8217;ll have to perform an action.  If you don&#8217;t have the game controller in your hands at this moment,  you&#8217;ll fail the action. This forces you to always be alert and ready.</p>
<p>Another very interesting feature of <em>Heavy Rain</em> is that <strong>the game happens in real-time,</strong> which means you sometimes have to take decisions and act fast: do I  have to shoot this guy before he kills my partner? You&#8217;re forced to act  quickly &#8212; and as in real life, once you make a decision, you&#8217;ll never  know if it was right or not.</p>
<p><strong>Create realistic puzzles.</strong> Still another example from <em>Heavy Rain</em>:  You&#8217;re in a rush and have to phone a room in a motel. Can you remember,  in less than 15 seconds, the room number? Just as in real life, you  have to dig it from your memory while experiencing a lot of stress.</p>
<p>Finally, <strong>work hard on presence</strong>. Presence is not easy  to build. Start light, test often. Build presence slowly, make small  additions, test again. The experience is what happens in the user&#8217;s  brain! Your simulation enables the experience: it is not the experience!  Presence should be natural. Observe the reactions and modify the game.  Don&#8217;t throw in every possible gimmick just because it will make a cool  video. A lot cool videos really end up being terrible experiences.</p>
<h1>Conclusion</h1>
<p>There is of course a lot more to be said about developing a VR  application, but I hope this article got your attention on some  fundamental points. I leave you with this quote that I hope you will  apply:</p>
<p><em>&#8220;Our approach is to treat virtual  reality as something quite new with its own unique conventions and  possibilities that provide a media where people respond with their whole  bodies, treating what they perceive as real.&#8221;</em> &#8211; Mel Slater</p>
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		<title>VRLux &#8211; PostMortem</title>
		<link>http://cb.nowan.net/blog/2013/01/30/vrlux-postmortem/</link>
					<comments>http://cb.nowan.net/blog/2013/01/30/vrlux-postmortem/#comments</comments>
		
		<dc:creator><![CDATA[sebk]]></dc:creator>
		<pubDate>Wed, 30 Jan 2013 21:37:47 +0000</pubDate>
				<category><![CDATA[Game development]]></category>
		<category><![CDATA[VR Applications]]></category>
		<category><![CDATA[globalgamejam]]></category>
		<category><![CDATA[HMD]]></category>
		<category><![CDATA[razerhydra]]></category>
		<category><![CDATA[vrgeeks]]></category>
		<guid isPermaLink="false">http://cb.nowan.net/blog/?p=1601</guid>

					<description><![CDATA[During last week-end, along with six fellow VRGeeks, we participated in the Global Game Jam 2013 for some non-professional VR fun. While the four other VRGeeks created two other teams, I teamed with Judith Guez to work on... ]]></description>
										<content:encoded><![CDATA[<p>During last week-end, along with six fellow <a href="http://www.vrgeeks.org">VRGeeks</a>, we participated in the <a href="http://globalgamejam.org/">Global Game Jam 2013</a> for some non-professional VR fun.</p>
<p>While the four other VRGeeks created two other teams, I teamed with <a href="http://www-inrev.univ-paris8.fr/wiki/doku.php/03doctorants/judith_guez/accueil">Judith Guez</a> to work on an idea that was in my head for quite some time: create an efficient escape room in VR. The theme this year was the sound of a heart beat. We decided to use a candle as a metaphore for the heart beat. (But the focus changed a bit during the jam.)</p>
<p>We were quickly joined by two 3D artists, one sound designer and one coder who were intrigued by VR. They turned out to be a really great team to work with!!</p>
<p>I already participated in 2011 and 2012, resulting in <a href="http://www.vrgeeks.org/vr-experiences/vrescape">VREscape</a> and <a href="http://www.vrgeeks.org/vr-experiences/insnaketion">InSnaketion</a>. All three games were created exlusively in 48h.</p>
<p>VR Escape was too complex for most &#8220;normal&#8221; (non-VR) people to handle: they were not acustomed to VR, and the lack of haptics feedback was disturbing: your virtual hand could go through the walls or tables, so you had to be precise (thus slow) with your movements.</p>
<p>Thus the core of the idea for VRLux is to <strong>minimize breaks in presence</strong>, and make sure <strong>anyone can play with it</strong>.</p>
<p><em><strong>&#8220;Like a candle in the wind&#8221;</strong></em></p>
<p>To make sure the game was easily accessible, we simplified the interactions: your only input device is.. a real candle. You can only move it around to interact with the game.</p>
<p><a href="http://cb.nowan.net/blog/data/2013/01/Candle_real.png"><img loading="lazy" decoding="async" class="alignnone size-medium wp-image-1614" title="Candle_real" src="http://cb.nowan.net/blog/data/2013/01/Candle_real-203x300.png" alt="" width="203" height="300" srcset="http://cb.nowan.net/blog/data/2013/01/Candle_real-203x300.png 203w, http://cb.nowan.net/blog/data/2013/01/Candle_real.png 211w" sizes="(max-width: 203px) 100vw, 203px" /></a> <a href="http://cb.nowan.net/blog/data/2013/01/Candle.png"><img loading="lazy" decoding="async" class="alignnone size-medium wp-image-1611" title="Candle" src="http://cb.nowan.net/blog/data/2013/01/Candle-231x300.png" alt="" width="231" height="300" srcset="http://cb.nowan.net/blog/data/2013/01/Candle-231x300.png 231w, http://cb.nowan.net/blog/data/2013/01/Candle.png 262w" sizes="(max-width: 231px) 100vw, 231px" /></a>f</p>
<p>We brainstormed about what are the interaction possibilities of a candle. It turns out there are plenty!</p>
<p>The first one is of course to <strong>shed some light</strong>, which allows you to explore.</p>
<p><a href="http://cb.nowan.net/blog/data/2013/01/room.png"><img loading="lazy" decoding="async" class="alignnone size-large wp-image-1615" title="room" src="http://cb.nowan.net/blog/data/2013/01/room-1024x579.png" alt="" width="501" height="283" srcset="http://cb.nowan.net/blog/data/2013/01/room-1024x579.png 1024w, http://cb.nowan.net/blog/data/2013/01/room-300x169.png 300w, http://cb.nowan.net/blog/data/2013/01/room.png 1153w" sizes="(max-width: 501px) 100vw, 501px" /></a></p>
<p>Having a very dark environment was a great way to force the player to explore. Most people sat and asked &#8220;What do I do now?&#8221;. And we just answered &#8220;Find out by yourself!&#8221;. And they did ! They interacted naturally by taking the candle, and as the environment was pitch black, they used the candle to explore.</p>
<p>Exploration alone turned out to be a great experience.</p>
<p>Then you can <strong>burn or heat</strong>, which enables interesting gameplays that I won&#8217;t disclose here in case you play the game <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>Another obvious possibility is that you can <strong>push objects</strong>: push them to another position, or simply push a button for example.</p>
<p>There are of course others, but we may integrate them later <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>This means that a lot of interactions are possible without any kind of button or joystick involved. A bit like the great experiment <a href="http://www.dontclick.it/">dontclick.it</a></p>
<p>The best thing is that a you already know what to do with a candle, there is nothing to learn!</p>
<p>This   is one of the strengths of VR: as it can simulate reality, you don&#8217;t   have to learn any interface, you already know what to do! Natural <a href="http://en.wikipedia.org/wiki/Affordance">affordances</a>.</p>
[youtube]http://www.youtube.com/watch?v=qQabwjQMbag[/youtube]
<p>SPOILER: Full game:</p>
[youtube]http://www.youtube.com/watch?v=n0OMvwtPyeM[/youtube]
<p><strong>Breaks in presence</strong></p>
<p>Minimizing breaks in presence means that you should continually feel present in the game. Breaks in presence occur when your brain detects an anomaly in the virtual reality: latency, your hand passing through a table, strange laws of physics.</p>
<p>We paid a lot of attention to details: the behavior of flame of the candle, the light, the shadows, the realism of the interactions with the objects (trying to avoid passing through them when pushing)</p>
<p><a href="http://cb.nowan.net/blog/data/2013/01/Candle_hydra_box.png"><img loading="lazy" decoding="async" class="alignnone size-medium wp-image-1613" title="Candle_hydra_box" src="http://cb.nowan.net/blog/data/2013/01/Candle_hydra_box-300x174.png" alt="" width="300" height="174" srcset="http://cb.nowan.net/blog/data/2013/01/Candle_hydra_box-300x174.png 300w, http://cb.nowan.net/blog/data/2013/01/Candle_hydra_box.png 809w" sizes="(max-width: 300px) 100vw, 300px" /></a></p>
<p>(As you can see, we used the cheap <a href="http://www.razerzone.com/gaming-controllers/razer-hydra">Razer Hydra</a> magnetic trackers to track the candle position and orientation in the game volume).</p>
<p>Based on ideas from Judith, we also made sure that when the virtual candle touches the virtual table, the real candle touches the real table! Free haptics!</p>
<p>At one point you also have to push a button in a box. So we put a real box with the same size and position as the virtual one, so everytime the candle touches the virtual box, you can feel it and it doesn&#8217;t go through.</p>
<p>We didn&#8217;t need to add real walls or ceiling: it seems most people didn&#8217;t try to go this far; moreover they were nearly out of arms reach. We also made sure the tracking was reliable in the whole game volume.</p>
<p><strong>Atmosphere</strong></p>
<p>I had this idea of a dark environment for a long time, and really enjoy the game genre of escape rooms, so I really loved the iPad game &#8220;<a href="http://www.macworld.com/article/2014016/review-the-room-is-an-ios-game-so-good-its-scary.html">The Room</a>&#8220;. It is beautifully crafted and the difficulty is perfectly adjusted. Its atmosphere is also great, so this was definitely an inspiration for VRLux, both in terms of graphics and sound design.</p>
<p><strong>Real game ?</strong></p>
<p>When looking for team members, I was suprised to hear comments like: &#8220;We won&#8217;t join your team because we want to do real games&#8221;, or &#8220;Your games are interesting only because of the nice hardware&#8221;.</p>
<p>I hope we are and will prove all of them wrong <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>And based on the feedback we had from (already) a lot of people, I think we&#8217;re on the right track. Everybody, including non-players, were immediately at ease.</p>
<p>What do you think ?</p>
<p><a href="http://cb.nowan.net/blog/data/2013/01/photo_groupe.jpg"><img loading="lazy" decoding="async" class="alignnone size-medium wp-image-1605" title="photo_groupe" src="http://cb.nowan.net/blog/data/2013/01/photo_groupe-300x224.jpg" alt="" width="300" height="224" srcset="http://cb.nowan.net/blog/data/2013/01/photo_groupe-300x224.jpg 300w, http://cb.nowan.net/blog/data/2013/01/photo_groupe-1024x764.jpg 1024w, http://cb.nowan.net/blog/data/2013/01/photo_groupe.jpg 1296w" sizes="(max-width: 300px) 100vw, 300px" /></a></p>
<p>A million thanks to the great team:</p>
<p>&#8211; <a href="http://www-inrev.univ-paris8.fr/wiki/doku.php/03doctorants/judith_guez/accueil">Judith Guez</a>: VR/Game Designer</p>
<p>&#8211; <a href="http://www.florian-reneau.fr/">Florian Reneau</a>: Game Designer/Coder</p>
<p>&#8211; Florian Costes: Sound Designer</p>
<p>&#8211; <a href="http://charles-kaing.blogspot.fr/">Charles Kaing</a>: 3D artist</p>
<p>&#8211; <a href="http://astrofra.com/">FranÃ§ois Gutherz</a>: 3D artist</p>
<p><a href="http://cb.nowan.net/blog/data/2013/01/photo_groupe.jpg"></a><a href="http://cb.nowan.net/blog/data/2013/01/20130126_135125.jpg"><img loading="lazy" decoding="async" class="alignnone size-medium wp-image-1603" title="20130126_135125" src="http://cb.nowan.net/blog/data/2013/01/20130126_135125-300x225.jpg" alt="" width="300" height="225" srcset="http://cb.nowan.net/blog/data/2013/01/20130126_135125-300x225.jpg 300w, http://cb.nowan.net/blog/data/2013/01/20130126_135125-1024x768.jpg 1024w" sizes="(max-width: 300px) 100vw, 300px" /></a><a href="http://cb.nowan.net/blog/data/2013/01/20130126_135102.jpg"><img loading="lazy" decoding="async" class="alignnone size-medium wp-image-1602" title="20130126_135102" src="http://cb.nowan.net/blog/data/2013/01/20130126_135102-300x225.jpg" alt="" width="300" height="225" srcset="http://cb.nowan.net/blog/data/2013/01/20130126_135102-300x225.jpg 300w, http://cb.nowan.net/blog/data/2013/01/20130126_135102-1024x768.jpg 1024w" sizes="(max-width: 300px) 100vw, 300px" /></a><a href="http://cb.nowan.net/blog/data/2013/01/20130127_155914.jpg"><img loading="lazy" decoding="async" class="alignnone size-medium wp-image-1604" title="20130127_155914" src="http://cb.nowan.net/blog/data/2013/01/20130127_155914-225x300.jpg" alt="" width="225" height="300" srcset="http://cb.nowan.net/blog/data/2013/01/20130127_155914-225x300.jpg 225w, http://cb.nowan.net/blog/data/2013/01/20130127_155914-768x1024.jpg 768w, http://cb.nowan.net/blog/data/2013/01/20130127_155914.jpg 1920w" sizes="(max-width: 225px) 100vw, 225px" /></a></p>
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		<title>VRST 2012 Keynote: Improving the VR experience</title>
		<link>http://cb.nowan.net/blog/2013/01/12/vrst-2012-keynote-improving-the-vr-experience/</link>
					<comments>http://cb.nowan.net/blog/2013/01/12/vrst-2012-keynote-improving-the-vr-experience/#comments</comments>
		
		<dc:creator><![CDATA[sebk]]></dc:creator>
		<pubDate>Sat, 12 Jan 2013 14:44:43 +0000</pubDate>
				<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[experience]]></category>
		<guid isPermaLink="false">http://cb.nowan.net/blog/?p=1592</guid>

					<description><![CDATA[Happy new year to you all ! Last december I have been invited by Wolfgang Stuerzlinger to give a keynote at the &#8220;VR software and technology&#8221; conference in Toronto, Canada. After a lot of thinking, I decided to... ]]></description>
										<content:encoded><![CDATA[<p>Happy new year to you all !</p>
<p>Last december I have been invited by Wolfgang Stuerzlinger to give a keynote at the <a href="http://graphics.science.uoit.ca/vrst2012/Welcome.html">&#8220;VR software and technology&#8221; conference</a> in Toronto, Canada.</p>
<p>After a lot of thinking, I decided to talk about the general theme of how to improve the VR experience, from the authors to the users.</p>
<p>It talks about the current trends in system design (high-end vs low-cost), MiddleVR, and how our understanding of human perception can improve the user&#8217;s experience.</p>
<p>Here are the slides:<br />
<iframe loading="lazy" src="http://fr.slideshare.net/SebKuntz/slideshelf" width="490px" height="470px" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" style="border:none;" allowfullscreen webkitallowfullscreen mozallowfullscreen></iframe></p>
<p><a href="http://cb.nowan.net/blog/data/2013/01/20121211_Photo_0001.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1593" title="20121211_Photo_0001" src="http://cb.nowan.net/blog/data/2013/01/20121211_Photo_0001.jpg" alt="" width="365" height="351" srcset="http://cb.nowan.net/blog/data/2013/01/20121211_Photo_0001.jpg 800w, http://cb.nowan.net/blog/data/2013/01/20121211_Photo_0001-300x289.jpg 300w" sizes="(max-width: 365px) 100vw, 365px" /></a></p>
<p><a href="http://cb.nowan.net/blog/data/2013/01/20121211_Photo_0002.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1594" title="20121211_Photo_0002" src="http://cb.nowan.net/blog/data/2013/01/20121211_Photo_0002.jpg" alt="" width="270" height="326" srcset="http://cb.nowan.net/blog/data/2013/01/20121211_Photo_0002.jpg 663w, http://cb.nowan.net/blog/data/2013/01/20121211_Photo_0002-248x300.jpg 248w" sizes="(max-width: 270px) 100vw, 270px" /></a></p>
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		<title>A history of VR (in French)</title>
		<link>http://cb.nowan.net/blog/2012/11/20/a-history-of-vr-in-french/</link>
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		<dc:creator><![CDATA[sebk]]></dc:creator>
		<pubDate>Tue, 20 Nov 2012 20:40:00 +0000</pubDate>
				<category><![CDATA[Virtual Reality]]></category>
		<guid isPermaLink="false">http://cb.nowan.net/blog/?p=1580</guid>

					<description><![CDATA[Jean Segura, french journalist and VR historian, shared his knowledge at the AFRV&#8217;s (French VR association) conference, in French only sorry! [youtube]http://www.youtube.com/watch?v=bzwXHeroQU4[/youtube] You can find the PDF presentation here.]]></description>
										<content:encoded><![CDATA[<p><a href="http://www.jeansegura.fr">Jean Segura</a>, french journalist and VR historian, shared his knowledge at the <a href="http://newlsiit.u-strasbg.fr/afrv2012/index.php/Accueil">AFRV&#8217;s (French VR association) conference</a>, in French only sorry!</p>
[youtube]http://www.youtube.com/watch?v=bzwXHeroQU4[/youtube]
<p>You can find the <a href="http://www.jeansegura.fr/imag/img/Segura-7e-J-AFRV-31-10-2012g_.pdf">PDF presentation here</a>.</p>
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		<title>An introduction to Immersive Virtual Reality (update)</title>
		<link>http://cb.nowan.net/blog/2012/11/17/an-introduction-to-immersive-virtual-reality-update/</link>
					<comments>http://cb.nowan.net/blog/2012/11/17/an-introduction-to-immersive-virtual-reality-update/#respond</comments>
		
		<dc:creator><![CDATA[sebk]]></dc:creator>
		<pubDate>Sat, 17 Nov 2012 09:39:14 +0000</pubDate>
				<category><![CDATA[Virtual Reality]]></category>
		<guid isPermaLink="false">http://cb.nowan.net/blog/?p=1574</guid>

					<description><![CDATA[I have just updated my online VR introduction. Immersive Virtual Reality from SebKuntz The images and videos are still copyright of their owners. I havenâ€™t found all the copyrights so if youâ€™re an owner please contact me before... ]]></description>
										<content:encoded><![CDATA[<p>I have just updated my online VR introduction.</p>
<p><iframe loading="lazy" src="http://fr.slideshare.net/slideshow/embed_code/5872665" width="427" height="356" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" style="border:1px solid #CCC;border-width:1px 1px 0;margin-bottom:5px" allowfullscreen webkitallowfullscreen mozallowfullscreen> </iframe> </p>
<div style="margin-bottom:5px"> <strong> <a href="http://fr.slideshare.net/SebKuntz/immersive-virtual-reality" title="Immersive Virtual Reality" target="_blank">Immersive Virtual Reality</a> </strong> from <strong><a href="http://fr.slideshare.net/SebKuntz" target="_blank">SebKuntz</a></strong> </div>
<p>The images and videos are still copyright of their owners. I havenâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />t  found all the copyrights so if youâ€<img src="https://s.w.org/images/core/emoji/14.0.0/72x72/2122.png" alt="™" class="wp-smiley" style="height: 1em; max-height: 1em;" />re an owner please contact me before  suing me !</p>
<p>Of course if you live in an exotic country, you definitely should  invite me to give this introductory course, there is a lot more that is  being said on stage <img decoding="async" src="http://cb.nowan.net/blog/wp-includes/images/smilies/icon_smile.gif" alt=":)" /></p>
<p>You are free to use it or parts of it provided that you follow the rules of <a href="http://creativecommons.org/licenses/by/3.0/">this Creative Commons license (Attribution)</a></p>
<h3>You are free:</h3>
<p>	&#8211; <strong>to Share</strong> â€” to copy, distribute and transmit the work<br />
	&#8211; <strong>to Remix</strong> â€” to adapt the work</p>
<h3>Under the following conditions:</h3>
<p>	<strong>Attribution</strong> â€”Â You must attribute the work in the  manner specified by the author or licensor (but not in any way that  suggests that they endorse you or your use of the work).</p>
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		<title>Existing VR games ?</title>
		<link>http://cb.nowan.net/blog/2012/08/26/existing-vr-games/</link>
					<comments>http://cb.nowan.net/blog/2012/08/26/existing-vr-games/#comments</comments>
		
		<dc:creator><![CDATA[sebk]]></dc:creator>
		<pubDate>Sun, 26 Aug 2012 07:13:34 +0000</pubDate>
				<category><![CDATA[Game development]]></category>
		<category><![CDATA[VR Applications]]></category>
		<guid isPermaLink="false">http://cb.nowan.net/blog/?p=1561</guid>

					<description><![CDATA[With the Oculus Rift which will be in the hands of game developpers before the end of the year, I think we will have a great next year 🙂 So I thought I&#8217;d find videos of some of... ]]></description>
										<content:encoded><![CDATA[<p>With the <a href="http://oculusvr.com/">Oculus Rift</a> which will be in the hands of game developpers before the end of the year, I think we will have a great next year <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>So I thought I&#8217;d find videos of some of the VR games I&#8217;ve played. It would probably be worth making a list of all existing VR games, so if you have links for them, I&#8217;ll take that and make a page on the <a href="http://www.vrgeeks.org">VRGeeks</a> website!</p>
[<strong>Update</strong>: a more up to date list is here: <a href="http://www.vrgeeks.org/wiki/vr-games">http://www.vrgeeks.org/wiki/vr-games</a>]
<p>In my definition of a VR game you at least need to have head tracking, so this rules out any <a href="http://cb.nowan.net/blog/2007/12/11/old-school-vr-by-sega-and-nintendo/">Nintendo&#8217;s Virtual Boy or Sega VR</a> games.</p>
<p>What got me into the field was ZoneHunter. Being able to shoot around and look in a different direction was a founding experience of the teenage me.</p>
[youtube]http://www.youtube.com/watch?v=_TtHrgR9GNg[/youtube]
<p>Then <a href="http://cb.nowan.net/blog/2006/10/09/vr-fps-atrium-experience/">Atrium Experience</a> was also a great experience:</p>
[youtube]http://www.youtube.com/watch?v=pagVgeFaR5Q[/youtube]
[youtube]http://www.youtube.com/watch?v=MrbwiwGTj0U[/youtube]
<p>Of course all the <a href="http://www.vrgeeks.org/vr-experiences">VRGeeks games</a>:</p>
[youtube]http://www.youtube.com/watch?v=MdCBsKz16VQ&amp;feature=player_embedded[/youtube]
[youtube]http://www.youtube.com/watch?v=2vdejfjLX_Y&amp;feature=player_embedded[/youtube]
[youtube]http://www.youtube.com/watch?v=QFZSFEoZZC8&amp;feature=player_embedded[/youtube]
[youtube]http://www.youtube.com/watch?v=u1FBglwtALk&amp;feature=player_embedded[/youtube]
<p>I didn&#8217;t play this one but it seems fun:</p>
[youtube]http://www.youtube.com/watch?v=CG__PZzNfkw[/youtube]
<p>I don&#8217;t mean no shameless plug, but VR Angry Bot is quite nice:</p>
[youtube]http://www.youtube.com/watch?v=QSXxjr1SnqA[/youtube]
<p>And finally Doom3 that I tested last week in the Oculus Rift:</p>
<p><object id="VideoPlayerLg59160" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="418" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><param name="src" value="http://www.g4tv.com/lv3/59160" /><param name="name" value="VideoPlayer" /><param name="allowfullscreen" value="true" /><embed id="VideoPlayerLg59160" type="application/x-shockwave-flash" width="480" height="418" src="http://www.g4tv.com/lv3/59160" name="VideoPlayer" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
<p>Then you also have <a href="http://planetjeff.net/ut/CaveUT.html">Cave Unreal Tournament</a>, <a href="http://www.visbox.com/cq3a/">CaveQ3</a>, <a href="http://www.youtube.com/watch?v=Cqh_F4iN8pg&amp;feature=player_embedded">Panoramic Quake III, </a> &#8230; There is also a nice list on the <a href="http://www.vrtifacts.com/vrcompanies/the-games-that-would-be-king/">VRTifacts </a>website but it&#8217;s not working for me..</p>
<p>Please add ideas <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
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