cyubeVR

cyubeVR

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andersenman 28 Dec, 2021 @ 8:14am
Controller locomotion should prefer to assume level orientation
Locomotion by left thumbstick is thrown out of whack when the controller is held overhead while walking, something that is easily done during mining overhead cubes, for example.

Pushing forward on the stick, reminiscent of W in WASD, technically becomes walking backward.

This flip is confusing to use and should be prevented, even in controller-centered movement.

Thanks.
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Showing 1-15 of 21 comments
ChibiArcher 28 Dec, 2021 @ 2:01pm 
you can change the logomotion orientation to head in the menu
andersenman 28 Dec, 2021 @ 2:13pm 
I don't want to walk where I am looking all the time just to make those instances where I am mining overhead work, and I don't want to toggle that setting every time, either.
ChibiArcher 28 Dec, 2021 @ 2:36pm 
so you don't want to walk in the direction you're looking and you don't want to walk in the direction your hand is pointing.... how should the game know where your "forward" is than? other games have the same mmovement orientations, as cyubeVR. I never saw a game that had the orientation you want. Well I'm not even sure, what you want XD
andersenman 28 Dec, 2021 @ 2:47pm 
Ridicule all you want. I have described how the system is currently prone to undesirable behaviour in certain common situations. If you don't know how to solve the issue, that is fine, you don't have to. You don't need to. If anyone needs to, it's the actual game designer.
ChibiArcher 28 Dec, 2021 @ 2:49pm 
well how should he fix this issue? If you don't want the both common movement orientations?
andersenman 28 Dec, 2021 @ 3:00pm 
One, didn't I just say only the game designer needs to know? As in, not you AND, corollary, not me?
Two, I DID provide a suggestion. "should prefer to assume level orientation", in case the big bold lettering in the thread title mysteriously managed to elude you. As in, compensate for any rotation into the overhead position so that the function of pushing Forward (or Up) on the stick remains input for Walk forward.
ChibiArcher 28 Dec, 2021 @ 3:06pm 
okay. chill down a bit, buddy^^ You said, you don't need to know how to fix your movement problem. And this is a bit problematic XD
You are the first one I ever saw who complained about both movement methods at the same time. I think that's pretty impressive and it's interesting to me.
andersenman 28 Dec, 2021 @ 3:14pm 
Correct. I, as in, the customer and user NOT involved in product design and development, but with a report on the product's use in practice, do not need to know how to FIX it. Neither do I need to explain it to someone who is not involved in product design and development, either. As such, it is a wasteful and therefore pointless exercise to continue asking me for what I neither need to nor can know. I hope this is now abundantly clear.
Last edited by andersenman; 28 Dec, 2021 @ 4:56pm
ChibiArcher 28 Dec, 2021 @ 3:20pm 
no. please enlighten me more. I'm interested in people who think the world revolves around them :)
Look : you have a problem with the movement. So you want to get a movement orientation that almost no game have. And till now noone ever complained about the movement orientations for this game till now. So your opinion could be a new and revolutionary imput to implement a new movement type for future VR games aswell. isn't that exciting? :D
andersenman 28 Dec, 2021 @ 3:31pm 
I am not in the habit of entertaining trolls, so, no.
Stonebrick Studios  [developer] 28 Dec, 2021 @ 4:10pm 
@ChibiArcher It would be nice if you'd try to stay a bit more on topic. It's a valid suggestion from andersenman, even if it might be hard to figure out how exactly to do it.
andersenman 28 Dec, 2021 @ 4:22pm 
Thank you.

To elaborate, the difference to "other VR games" may be that in cVR there is a strong focus of moving both hands equally and simultaneously (when dual-wielding tools, rather than just chopping with the dominant hand and at most idly carrying something in the other) in a wide arc of interaction (which in the hand-eye-mind reference frame still maintains the general direction of "forward"), causing the controller to point overhead and backwards, accidentally or otherwise, and if not fully then at least to some extent, like while holding it near the vertical where the direction of "forward" is practically undefined (because Stick-Up is now actual "up" and neither globally forward nor backward).

And taking this backwards-pointing of the controller at face value, uncompensated, as reference for directional input during overhead gesturing causes a sudden inversion of direction which is currently left to be consciously corrected by the player, which detracts from gameplay, especially when the player chooses the setting where Stick-Up is to remain body-forward regardless of the HMD's current view direction.
Last edited by andersenman; 14 Jan, 2022 @ 2:49am
Social 8 Mar, 2023 @ 12:16am 
Originally posted by ChibiArcher:
no. please enlighten me more. I'm interested in people who think the world revolves around them :)
Look : you have a problem with the movement. So you want to get a movement orientation that almost no game have. And till now noone ever complained about the movement orientations for this game till now. So your opinion could be a new and revolutionary imput to implement a new movement type for future VR games aswell. isn't that exciting? :D

You sir, are just a treat.
DeathDealer3357 8 Apr, 2023 @ 9:12pm 
Originally posted by andersenman:
Thank you.

To elaborate, the difference to "other VR games" may be that in cVR there is a strong focus of moving both hands equally and simultaneously (when dual-wielding tools, rather than just chopping with the dominant hand and at most idly carrying something in the other) in a wide arc of interaction (which in the hand-eye-mind reference frame still maintains the general direction of "forward"), causing the controller to point overhead and backwards, accidentally or otherwise, and if not fully then at least to some extent, like while holding it near the vertical where the direction of "forward" is practically undefined (because Stick-Up is now actual "up" and neither globally forward nor backward).

And taking this backwards-pointing of the controller at face value, uncompensated, as reference for directional input during overhead gesturing causes a sudden inversion of direction which is currently left to be consciously corrected by the player, which detracts from gameplay, especially when the player chooses the setting where Stick-Up is to remain body-forward regardless of the HMD's current view direction.
I think this is more of a design flaw on the hardware side of things rather than software. The controllers have a gyroscopic sensor in them which is how games can tell where your hands are thus making forward be wherever the controller is pointing, head tracking movement just over-rides the gyroscopic positioning making it so that no matter where the controller is facing forward on the stick is always forward. Unless you want to someone to come up with another vr accessory to attach to your torso so that you can continuously hold forward while looking around you're kinda stuck with HMD or head tracking
andersenman 9 Apr, 2023 @ 6:22am 
I thought of that, but I didn't find reason to believe that this is inherently a hardware problem or an issue insurmountable without further data. Both relative and absolute position as well as movement or acceleration should reasonably be expected to always be available at some point, either raw or after some HW or driver processing, and that's even before any button or stick input. Either way, it's still a game's motion engine's task to translate this into visual feedback (which could be literally anything, nowhere does it say that moving your actual arm must only ever control a virtual figure's arm and not something like the hue in a color palette in some psychedelic painting game controlled by expressionist dance) and the game design's and its implementation's task to do so at a level enjoyable enough to keep it a product attractive enough for purchase.

The particular issue here is that the stick input for walking is (or at least was last I played it, which has been a while for unrelated reasons) bound to the coordinate system of the controller's position in space, whereas in real life walking is done with our legs which are in an odd twist of biology not attached to our wrists where they would in a sense inherit the same coordinate system. (At least mine aren't, fellow vertrebrate organism native to this, ahem, our third planet of star 6500K, I am certainly not a visitor from what you, ahem, we, call Orion 6.)

As such, though I'm a bit fuzzy on matrix transformations, I could imagine if, just for evaluation of the up-down axis of the controller's thumbstick for forwards-backwards walking alone, the controller's rotation around the left-right horizontal axis could be ignored, or possibly absoluted if necessary, to catch all cases of being held straight ahead, straight up or down, or in overhead-reverse, the function of up-down thumbstick could be maintained sufficiently independent of controller swing to keep walk input true to intention. At least as a starting point for further investigation, but that's the beauty of beta and early access where such things can be experimented with.
Last edited by andersenman; 9 Apr, 2023 @ 6:26am
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