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Eve Valkyrie Oculus Touch
eve valkyrie oculus touch


















  1. #Eve Valkyrie Oculus Touch How To Select A
  2. #Eve Valkyrie Oculus Touch Crack And In
eve valkyrie oculus touch

There’s some heavy hitting gaming action comingWe’ve already seen plenty of cool VR gaming demos on the Oculus platform but the list of titles getting an E3 airing is pretty exciting.EVE: Valkyrie from CCP Games, Chronos from Gunfire Games, Damaged Core by High Voltage, VR Sports: Challenge by Sanzaru, Esper from Coatsink, AirMech by Carbon, Lucky’s Tale from Playful and Edge of Nowhere from Insomniac Games will all be on show at the big LA gaming expo next week, and the company also announced a $10 million fund to accelerate indie developers.Actually, what we discovered about the actual launch date and pricing of the Oculus Rift was pretty minimal. The company merely confirmed earlier reports that the headset will go on sale in the first quarter of 2016.There was no specific date given and no price details at all although we’re looking at an all-in price of around $1,500 – according to CEO Brendan Iribe. This price point includes the Rift VR headset, 3D positional sensor, remote, cables, a single Xbox One controller, EVE: Valkyrie, and Lucky’s Tale. The content we produce is obviously not free of use should you want to upload our videos on your own website or YouTube channel.EVE: Valkyrie was designed to be played with a controller, and the developers spent a lot of time making sure flying your ship with one felt as smooth and intuitive as possible, and heres the problem with using Oculus Touch: motion controls simply dont give you the precision you need in Valkyrie. We now also produce HDR videos, which can only be enjoyed by those who own compatible televisions. At a time when Youtube's subpar video compression has become the norm for most people on the Internet, we refuse to give up quality without a fight.

You can imagine how excited I was when they announced EVE Valkyrie for the Oculus Rift. I still remember the first time I saw the game, the scale of the open world was mesmerizing. I am a huge fan of the EVE Online universe. The Oculus Touch controller duo was unveiled at the event: hand-held grips that track gestures such as pointing, moving, and thumbs ups.

Eve Valkyrie Oculus Touch How To Select A

At first, I couldn’t orient how to select a menu as I expected to be able to use the touch controls for that. I got my hands on Valkyrie at the time when the game was already supporting touch. Consequently, when the game was released for PC and PS4, the interaction patterns were easy to adjust. This being said let’s look at some good practices in Valkyrie! Game InteractionsThe game was released before the Oculus touch controllers were introduced, so all interactions were designed for gamepad and gaze selection. Designing a UX that works both for VR and non-VR platforms is a topic I am very passionate about and plan to build on it in an upcoming article on how the Witcher 3 UI could be re-designed to be VR-ready. I decided to review the EVE Valkyrie UI and UX because the game is a great example of truly cross-platform UI.

This is because the game could not track where exactly I was looking at. You can see in the screenshot how both buttons on the back row seem to be selected simultaneously. The main menu was split into two rows of tabs, located in front of each other which made selecting the right button quite challenging. Still, being aware of this technique did not make navigation much easier. I actually had to leave the game and research a bit to realize that I had to gaze into a menu in order to select it.

How to achieve VR immersion?EVE Valkyrie is one of the first AAA VR titles. The best hover effects I’ve seen so far use a combination of visual cues such as glow, pop-up, underlining and sound. Designing a good hover effect is key for VR because it helps inexperienced users get used to the controls. It was distinctive and smooth using both a visual cue and sound effect. In the case that you target Gear VR or Cardboard – make the buttons large and leave a significant distance in between them.In the gif above you can see how the hover effect looked like.

eve valkyrie oculus touch

It increases the immersion by making it easier for the player to associate with the character. Game designers discovered that by allowing the players to personalize their character, they improve the user engagement and the player motivation to return to the game. Still, personalization/ character customization is a powerful user experience technique which is why I want to focus a bit more on the benefits it brings. Still, if you start from the opposite direction – 2D UI to VR, there are many potential pitfalls that could ruin the experience – for example positioning UI elements so that they fall outside of the focus zone of the player in VR.The character customization system in Valkyrie unlike the one in EVE Online is quite basic. If you think about it there is no reason for this UI not to work for 2D screens as well, just the experience would not be that cool as in VR. The UI is clean, minimalistic and makes a good use of the 120-degrees view by arranging all available spaceships in a carousel.

If the user height is likely to affect the experience a good practice would be to offer the option of adjusting the point of view before starting the experience. One difference is the player height – while this does not matter on PC, it is essential for VR as some users might be very short, while others could be quite tall. The view you see in VR is pretty similar to the one you see on a PC screen. Imagine browsing in VR, should you be able to build a persona once and use it to log in to different websites or even make payments? Or should there be a separate avatar system for each website that regards this a crucial part of the experience (Twitter, Amazon, Tinder)? Player position and locomotionOne of the big reasons why the UX and UI of EVE Valkyrie translate so well to non-VR is that your character is seated during the whole time. Especially in the cases of social or collaborative experiences, being able to bring your personality in VR is crucial for a good user experience.When we talk about VR browsing, I see the creation of a consistent virtual personality as potential problem browser vendors or third parties should look to resolve.

In-flight UXAs said already, the in-flight experience of Valkyrie is designed to make you feel like a true pilot. I wonder whether the locomotion problem was the reason why CCP decided to close their VR studios and shift focus back to PC and mobile. Alas, I do not have the ambition to become an Airforce pilot, thus I intend to continue playing the game on PC. It’s true that the motion sickness got better with time – the third time I managed to chase enemies for 15 minutes before giving up. Having something static in front of you should reduce the motion sickness they said… but not really.

Eve Valkyrie Oculus Touch Crack And In

I honestly could not pay attention to anything else, the battle was that intense.I loved the way in which the character health was communicated – when your ship is hit a red glow appears around the edges of the cockpit, then an alarm turns on, the glass starts to crack and in the end breaks apart. The second thing was a number of red triangles guiding me towards the position of the other players. All ships were marked with an energy trail – blue for my team and yellow for the enemy which really helped me orient in the complete chaos of the battle. If we were playing multiplayer it would have been hard to follow a team chat, maybe a better practice would be to move this communication to a voice chat.There were two things I found particularly helpful. I could read it only if I was looking straight into it and I did not have time for that. The only thing that did not make sense was the battle log which was placed in the upper left corner of the screen.

The basic is that achieving targets you can win or also purchase a secret box containing random items to enhance the game. Of course, I got used to the reversed controls after a while but UX which makes the user feel stupid is generally bad UX.Despite the inverted controllers and the motion sickness, I got my first big victory on the third attempt playing the game.I completed the combat arena training simulation by shooting down 5 enemies and won a capsule!Rewarding players with loot boxes is a popular game mechanic used in many titles including Overwatch, Counter-Strike: Global Offensive, DotA 2. At first, I thought that the problem was me but when one of my colleagues tried the game his experience was the same.

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