![]() SteamVR also supports Standing-Only VR which is simply defined as a 1 meter diameter circle.įirst let's look at the most common specific Play Area sizes used in SteamVR (all units are meters):Īs implied by 18.5% using Standing Only, there are 81.5% using a Play Area 2 x 1.5 meters or larger. Some VR content is designed to scale based on the Play Area size, effectively giving the best experience to players with a large Play Area while still supporting a smaller minimum size. Room-scale VR requires a minimum of 2 x 1.5 meters, but VR applications may specify a larger minimum required size. Control microphone as push-to-talk or push-to-mute via VR controller button. Control audio devices, volumes and mirror devices. Display several performance statistics and other statistics (e.g. Floor height fix, for knuckles and wands. It's a rectangular area that players keep clear from floor to ceiling and developers keep their required interactive objects within. Temporarily move and rotate the playspace. ![]() If you're new to VR, here's the basics for how a Place Space is defined. Whether it was the Vive with 1.0s or my Index with 2.0s, if I stood in the center of my playspace and rotated my body so that my controllers became occluded from one base station and were now being tracked by a single one, I saw a judder and jump, with choppy tracking of my hands that looked a lot like framedrops. Now we have SteamVR data to share from the first 2 months of Rift and Vive usage! Early developers have asked us what Play Space sizes to target and support, but we've hesitated to make recommendations based on speculative research and surveys. A unique requirement of room-scale VR is the physical space necessary to interact with the virtual space.
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