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John Carmack
John Carmack
John Carmack
Verified account
@ID_AA_Carmack

John CarmackVerified account

@ID_AA_Carmack

Oculus VR CTO

Joined August 2010
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    John Carmack Verified account ‏@ID_AA_Carmack 8 Jan 2015

    Stick yaw control is such VR poison that removing it may be the right move -- swivel chair/stand or don't play.

    • Retweets 62
    • Likes 97
    • repeat Zettabyte Phillip Deans Richard Whitelock Jake Harvey Jordan Fish SajBear Devindra Hardawar Rainne
    9:16 AM - 8 Jan 2015
    62 retweets 97 likes
      1. Andre Infante ‏@AndreTI 8 Jan 2015

        @ID_AA_Carmack if you haven't, experiment with quantized, high speed turns using bumpers. Entirely eliminated nausea for my testers.

        0 retweets 1 like
      2. View other replies
      3. John Carmack ‏@ID_AA_Carmack 8 Jan 2015

        @AndreTI Quantized snaps probably is the best default stick behavior, but I want to encourage users to rotate in reality when possible.

        0 retweets 0 likes
      4. View other replies
      5. Andre Infante ‏@AndreTI 8 Jan 2015

        @ID_AA_Carmack Totally fair. Gamer instinct to lock neck and steer with stick is bad for both immersion & nausea.

        0 retweets 0 likes
      1. Kyle Franz ‏@OniGumby 16 Jan 2015

        @ID_AA_Carmack How do I turn around without getting tangled?

        0 retweets 0 likes
      2. John Carmack ‏@ID_AA_Carmack 16 Jan 2015

        @OniGumby no wires on GearVR

        0 retweets 0 likes
      3. Kyle Franz ‏@OniGumby 17 Jan 2015

        @ID_AA_Carmack True, but I'm not quite ready to pony up that amount of cash. :)

        0 retweets 0 likes
      1. Paul Bettner ‏@paulbettner 14 Jun 2015

        @ID_AA_Carmack @heybrucewright or design levels that don't require camera rotation (as seen in Super Mario 3D World... and Lucky's Tale!)

        0 retweets 2 likes
      2. Darshan Shankar ‏@DShankar 14 Jun 2015

        @paulbettner @ID_AA_Carmack @heybrucewright one of my prototypes successfully yaw rotates VR camera without nausea. (quick writeup incoming)

        0 retweets 3 likes
      3. View other replies
      4. Darshan Shankar ‏@DShankar 14 Jun 2015

        @paulbettner @ID_AA_Carmack @heybrucewright A perception hack for rotating a VR player without causing discomfort: http://dshankar.svbtle.com/vr-camera-rotation-without-nausea-a-counterintuitive-discovery …

        0 retweets 0 likes
      5. Darshan Shankar ‏@DShankar 14 Jun 2015

        @paulbettner @ID_AA_Carmack @heybrucewright I cheated. The player can control rotation with thumbstick, no rotation is perceived=comfortable

        0 retweets 0 likes
      1. matt ‏@still 8 Jan 2015

        @ID_AA_Carmack The Oculus Rift is a seated experience.

        0 retweets 4 likes
      2. Show more
      1. Kyle S. ‏@optshiftk 8 Jan 2015

        @ID_AA_Carmack That sounds rather impractical for people with mobility problems.

        0 retweets 2 likes
      2. Kyle S. ‏@optshiftk 8 Jan 2015

        @ID_AA_Carmack How about advising devs to use head rotation for yaw, and stick control to extend range (or map directly for disabled users)?

        0 retweets 0 likes
      3. Terry Hendrix II ‏@Terry_Hendrix 8 Jan 2015

        @optshiftk @ID_AA_Carmack Stick is best used in relation to head yaw it seems. Forward is always forward this way too. ;)

        0 retweets 0 likes
      1. Steffen Hein ‏@sth519 8 Jan 2015

        @ID_AA_Carmack True. Do more direct approaches like the pads on the steam controller work better? Just 1 level of indirection instead of 2.

        0 retweets 0 likes
      2. Dave Buchhofer ‏@vsaitoo 8 Jan 2015

        @sth519 @ID_AA_Carmack Not as well as you'd think, however, using Hydra and physically moving arm to control it is quite usable by most.

        0 retweets 2 likes
      1. damon reece ‏@demanrisu 8 Jan 2015 California, USA

        @ID_AA_Carmack Is there no room for both? Add option to remove gyro movement and have rotation solely bound to controller sticks.

        0 retweets 0 likes
      2. damon reece ‏@demanrisu 8 Jan 2015 California, USA

        @ID_AA_Carmack It's just that, as another commenter replied, VR could be *huge* for people with mobility problems. But this is bad

        0 retweets 1 like
    1. ★ Thomas Pasieka ‏@ThomasPasieka 8 Jan 2015

      @ID_AA_Carmack Sorry but that's not a real solution but an easy way out of a problem ;) Taking away by removing isn't quite right I think.

      0 retweets 1 like

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