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Mastering Oculus Rift Development

You're reading from   Mastering Oculus Rift Development The next frontier of gaming and simulation

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781786461155
Length 306 pages
Edition 1st Edition
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Author (1):
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Jack Donovan Jack Donovan
Author Profile Icon Jack Donovan
Jack Donovan
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Table of Contents (11) Chapters Close

Preface 1. Exploring a New Reality with the Oculus Rift FREE CHAPTER 2. Stepping into Virtual Reality 3. Improving Performance and Avoiding Discomfort 4. Interacting with Virtual Worlds 5. Establishing Presence 6. Adding Depth and Intuition to a User Interface 7. Hearing and Believing with 3D Audio 8. Adding Tone and Realism with Graphics 9. Bringing Players Together in VR 10. Publishing on the Oculus Store

Enabling interaction with gaze-based mechanics

If you've played a video game before (chances are high if you're reading this book), navigating with W, A, S, and D might seem familiar. It's a proven input method that has been a solid common denominator for many keyboard-operated games. However, VR enables us to implement input methods that haven't been possible before now, for instance, using your eyes.

One of the simplest ways that gaze is used in virtual reality experiences is to teleport or jump from point to point. This is sometimes seen as more ideal than the movement we implemented in the last section since any kind of smooth locomotion without a response from our inner ear can make us feel nauseated.

Gaze-based teleporting circumvents this issue by instantaneously moving the player to whatever point they were looking at when a key or button was pressed. Because there's no perceived inertia, there is no eye/ear disconnect; the player is stationary throughout...

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