Cutscenes in VR
Racer1
Join Date: 2002-11-22 Member: 9615Members
I've been thinking about the problems with cutscenes in VR and think I have a reasonable solution. Its allows the VR and regular display versions to show nearly the same content, without considerable effort:
This is to be used when desiring to display content that takes (temporary) control of the VR player view independent of player movement input. A typical case would be a cutscene or in-game animation that would move and/or orient the VR player's view.
When wanting to take control of the VR player view, transition ("zoom out") the view such that what was originally displayed in full vision is now displayed on a "2D display" that the VR player can see in 3D space. From this point, the player's own head movements are disconnected from the 2D displayed scene, and player movement is optionally locked. If the player were to move their head, the 2D display would parallax in accordance with that movement. To the player, this would feel similar similar to watching a TV. Now, the game can show the cutscene/animation on that 2D display. Once the sequence is complete, the game can transition ("zoom in") the view back to a normal 3D display view, and return control of movement back to the player.
- I call this my "Aaron Step Back!" method. UWE can use this in Subnautica if they want.
This is to be used when desiring to display content that takes (temporary) control of the VR player view independent of player movement input. A typical case would be a cutscene or in-game animation that would move and/or orient the VR player's view.
When wanting to take control of the VR player view, transition ("zoom out") the view such that what was originally displayed in full vision is now displayed on a "2D display" that the VR player can see in 3D space. From this point, the player's own head movements are disconnected from the 2D displayed scene, and player movement is optionally locked. If the player were to move their head, the 2D display would parallax in accordance with that movement. To the player, this would feel similar similar to watching a TV. Now, the game can show the cutscene/animation on that 2D display. Once the sequence is complete, the game can transition ("zoom in") the view back to a normal 3D display view, and return control of movement back to the player.
- I call this my "Aaron Step Back!" method. UWE can use this in Subnautica if they want.
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