[Thinking of a Rift, Omni and Delta Six combination,] will we be able to have decoupled mechanics in FPS mode for a true immersive VR experience? As we are walking straight forward, can we look in any direction while firing our weapon in an opposite direction?asked by Razer Xerox
TL;DRRoberts says yes, aiming will definitely be decoupled from head direction in first person, with gun aim tied to the controller or weapon, not where the Rift looks.
Well, no, the answer is yes. Some of the Rift implementations that were done on Doom and some of the other stuff were not, in my mind, the best way to do the VR representation. The Oculus Rift should be about where your head's looking. Where your gun is aiming should not be tied to where your head's looking; it should be tied to where you're holding it. So if you were just using a gamepad in the Rift, one of the ways is one of the sticks would control which way your gun aimed, and the other stick would be controlling which way you walked, and then the Rift would be where you're looking. If you add a gun that you can have the feedback of its direction and an Omni treadmill, then yeah, same thing. So yeah, it will definitely be decoupled. I mean, the system's set up to be decoupled. It's just a bad interface implementation that you've seen on some early Rift stuff, which makes the experience kind of weird, because it's weird for me to move my head to aim a gun if I'm in first person mode. I understand it if I'm piloting a spaceship and that's how I'm tagging targets, which is kind of what the EVA thing was, because that makes sense. That's how, say, an Apache helicopter manages its gun, but it doesn't make sense in first person. So no, it's definitely decoupled.