There isn't much point in having artificial head movements in a VR context since the player will be providing all the "natural movements". already.GooberMan wrote:The good thing about VR is that the option to disable things like this should become more common. Anything that isn't the player's own physical head causing head movements tends to be massively disorienting.
Head movement in first person games
- MetroidJunkie
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Re: Head movement in first person games
- Caligari87
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Re: Head movement in first person games
Except the player isn't actually... y'know... running I'd much rather some visual feedback on my character than nothing, even in a VR context.
Then again, I've never had a problem with motion sickness in any context, so maybe that's just me.
Then again, I've never had a problem with motion sickness in any context, so maybe that's just me.
Re: Head movement in first person games
I like it but I prefer it low. I already move my mouse (and my actual head) a lot when playing , hehehe.
- leileilol
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Re: Head movement in first person games
u should play strafe it has the old school head movement when you get hurt your head sudenly tlit's!!!! like it is a 1996
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Re: Head movement in first person games
we need a duke mighty can-can with screenbobbing
Re: Head movement in first person games
Yeah man I remember in quake 1 if you get shot with a nail your camera tilts 120 degrees to one side and back again in 0.2 secondsleileilol wrote:u should play strafe it has the old school head movement when you get hurt your head sudenly tlit's!!!! like it is a 1996
I think that's what necks do
Last edited by Medicris on Wed Apr 15, 2015 3:40 am, edited 1 time in total.
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Re: Head movement in first person games
Should be timed with playerpawn steps, ideally aligned with actual head movement.
If any adjustments, should be slightly (or not so slightly) less than what the player model is actually doing, since we've got all sorts of muscles and involuntary reflexes and ways our eyes and brains automatically adjust so we don't see the shake in our ordinary movements.
First vid makes me think of someone holding a phone in front of them.
If any adjustments, should be slightly (or not so slightly) less than what the player model is actually doing, since we've got all sorts of muscles and involuntary reflexes and ways our eyes and brains automatically adjust so we don't see the shake in our ordinary movements.
First vid makes me think of someone holding a phone in front of them.
Re: Head movement in first person games
I don't actually play modern games so I didn't even know this existed until now, and after seeing the video, it kinda looks like the player has a really long neck
Re: Head movement in first person games
I like having an option to disable the headbobbing for the sake of people who are easily motion-sick, but otherwise love it. I can't play GZDoom anymore without gz-qtilt.pk3 + mousemovetilt.pk3 + realAim.pk3.
That much said, it seems redundant to include it in VR games so I'd vouch for removing it from VR games.
That much said, it seems redundant to include it in VR games so I'd vouch for removing it from VR games.
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Re: Head movement in first person games
Got links to those, Big C? I've never heard of those last 2 before.
Re: Head movement in first person games
Mousetilt: http://forum.zdoom.org/viewtopic.php?f= ... 15#p814093Vaecrius wrote:Got links to those, Big C? I've never heard of those last 2 before.
Real aim: http://forum.zdoom.org/viewtopic.php?f= ... 60#p826504
Both of these + Nash's QTilt mesh very nicely with Hideous Destructor.
The real aim module is interesting: Basically it makes your center-of-view drift when you move, and makes it drift farther and faster the faster you move. And it doesn't even interfere with certain features of Hideous Destructor! (i.e. the need to keep the T-Buster steady for the lightning bolt to properly proc). I know that Hideous Destructor already has some ambient screen wobble but this makes it even more lifelike and, as mentioned, doesn't interfere with the gameplay any.
- Caligari87
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Re: Head movement in first person games
Pretty sure Mousetilt actually includes QTilt already, so you don't need to load both. May be worth checking on that, I'm not sure.
Re: Head movement in first person games
AaaaaaaHA! You are correct! I mistakenly assumed otherwise because I misread Ral22 and Nash's wording in those post. Now I can declutter my ZDL load order a little! Thanks for the catch!Caligari_87 wrote:Pretty sure Mousetilt actually includes QTilt already, so you don't need to load both. May be worth checking on that, I'm not sure.
- MichaelDoomsen
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Re: Head movement in first person games
The Chronicles of Riddick Escape from Butcher's Bay had fun first person view.
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Re: Head movement in first person games
Adding both links to the OP in the HD thread.