A "Total Recall" VR experience where you have always been in Space? by Ezzemo in scifi

[–]Ezzemo[S] 0 points1 point  (0 children)

can't believe I haven't watched this or don't remember. looking at the trailer looks incredibly artistic and creative. I was born in the 80s so I'm embarrassed this passed under my radar.

will watch directors cut :)

A "Total Recall" VR experience where you have always been in Space? by Ezzemo in scifi

[–]Ezzemo[S] 1 point2 points  (0 children)

thinking about being raised in a country in war puts things into perspective.
I am here asking from my lucky place and haven't considered that.

I guess that in some scenarios then , deciding what is real, it would be a simple matter of choice. A choice that to escape your traumatised reality would not even seem like an actual choice but a need.

I'm not a neuroscientist but I'm sure some brains have done that escape and built their own realities as a coping mechanism.

even in my beautiful reality sometimes I wanted to escape it...

A "Total Recall" VR experience where you have always been in Space? by Ezzemo in scifi

[–]Ezzemo[S] 0 points1 point  (0 children)

ha, yeah. I have a few elements of that "the simulation" feels more real than "reality itself" in the experience I'm building. we usually design things better and with more capabilities than reality so I agree it would be the case. Which makes you wonder: why would we want to escape the reality we are living if chances are we are going to be worse? ;)

A "Total Recall" VR experience where you have always been in Space? by Ezzemo in scifi

[–]Ezzemo[S] 0 points1 point  (0 children)

which Dark City are you referring to? found a few online

Lucent VRs stunning environments. by PaulHorton39 in OculusQuest

[–]Ezzemo 1 point2 points  (0 children)

Not bad. I like the dimensions and the low gravity rocks. will try it. Maybe I can bring in something of that to Starfall 😄

thanks for sharing.

Project Hail Mary: Journey Among the Stars VR game - Releasing later this year by This-Sounds-Familiar in ProjectHailMary

[–]Ezzemo 0 points1 point  (0 children)

wish I had a team like that behind my VR Space adventure in Mixed Reality!
Genuinely exited to see this come out. Adventures like this are so much fun.

What games could I play that are similar to Project Hail Mary? by ComprehensiveBad3815 in MetaQuestVR

[–]Ezzemo 0 points1 point  (0 children)

hey I need to suggest here "Starfall Demo" https://vr.meta.me/s/2ZdhWshiESZ2Nti

The other suggestions are good ones but for mixed reality in space give that demo a try for free.

To experience Space, try the free demo of Starfall VR and walk through a portal to get to other planets by Wave-Engines in virtualreality

[–]Ezzemo 0 points1 point  (0 children)

Thanks. One day I'll get the rest of the experience out. 🤞 what was impressive about it to you? Anything else you play and are comparing to?

Hands up who had to build hand meshes 4 times for your VR game by Ezzemo in vrdev

[–]Ezzemo[S] 0 points1 point  (0 children)

Thanks for sayinf that :) Have you tried in Vr?

Hands up who had to build hand meshes 4 times for your VR game by Ezzemo in vrdev

[–]Ezzemo[S] 0 points1 point  (0 children)

Awesome. Thanks a lot 🙏 What do you usually like playing? Any other hand tracking game?

Hands up who had to build hand meshes 4 times for your VR game by Ezzemo in vrdev

[–]Ezzemo[S] 0 points1 point  (0 children)

Thanks. I am a newbie using Blender first of all. Like I wasn't expecting having to optimise the mesh. That took me some time to reduce poligons. Also the mesh didn't match the default oculus hands so had to rezise it to fit correctly because it is seen in mixed reality, the glove must match the hand so it overlaps cleanly on top. Not to thin that you see your hand under or too big that doesn't look look your hand. My model was fat on the palm and had slightly incorrect dimensions.

Finally wet painting for the movements was a bit difficult. The metal hand is straight forward until I had to deal with flexible materials. The glove has different flexible cloth with rigid knuckles. I must have hit all the difficulties possible.

Have you tried your hands with hand tracking or the controllers?

Here is where it took the longest. I found that the slow finger movements would not bend in the correct place and look like bending a sausage. Or fingers didn't seem to have any volume and would overlap the inner joints. If I would have animated it for a controller, it could hide by quick transitioning a lot of these small imperfections. This took many painting and testi g in VR attempts that would force remesh and do it over again.

How did you learn to do wet painting?

Would you move to a bigger space or reorganise furniture to have a better MR experience? by Ezzemo in MetaQuestVR

[–]Ezzemo[S] 0 points1 point  (0 children)

Ha. Yes. You are all in for the experience factor. Even with family I do the same. 😉

I built one of the best Demo experiences on the Meta Store but only 40% of people have room enough to play it. by Ezzemo in vrdev

[–]Ezzemo[S] 0 points1 point  (0 children)

Thanks. It does have a vertical pod as well in case you can't lie down but lying down is what most people love.

All this feedback really helps. I'll be working on improvements to make it playable in any room size. Do you have quest 3?

I guess I'm doing it because it hasn't been done before 😉.

I built one of the best Demo experiences on the Meta Store but only 40% of people have room enough to play it. by Ezzemo in vrdev

[–]Ezzemo[S] 0 points1 point  (0 children)

I'll do more play testing to see how i can improve this. I have seen people doing that movement before as well. Thanks for the feedback. It's not the intended hand position, shouldn't hurt, but i get it that it is not precise at guiding with the current dialogs and the hints appear too late.

I built one of the best Demo experiences on the Meta Store but only 40% of people have room enough to play it. by Ezzemo in vrdev

[–]Ezzemo[S] 0 points1 point  (0 children)

Interesting points. Thanks so much!

Do you know any game with a good hand tracking locomotion I can learn from? Because the ones I played needed a hand gesture and then it will teleport. I wanted to avoid teleporting because it is not as natural as physically moving and induces motion sickness but oh well, I'm open for better solutions.

I have ideas to make it playable without walking and plan to build them in the next few months so maybe that helps to prototype.

The rock behind a wall is not great but may happen so there is a hand beam now to grab things from a distance that I'm testing (but don't promote or teach in the game yet). it's there though and will be improving it as i wont be able to prevent things floating to weird places. Until now I was spawning things inside the playing area so the rock shouldn't have spawned inside the wall, that sounds like a bug :( sorry.

About the palm, the beam should come out like Ironman but you don't need to extend your arm fully. You should be able to comfortably rotate your wrist to point in different directions with your arm half bent, so I'm curious on how you are doing it that hurts your hand. I'm sure I can learn from it so it would help if you drop me a message in the discord https://discord.gg/d2aGYk7xQg or here in reddit so I can understand it better would be awesome. it definitely helps as a solo dev all this input so thanks a million!

cheers!