Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Unreal Engine Virtual Reality Quick Start Guide
  • Table Of Contents Toc
Unreal Engine Virtual Reality Quick Start Guide

Unreal Engine Virtual Reality Quick Start Guide

By : Jessica Plowman
4 (4)
close
close
Unreal Engine Virtual Reality Quick Start Guide

Unreal Engine Virtual Reality Quick Start Guide

4 (4)
By: Jessica Plowman

Overview of this book

With the ability to put players directly in the game, virtual reality gives users the chance to experience digital worlds directly. Nevertheless, many designers are unsure where to start when working with this amazing technology. With this book, you will learn user experience design processes and create immersive gameplay experiences designed for entertainment and player comfort. Using the power of Unreal Engine 4’s Blueprint visual scripting language, you will build player interaction and locomotion systems from scratch and use these flexible systems to create a sample game, as well as develop functional 2D and 3D user interfaces for players to interact with. And also learn the best practices for creating game art for virtual reality. Finally, you will learn how to test your application with your target audience and finalize your game for distribution. By the end of this book, you will have the knowledge to be able to make the leap from traditional game development to creating immersive virtual reality experiences using Unreal Engine 4.
Table of Contents (8 chapters)
close
close

Limitations of VR

Though VR is capable of delivering immersive, visceral, digital experiences to players, it is important to note that it is not without its limitations. Beyond all the RAM, processing power, sensors, cords, and controllers that VR demands, this technology has shown us some of our own limitations—the most well-known of these being VR sickness or the disconnect between what our vision is showing us and what the rest of our senses are perceiving. Most commonly felt during movement within a VR game, VR sickness, or simulation sickness, may cause any of the following:

  • Nausea
  • Dizziness
  • Disorientation
  • Sweating
  • Various other ailments

All of these things are things we don't wish to be a part of any player's experience. These can be caused by features within games that we sometimes take for granted in a non-virtual environment, such as taking control away from the player to show them a cutscene, using camera bob, camera shake, or overriding the player's field of view. Issues can also can arise from the framerate dropping too low. For this reason, we as developers must be constantly aware of our game's performance on our chosen platform. In the following screenshot, we have the recommended framerates for several of the VR headsets that Unreal Engine 4 supports:

Unreal Engine 4's VR recommended framerates, courtesy of Epic Games

Choosing a method of locomotion and turning that provides the player with a constant and steady feeling of acceleration, and is just one way to do this. Some established methods of locomotion that have arisen from development in VR techniques include cockpit-based, natural, artificial, physical, and teleportation. We will learn more about these methods of locomotion and how they might suit our game in Chapter 2, Locomotion, Design, and Starting Our Project. Other methods of controlling VR sickness include avoiding cinematic camera effects that alter the player's vision, such as motion blur and using dimmer lighting. Bright colors and blurring effects will cause players nausea as a result of eye strain. Finally, it is also worth noting that medical science has still not thoroughly studied the effects of the prolonged use of VR, as well as the issues that might arise from children regularly using the device. As designers, player experience should always be at the front of our minds, and keeping our players from being physically uncomfortable is one of the most important ways we can keep them coming back to our game.

CONTINUE READING
83
Tech Concepts
36
Programming languages
73
Tech Tools
Icon Unlimited access to the largest independent learning library in tech of over 8,000 expert-authored tech books and videos.
Icon Innovative learning tools, including AI book assistants, code context explainers, and text-to-speech.
Icon 50+ new titles added per month and exclusive early access to books as they are being written.
Unreal Engine Virtual Reality Quick Start Guide
notes
bookmark Notes and Bookmarks search Search in title playlist Add to playlist download Download options font-size Font size

Change the font size

margin-width Margin width

Change margin width

day-mode Day/Sepia/Night Modes

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY

Submit Your Feedback

Modal Close icon
Modal Close icon
Modal Close icon