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I'll never understand hand direction movement. Why would I need to point where I want to go? Why would I want to start moving in a direction I didn't want because I moved my hand, or tried to equip an item, or reload my gun? It makes far more sense for it to be head oriented, especially because literally almost every first person shooter in history has head oriented movement.
Not asking for a replacement, just the option.
It's easier to compensate the direction of your analogue stick in relation to your head than trying to compensate for your left hand while you're using it. For example, I can't easily keep walking forward and then reach to my waist to grab my tablet or talk on the radio on my left shoulder without influencing the direction (it actually walks you backwards). Head in comparison allows me to, if I tilt my head left, I tilt the analogue stick right.
Having to swap to my right hand to perform actions is much worse.
Other problem for you will be you will move slower when you run sideways and ofc it will look stupied on cast with character that have rigid neck so they will turn the body left then right.
Thank you, it's always a bother after I've played a lot of other games to come back to this one and have to re-adjust to the hand direction.
The body direction doesn't rotate based on where your head is looking, it's still bound to the rotation of the game. So if I'm facing north, I can influence which direction I'm walking between a 180 degrees of angle but still north, and that north doesn't change until I rotate my character using the right analogue stick. This means that animation is not affected by this, and you can still slightly change the direction a character is facing based on the head without it messing anything up.
If games checked body rotation based on hand direction many other animations would break as well, such as what happens when your left hand is NOT facing forward? Your body doesn't twist and glitch out and change based on how you bend your wrist, and the same rule applies for head direction.
I really suggest you try it out before you theorise how it would work/look, because it isn't a new concept and you can see it first hand yourself; almost every game supports it on the Oculus Store and the majority of games that don't support it on Vive/Steam are really old VR games that hadn't established standardised locomotion/controls yet, or are in early development and haven't had a chance to had it yet.
There are 3 locomotion options right now in VR for influencing direction:
There's none, so moving forward on the analogue stick always goes forward; you control rotation by the right stick so you play with your body facing forward. This allows you to do anything you want in VR while holding forward, but can be confusing to those not that experienced with analogue stick movement.
There's hand, so pushing forward on the analogue stick goes forward but is determined the way you angle your hand, so if I twist my ankle left my forward will be slightly left. This isn't that practical for those that are comfortable with movements as you can't accurately control your direction while you're using your left hand, you basically have to keep it forward and still if you don't want to lose speed, or be very precise at compensating with the analogue.
There's head, which is the default for Oculus because it originally had no touch controllers. It's the exact same premise as hand, but your forward movement is influenced based on the direction you are looking. This allows you to use your left hand freely to do whatever you want while also holding forward without losing direction/speed, but if you want to keep moving forward in one direction you'll have to tilt against whatever direction you're looking. I tilt my head 45 degrees to the left and want to keep moving in a straight line means I have to tilt my analogue stick 45 degrees to the right.
Your body rotation is controlled by two things:
1) You pressing the rotation button yourself on the right analogue stick/touch pad.
2) Calculating direction based on the tracking of the headset in relation to your controllers. If I turn my head left or right but keep my controllers forward north, it wont rotate my body's animation because the tracking system knows my direction hasn't changed. If I move both of my controllers along with my headset out of the sensors/cameras view to another direction, it moves the body because it can see that.
Rotation is not affected by these 3 locomotion styles, only you physically turning in real life or pressing the right controller to turn affects this.
Thank you guys for listening and keeping the post alive.
I would prefer to have "disabled" as an option - i can look around and have my hands any direction and still use the trackpad / thumbstick to go in the direction i want. Its really evident when im trying to play with a gun stock attachment, i have to hold the attachment in an unnatural position to move properly, otherwise i drift a bit an run at an angle and slowly too.
CF Skidrow - there's a game called Zero Caliber that allows you to switch between hand and head direction and for me, with that game, the head movement was more tolerable. So if disable isnt an option i can at least try something else.
This is exactly what i wrote about you have a stiff neck so when you look 90degree left your body turn left with then mean to move "forward" you have to hold moment to the right with then mean your character is walking sidways. There is no way for a game to guess what you want to be forward it have to be your head (headset) or hands (controllers) its the only 2 things the game know were they point.
Also, all of the other shooters I've played in VR have had this option. These are H3VR, Contractors, Wardust, Zero Caliber, and the one I have played the most, Pavlov.
The big problem really is that hand direction limits your ability to perform tasks with the left hand while keeping direction accurate. Having head direction or no direction is desirable due to that.
Btw Onward became know for making the best movment system for headset tracking is so bad for you cant look were you want.