Pavlov VR

Pavlov VR

Nighrix Nov 11, 2019 @ 12:59pm
Arm Rendering
If the Game gets Full Arm Rendering the Game would feel more Realistic (Better)
Last edited by Nighrix; Nov 14, 2019 @ 12:58pm
< >
Showing 1-12 of 12 comments
iinssdel Nov 12, 2019 @ 12:44am 
Inverse Kinematics
Mixon Nov 12, 2019 @ 11:41am 
Originally posted by Viper:
Kind of hard to do that (I think) when inside-out headsets and lighthouses can't detect the angle of how much your elbow, shoulder and wrist joints are bent at and the distances between each of them.

Even if you just wanted render only forearms and hands on the screen, if you only bent your wrist joint and aimed down to the floor without changing the angle of your forearm...no sort of tracking knows that your forearm has stayed in place and only your hand is pointed downwards. So if your wrist was ♥♥♥♥♥♥ at a 45ish degree angle, your forearm would go with it...and with your forearm at a 45 degree angle on your headset whilst you're looking forward...it'd look bizarre and completely unrealistic. Until more parts of our bodies are capable of being tracked by headsets or lighthouses, I don't think it's possible to make full arm rendering even close to appearing realistic.

I think it'd look way more unrealistic by trying to render a full arm that isn't even tracked compared just showing your hands. Look at youtube videos of body tracking for video game cut-scenes. Very similar idea because the goal is to render realistic arm and leg movements among other things. They have sensors on them between all of the arm and leg joints.

I hope that makes sense. Am tired. I could be totally wrong too, but that's just my thoughts as I started thinking of how it could be done.
Check out Contractors.
Nighrix Nov 12, 2019 @ 7:29pm 
Originally posted by Viper:
I kind of understand the inverse kinematics stuff, but would it work for all headsets universally if it was implemented?
Yes
Brainslug Nov 13, 2019 @ 1:50pm 
I hated it in every game so far...
Hugo Nov 13, 2019 @ 2:20pm 
Garrys Mod's VRMod has this exact feature and I think it is executed quite well. It doesnt track your elbow, but it automatically assumes a relatively good position for it at all times.
https://www.youtube.com/watch?v=aem6Sefzqao&feature=youtu.be&t=94
Since the timestamp doesnt work, skip to 1:30 to see it best
Last edited by Hugo; Nov 13, 2019 @ 2:22pm
Logahontas Nov 14, 2019 @ 12:19pm 
Originally posted by Brainslug:
I hated it in every game so far...
I agree i prefer just hands rendered and feel arms just get in the way especially when not rendered correctly
D34DP001_117 May 5, 2023 @ 9:51am 
Originally posted by Brainslug:
I hated it in every game so far...
Skill issue lmao
Brainslug May 6, 2023 @ 1:37am 
Originally posted by D34DP001_117:
Originally posted by Brainslug:
I hated it in every game so far...
Skill issue lmao
How is a limp, floating arm, not doing what my real arms do a "skill issue"?
Peh May 6, 2023 @ 7:28am 
Originally posted by D34DP001_117:
Originally posted by Brainslug:
I hated it in every game so far...
Skill issue lmao
Please elaborate.
Orgvi May 6, 2023 @ 12:57pm 
I'd love to have proper arms in Pavlov. To many games and people use the excuse of it not being perfect, but it doesn't have to be. Even then games like Bonelab show how close you can get and even that can be improved on. Without arms VR games just feel off to me.
Hawkity May 7, 2023 @ 9:19am 
I find arms in a competitive game like Pavlov to be distracting especially when the elbow tracking is poor as seen in Contractors or ghost of tabor.

Unless they implement superb elbow tracking comparable to Ready At Dawn's Lone Echo/Echo VR implementation, then I have no issues with it
ReaperOne1Two2 May 7, 2023 @ 10:27am 
Originally posted by Brainslug:
I hated it in every game so far...

This, because it never is remotely the right arm length. Always feel like I got floppy long arms on a midget body.
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Nov 11, 2019 @ 12:59pm
Posts: 12