Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The player doesn't need to see their own body, though. That's the issue.
Most VR games in my experience don't include a full body precisely because it's immersion breaking when it doesn't line up with the player's physical body. It's a poor VR design practice, which is why most games don't do this.
Until we get proper full body tracking, there isn't a real way to "do it right". That's why it's best left out until the technology is in place to do it properly.
Exactly. Which is why developers shouldn't try to create artificial bodies for players in-game.
Because there is no way to do it without better tracking of different physical body parts. Right now there are only three points of tracking VR: left hand, right hand and head. Meanwhile, the human body has umpteen different articulations of hands/wrists, elbows, shoulders, head/neck, waist, hips, knees, feet...
There is no point trying to put an artificial body in-game since it's never going to track 1:1 with current technology.