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Something that occurs to me as I explore the available programs for my (newly purchased) Oculus rift, Is that creating a model to really take advantage of a virtual world is probably a much different experience than designing for a flat monitor.
This is driven home by the details on the planes of Aerofly FS 2, not just in the things you expect like toggle switches, but in 3D rivets within the cabin, dials with actual depth rather than a flat texture, etc.....
Stuff my attention was never drawn to on a flat screen.
It makes me wonder if the design process for a model produced for a truly 3D world would of necessity require more details, or if standard practices would apply, especially in things like shadows, transparency, reflections.........
The fact that you can actually get up and wander the cabin, with a Vive..... (and soon with the oculus, too)
Which can reveal nasty shortcuts.
A glaring example is in on a certain racing game transferred to Oculus that was never designed for the freedom of movement the 3D headset supplies.
Users have found that now that they can swivel their heads to look behind them, they discover that the rear/back end of the car was never modeled!
Have any of the designers here given very much thought to VR?
This is driven home by the details on the planes of Aerofly FS 2, not just in the things you expect like toggle switches, but in 3D rivets within the cabin, dials with actual depth rather than a flat texture, etc.....
Stuff my attention was never drawn to on a flat screen.
It makes me wonder if the design process for a model produced for a truly 3D world would of necessity require more details, or if standard practices would apply, especially in things like shadows, transparency, reflections.........
The fact that you can actually get up and wander the cabin, with a Vive..... (and soon with the oculus, too)
Which can reveal nasty shortcuts.
A glaring example is in on a certain racing game transferred to Oculus that was never designed for the freedom of movement the 3D headset supplies.
Users have found that now that they can swivel their heads to look behind them, they discover that the rear/back end of the car was never modeled!
Have any of the designers here given very much thought to VR?
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