2/21/2023 0 Comments Play hard rock racing games![]() It was decided to remove as much of the OSD as possible while in VR but we allow the player to turn each element back on and reposition it exactly to their liking in the OSD customisation option. We also wanted the player to really feel like they were sitting in an F1 cockpit, and one thing that detracted from that total feeling of immersion was floating on-screen display (OSD) elements in the headset. To solve the issue, we turned off these features by default in VR and added options if the player wants to override the settings. These features allow the player to see all the action as if watching on TV, while awesome in the standard game, pulling the player from the cockpit while in VR could feel disorienting. So, the first part of development was calling out these features and prototyping solutions.į1 22 also has the addition of broadcast Safety Cars and Pitstops this year. ![]() Do we let players play with a chase camera? Does Time Trial need to start from a standing start to reduce any player motion sickness? Do we need to fade out serious crashes to shelter players from the shock of crashing into a wall? There were so many things the standard game does really well that might not feel right in VR and we needed to find the answers. UVR: What kind of optimizations did you have to make to the game to get it working in VR?ĭavid Williams: In the initial stages of development, we had a lot of discussions about what we wanted the VR experience to be. F1 22 has a fantastic dynamic weather system, which when experienced in VR, really gives the player the fear of what it’s like to be surrounded by other cars while engulfed in the spray coming off their tyres. Only in VR can you truly understand how steep Eau Rouge at Spa really is, or the scale of the Hard Rock Stadium in Miami. The player can really immerse themselves in being a Formula 1 driver, taking in the huge amount of detail we put into the creation of our cars along with the sheer scale of the circuits. LM: VR brings an intense, exciting, and realistic on-track experience which is perfectly suited to a single seater racing cockpit. UVR: What do you think VR adds to the F1 experience? Having worked with them on VR in our DiRT series, we were confident that they would really deliver for F1. We knew that working with the team at Behavior Interactive would give us a real head start on VR in F1. Lee Mather: For any new feature we introduce into the F1 series, we need to be sure that we’ll be able to deliver it to the high standards which we set for ourselves. UVR: Why was now the right time to bring VR to F1? ![]()
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