![]() This is just the space around the lenses on the inside of the headset. This is why you often have a black “border” when using VR, around the lenses you’re looking through. The types of VR headsets available for consumers at the time of this writing have a field of view which is smaller than what you can see with your eyes, meaning that the VR environment doesn’t fill, or match, your eyes’ field of view when using the headset. In the context of VR headsets, the field of view refers to everything you can see in the virtual world at any given moment while using the headset. In the context of our eyes, our field of view is everything you can see at any given moment. FOV (Field of View)įOV is short for field of view. So you have the basic premise of VR down, but you still have some terms or concepts that need clearing up. In some cases, the controllers deliver virtual representations of your hands to manipulate the environment and objects within it in ways similar to the real world. Sometimes you’ll have a controller in each hand to control aspects of the experience. In most cases, VR experiences will also have a method for you to control or select things within the simulated environment. Some headsets, however, track more movement than others. A pair of lenses are typically fixed between the panels and your eyes, blocking the outside world, to make it appear as if what you see through the headset is your entire world.Ĭritically, all headsets track your movement so the image you see adjusts accordingly. These VR headsets consist of a screen (or two display panels, one for each eye) housed in a frame (or headset) strapped or fitted to your head. This is usually (but not always) delivered through head-mounted hardware that tracks a person’s movements. VR, short for virtual reality, allows people to be fully immersed in a fabricated environment. If you don’t know where to start with VR, you will now.įor further reading, be sure to check out our New to VR? section of the site. We’ll explain basic VR concepts, terminology and most of the major headsets on the market. With this guide we want to cover all the basics. Conversely, some people are aware of the major headsets but still struggle with some of the technology’s concepts and terminology. Some people have a basic understanding of the technology but aren’t up to date with the current products available on the market. If you dont want to use this feature, and you have a control scheme set up where directional movement doesn't overlap with anything, then simply leave this action unbound.We often get asked, both in professional and personal settings, where the best place is to start with VR. If directional locomotion is disabled, then the teleport & rotate controls behave as normal, and trigger doesn't need to be held. ![]() This means that the D-pad is used for directional movement, but if you hold the trigger then the D-pad is instead used for teleporting and rotation. The "use alt control scheme" button is bound to the trigger. ![]() The D-pad is used for directional movement, but it is also used for teleporting (up/down) and rotation (left/right). ![]() So this means that if you choose to bind this action then this button must be held to use the teleport & rotation controls if trackpad locomotion is enabled.įor example, in the default Vive bindings: The solution for this is to have an extra button that can be held to switch between control schemes. the default Vive bindings) the directional movement controls overlap with the teleport & rotation controls. ![]()
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