Originally Posted by
VirtuaTyKing I couldn't understand why some Vive game's exceed the min play area requirement's when they could just add teleportation instead. At least as an option.
I stumbled across a post on the steam forum's from a dev asking for help with setting up room scale boundary's for his game.
Is the room scale process a major hurdle?
I mean the whole process for making a VR game must be very complex in general but is Valve lacking in their support for devs?
Great question.
Out of the box, Steam doesn't do anything to really help you with roomscale. They draw an arbitrary room size that is different for every user. And it isn't easy to adjust a 3D room to their scale.
There is a toolkit we can install, however, that extends this. It provides teleportation methods for us (yay) at a cost of distraction, multipliers on the room size (so when you walk, you move twice as far) at a cost of realism, or when you near a boundry the room 'moves' at a cost of nausea.
The short answer imo though is they still haven't solved the room scale issue. And yeah SteamVR support doesn't exist. When I worked with their API last, I had to rewrite large chunks of it to make it perform better.
The bigger challenge, is as a developer, only Steam has the notion of room scale, and it accounts for ~1% of VR players. So most developers 'bolt it in' quickly and ugly. We lost about a month in development just perfecting the SteamVR experience but your average game company won't spend more than 3 or 4 days, unless they are SteamVR only.