MotionSim Competititve Analysis
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Game / Video ConceptLinkPROSCONS
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Redout: Enhanced Edition
http://store.steampowered.com/app/517710/Redout_Enhanced_Edition/
- too racing typical, no wow moments
- monotonous
- much VR potential left behind
- more console game with 360 view than full vr experience
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Vector 36http://store.steampowered.com/app/346460/Vector_36/
- very detailed cockpit with quite good graphics
- Vehicle selection Agility Testing
- interesting features: Boost & Overheating
- (in terms of speed slower than comparable other games)
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Breakneckhttp://store.steampowered.com/app/432940/Breakneck/
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VR 360° High Speed Race (concept only)https://www.youtube.com/watch?v=Dh2wrXHCe6c
- Start sequence Drive from Halle
- Overall look very attractive
- Jumps
- ideal MotionSim excitement
- Cockpit not very attractive / detailed
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Podracer VR (concept only)https://www.youtube.com/watch?v=o-9q2E6l1sA- pretty good graphics - too much reliance on Star Wars
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Radial-G : Racing Revolved
http://store.steampowered.com/app/330770/RadialG__Racing_Revolved/
- much better thought out VR than Redout
-> very good cockpit concept
- partially too fast changes of direction, therefore the route is not predictable
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360 3D► AQUADROME RACING VR EXPERIENCE ATTRACTIONhttps://www.youtube.com/watch?v=_DWGYl5vPdEintro, cliff ramp
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Result: 3 possible game concepts
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1. Terrain environment (as in VR 360° High Speed Race)
2. Office Racer VR
3. Futuristic/dystopian environment
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Prototyping: routing & driving physics
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Testing different environments in seated pose, not yet in simulator
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Prototype / sceneSpecial featuresResult
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VR Office Racersimulation along spline path; rotation dimensions: roll, yaw
roll dimension in combination with familiar environment causes severe motion sickness
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VR Office Racersimulation along spline path; rotation dimensions: yaw
less to no motion sickness; rather driving physics than pod racer style
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prototype1_xbox_control_vr
simulation along spline path; unfamiliar environment; rotation dimensions: pitch, yaw
less to no motion sickness
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prototype2_xbox_control_vr
simulation along spline path; unfamiliar environment; rotation dimensions: pitch, roll, yaw
motion sickness in critical situations -> track parts where player is pitching, rolling, yawing simultaneously
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Testing the effect of different control physics on motion sickness in seated pose,
not yet in simulator
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VehicleSpecial featuresResult
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aeroplane 2-axispitch, roll, yaw, full user control
especially roll makes user prone to motion sickness, but may be because of seated upright pose
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aeroplane 2-axis
pitch, roll, yaw, full user control [leaning head while rolling to simulate motion sim movement]
leaning makes the motion more natural and therefore decreases the chance of severe motion sickness
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carphysically accurate acceleration, drifting
less tendency to motion sickness because the rotation dimension "roll" is eliminated
BUT: quick stops, e.g after freefalls, make the user prone to severe motion sickness; fast turning may also
cause it, yet the sickness is not as severe.
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Pod Racer Physics Examples
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https://assetstore.unity.com/packages/tools/physics/drone-controller-full-pc-joystick-mobile-111163
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https://assetstore.unity.com/packages/tools/physics/base-helicopter-controller-40107
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https://vimeo.com/13969214
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https://github.com/pichuscute/AGRacing2280
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https://www.youtube.com/watch?v=9c6EQz5kurY&feature=youtu.be&t=1m15s
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https://www.reddit.com/r/Unity3D/comments/7fglhe/wipeout_hover_racer_clone/
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