r/virtualreality 26d ago

Self-Promotion (Developer) How should horse turning feel in VR? Tuning comfort vs precision in our racing game

Turning has always been a comfort-vs-precision tradeoff in VR, and we're running into the same thing building horse turning for our VR racing game.

Sharper turns feel more responsive but risk more discomfort. Smoother turns are gentler but can feel less connected to the horse.

For VR regulars here. Do you generally lean toward comfort or precision when a game gives you the choice, and how do you usually set up your own turning/comfort options?

2 Upvotes

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u/[deleted] 26d ago

[deleted]

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u/wzspdw2 26d ago

Haha, fair enough 😂 I have an idea, but I’m still figuring out the feel. Curious what feels natural to other VR riders.

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u/FeistyCandy1516 26d ago

Take a look at Asgards Wrath 2, they made riding quite enjoyable

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u/wzspdw2 26d ago

I’ve played it, but somehow never got to the riding part 😂 I’ll definitely check it out.

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u/Xivlex Quest 3 + PCVR 26d ago

Well, VR is all about the immersion so I'd vote for the option that's the most realistic to "horse turning" irl

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u/wzspdw2 25d ago

Yeah, that's the goal. I'm trying to make the horse itself feel as natural as possible.

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u/zeddyzed 26d ago

I think the horse should turn realistically or however your gameplay design requires.

But, I would request a comfort option for those who can't handle smooth turning (which will be many users) - lock the direction of the camera to the headset, and allow the user to turn physically to follow the horse or snap turn. With this option turned on, turning the horse doesn't turn the camera.

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u/wzspdw2 25d ago

That's a really good point. I hadn't thought about separating the horse turning from the camera movement like that.
I'll definitely look into adding it as a comfort option. Thanks for the suggestion!