So why is snapturn not possible?

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    I have seen the previous threads on this topic and aware that snapturning is not considered to be possible to implement in Vorpx. I am just curious about WHY. I hope Ralf could provide a brief explanation.

    I mean Vorpx can already simulate horizontal and vertical mouse movement with head tracking. From there it seems to be quite simple to simulate a rapid horizontal mouse movement left or right, with your joystick or arrow keys.

    If it is at all possible, and it seems quite possible given what Vorpx can already do with mouse movement simulation, I think it would be a HUGE step forward for Vorpx considering how many people new to VR get nausea from rotating in VR. I know they can get over it by rotating in real life, but not everyone likes to game while standing.


    It would probably be possible to do some kind of snap turning, I’m just not sure whether it would be good enough since it wouldn’t really be possible to do fixed angles. The snap angles would depend on the mouse sensitivity used in a game except for games with support for games with DirectVR head tracking. No real deal breaker, but also not really great.

    One of the things that I want to experiment with for ages to see whether it’s good enough or not, there just always is something more important… Not forgotten, but whether or not that will ever happen, I just can’t tell.


    Really appreciate your quick response Ralf. Yes I already figured that it wouldn’t be possible to do fixed angles. But we tend to use separate profiles with each game anyway and we adjust a number of variables for each game. The snap turn amount can simply be another variable that we can adjust for each game as necessary and it can form part of the profile for that game.

    Trust me Ralf it is one of the best value for least work you can possibly add to Vorpx right now. There is a reason why most native vr games tend to have this feature. I implore you to prioritize it for the next update. Thanks in advance.

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