Having experienced VR, a lot of the cues are ok, but the tech could still be leveraged especially on a system-level.
Here are some suggestions:
Due to VR being mostly based on movement, more haptic feedback being employed for actions such as button/menu use
Narration on cursor focus for the multitude of controls
Reduced motion/speed options
Expanding on 'Safe Space' controls, allowing visuals to be hidden for a period of time
Area within visual space for closed captions and easy access to toggle on/off
Added visual cues to assist users in finding options or recognize in-game events (applies also to haptic feedback applications)
Note: Some of these recommendations are currently in the draft, and those can be narrowed out. Would be nice to do some further testing with more robust game titles as they release.
Having experienced VR, a lot of the cues are ok, but the tech could still be leveraged especially on a system-level.
Here are some suggestions:
Note: Some of these recommendations are currently in the draft, and those can be narrowed out. Would be nice to do some further testing with more robust game titles as they release.