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The next generation of Infinity is here (discussion) (contribute)
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 No.1372

How much of a change will HUDs and user interfaces go through in VR?

I wonder if it'll be the end of menu hierarchies and all sorts of status bars, and instead go for a minimal amount of "onscreen" information and contextual not just head motions but using head movement to guess what the player is looking at, where he pauses his attentions and whatnot, sort of like a swipe keyboard.

 No.1376

>>1372

I think it is best practice to refrain as much as humanly possible from using HUDs because they detract from the experience and get in the way more often than not. Well at least for video games that might even be the case for CAD tools and what have you.

A good HUD should be minimal and as unnoticeable as possible popping up only when you absolutely need it then disappearing when you do not.

Ideally I'd want as many functions as possible to be easily accessible and feel natural without the need for a HUD or intrusive elements obscuring your vision or hindering your focus on whatever it is you intend to do.

In some cases the HUD might be your object of focus momentarily, such as opening up a map of the area, or you might want to keep a small mini map in the corner of your vision to guide you.

There must be a way to remove all HUD elements however should they become an eye soar.

Hell a good idea would probably be to have HUDs as intractable objects in the environment.

Like looking down and playing around with the radio in the car for instance, or ordering your fleet from a hologram in the command room.


 No.1377

GUI objects should not be parented to your head or waist because it's awkward to have an interface object that's a part of your body. Further, a GUI can't interrupt your movement or reset your body position, which makes a traditional game pause menu cheat-prone. Menu objects would either be independent objects in the world or hand-held, and would not interrupt the application.

The most comfortable standing experiences will be applications that are designed as if they were room-scale holograms rather than massive open worlds.




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