Project vision and knowledge of VR technology.

The difference between getting to know a VR headset and getting to Know VR Technology

More and more companies are beginning to recognize the potential of virtual reality in business, but this is still a fresh topic, and most of them have almost no experience in this regard. When the company decides to useVR glasses in their new design, often becomes our client. Then we hear from the client a great vision with incredible use of VR technology. This is evidence that this client has become familiar with the concept itself and spent their time finding the right person to help. Due to the fact that virtual reality glasses seem to be a rather complex device at the first ‘ approach”, the knowledge that the client has acquired may not be sufficient. Know what glasses are available on the market, how to launch them and use them correctly, and watch several videos showing their use in different settings. this is often where the customer experience ends. This is not the same as being familiar with VR technology in general terms, i.e., for example, what typical mechanics look like during use, what limitations they have, how long-term VR use affects the user’s well-being, what mechanics to choose for my project, what I can afford in visual matters, etc. etc. These are some of the aspects more related to software built for VR glasses where the customer’s knowledge often ends with the choice of the eyeglass model itself. However, to create a reliable vision for the project, it will be more effective to know the First One, that is, the software.

Why do you need to know VR technology and connect it with the future of your company?

Virtual reality glasses are a very advanced environment. It has a lot of completely new and interesting usage mechanics, which may come as a big surprise to our customers without first thoroughly familiarizing themselves with them. It would be good for the client to understand that the vision of their project will often depend on these mechanics. Always in cooperation, we are happy to help with their translation, but we can not always influence the client’s vision regarding the final form of the project. If the client is not very familiar with this technology, there may be a situation where we realize the client’s vision, doing everything possible with the available resources, we will ensure the project is implemented, and the effect itself will be completely different from the client’s expected one. This way, most of the project’s vision will change. This will not be good for either party, as it will unnecessarily extend the project completion time. When our clientis more familiar with the approach used in VR technologies, knowsthe limitations of these technologies, and understands that the presence of some standard mechanics is necessary, they can create a more stable and reliable vision. They are also aware of the ever-present opportunity to ask us for help in testing such a vision, for example, to find an answer to the question of whether the vision meets the limitations.

What is the entry threshold and why will it always be high for VR apps?

Entry threshold is a term used, for example, in computer games to indicate the difficulty of learning the mechanics contained in the game and introducing the player to the game world. When it is low, it means that you can get into this game relatively quickly, and get acquainted with the mechanics easily. If it is high– you need to spend more time on such a game in order to understand it, and naturally, there is a risk that you can also abandon it faster. Two factors that depend on the entry threshold are the design of the mechanic itself and their degree of complexity, as well as the way to present them to the user, for example, through a textbook. On the first factor, the game developer has much less influence and should strive to create the most pleasant mechanics to use, but this is not always possible. There are mechanics that are meant to be complex, but that doesn’t mean they’re boring or uninteresting. The second factor is completely influenced by the creator, since it is related to the presentation of the game process to the player and introduction to it. This is at the discretion of the Creator, so that the player is not discouraged and does not wonder what to do. The key is to present a good tutorial, i.e. show you how to use controls, navigate through menus, or use other mechanics included in a given game. This should be done in a way that is interesting for the user of the VR game or app.

The example of a computer game was presented not by chance. VR Technology it is used mainly in reality simulations and specifically in computer games. In VR, however, both of these apps have a lot in common, with pointing out the controls. Our clients are often companies that do not engage in computer games, but want to create a simulation of reality. It is useful for any client to understand the fact that supporting such modeling will be similar to working with a computer game. Thus, in terms of the entry threshold, we can assume that we are dealing with a game play. It is for a VR app user who doesn’t necessarily play games that they can automatically inflate the discussed entry threshold. Much of the project’s vision will depend on the specific mechanics included in the VR software. The mechanics of these things need to be explored if we want to fully exploit the potential of our glasses. They are, as a rule, something new for our clients and something for which they can be used in the following cases:Theuser should get used to the VR headset. Accordingly, the threshold for entering a VR application, if we don’t know this technology very well, will always be high, regardless of the imaginary vision or skillful transparent presentation.

Ourexperience with the client’s lack of experience

Our portfolio includes projects made for many clients that have provided us with a wide range of interesting experiences when creating them, which has taught us a lot as EPIC VR. From this large circle, we were able to identify several common, recurring experiences. This was almost always due to a lack of knowledge about VR technology. In several situations, the contractor was convinced that the level of knowledge of the VR subject that he had this is enough, but VR technology and its nuances were actually much more complex than it might have seemed at the beginning of the project planning. No matter who has experienced virtual reality and system architecture, they simply don’t expect anything else to surprise them in this matter if they don’t get familiar with it well enough before they start working. This approach may lead to the fact that the vision will not be implemented in the visual layer or from the point of view of mechanics, or one that will be inconvenient to use after implementation. In the virtual reality industry, there are cases when a client prefers to implement their idea of a given mechanic, rather than use a proven offer coming from This almost always leads to the abandonment of this mechanic after it is tested by the client. Fortunately, in EPIC VR, the testing stages and milestones won’t allow you to use an app that doesn’t meet the customer’s needs. There are also cases when the graphics quality requirements are too strict. They translate in absolutely any case into a small fluidity in the finished project. We always warn our customers about this. In turn, a holistic vision of the project what comes from the client may not be completely clear to the development team, but sometimes the client can’t articulate their expectations more clearly. This is usually a field for demonstrating the Software house itself in terms of offering tested solutions that will certainly work and help the client develop a clear and consistent vision of the project.

From our extensive experience, we know which specific mechanics can cause a problem and become the subject of additional discussions: 

  • User Interface: Navigate through the main menu as the user approves the selection of options in the main menu or pause menu,
  • Interaction with characters: communication with characters in the simulation and its course, what they can tell us, how we can respond to them,
  • interaction with the environment: lifting objects, using interactive objects, approving actions,
  • Move: move through the simulation as the player character moves and rotates,
  • functions of buttons on controllers: what they are used for, whether they are used, and how,
  • using points: how the player should use them, whether standing, sitting, whether they can be in motion, etc.,
  • optimization issues: checking the parameters of glasses intended for the project and setting limits on visual issues
We always encourage the client to consider the above-mentioned aspects when creating a vision. Being open to joint discussion will go a long way towards achieving the goal that we all strive for: making our work as efficient as possible.

So, how should we preparebefore using VR technology in a project?

In addition to choosing the right VR headset manufacturer, we must carefully go through the process of instructing how to use them, trying to interact in different locations and positions in a way that is focused on what range we can work with and what range the glasses will allow us. We will also learn how our health is affected by their use over a long period of time. You need to play several games or simulators for longer periods of time in order to get a good look at the mechanics used in them and see what such applications are visually capable of. We provide that in all VR applications, regardless of the creator, the concept of use will look very similar. During cooperation, we will offer solutions that we have already tested, while at the same time firmly supporting the client’s vision. It is important to keep in mind that a good knowledge of technology will help you make the right decisions and make it easier to complete the project quickly and efficiently. By analogy, the lack of this knowledge may prevent you from achieving your goal on time, but … EPIC VR has this knowledge. We just need to trust and just use it.

Thank you in advance for choosing EPIC VR.

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