In general, if you plan to release experience on high-end VR devices, I would recommend avoiding gaze selection. To select only one of the buttons I had to turn my head a bit more left or right. This is because the game could not track where exactly I was looking at. You can see in the screenshot how both buttons on the back row seem to be selected simultaneously. The main menu was split into two rows of tabs, located in front of each other which made selecting the right button quite challenging. Still, being aware of this technique did not make navigation much easier. I actually had to leave the game and research a bit to realize that I had to gaze into a menu in order to select it. I could hear the sound of switching between menus but I was not sure how I was doing it.
EVE VALKYRIE VR GAMEPLAY HOW TO
At first, I couldn’t orient how to select a menu as I expected to be able to use the touch controls for that. I got my hands on Valkyrie at the time when the game was already supporting touch. Consequently, when the game was released for PC and PS4, the interaction patterns were easy to adjust. The game was released before the Oculus touch controllers were introduced, so all interactions were designed for gamepad and gaze selection. This being said let’s look at some good practices in Valkyrie! Game Interactions Designing a UX that works both for VR and non-VR platforms is a topic I am very passionate about and plan to build on it in an upcoming article on how the Witcher 3 UI could be re-designed to be VR-ready. I decided to review the EVE Valkyrie UI and UX because the game is a great example of truly cross-platform UI. The game was built specifically for VR but later on CCP dropped the VR requirement and it became available for PC and PS4 as well. You can imagine how excited I was when they announced EVE Valkyrie for the Oculus Rift. I still remember the first time I saw the game, the scale of the open world was mesmerizing. I am a huge fan of the EVE Online universe.