VR be like… #gaming #shorts

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Too accurate, the hands do be going like that in Iron man VR

Duckthief
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Basically the concept of VR is:
"Look ridiculous in game and look good in real life"
"Look ridiculous in real life and look good in game"

ZachXFire
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i can confirm you look equally goofy in both

tinkandtuck
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Fantastic physical acting! You look perfect acting out both realities!

trash-heap
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Nah that’s bonelab when you pick up something heavy.

decentcontent
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Imagine the neighbour seeing him through the window

monkee
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When your controller batteries are low and your controllers disconnect

_Miss_Bloomie_Teacher_
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I can't stop laughing at how accurate this is please help

sluxi
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bro was born with the npc animation pack pre-installed

rfrx
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Damn, he missed the wrist pose that makes you look like a T-rex

GhostStealth
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As a person who has a VR, this is actually accurate ;-;

shovelknight
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Most factual thing to pop up on my feed

VRCentral
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This is great. Usually these comparisons are the other way around, but this is just accurate.

Fish-xh
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as someone who has vr, I can confirm this is art and accuration at very hight levels

BoundedPan
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As someone who just recently got a vr headset, I can confirm that this is the real meme of all time

yeavg
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The amount of times in a number of games where I’d go to raise my rifle and my arm would get caught on something and be stretched 30 feet across the map like laffy taffy lmao

-whiskey-
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For my fellow NERDS out there this is because of Inverse Kinematic.

Inverse Kinematics (IK) in Virtual Reality (VR) is a technique used to animate characters by calculating the position and movement of their limbs based on the position of certain control points, like a user's hands or head. In VR, IK systems track a limited set of input points, such as the position of the VR controllers and headset, and then use algorithms to estimate the rest of the body’s posture. This creates a more natural and immersive experience, as the virtual avatar mimics the user’s real-world movements. The challenge in VR IK is ensuring that the movements look realistic while avoiding unnatural bending or distortion, especially since the tracking points are limited to the user's hands and head, with the rest of the body inferred by the system. Inverse Kinematics (IK) in VR can malfunction when controller tracking is obscured because the system relies on precise positional data from the tracked points, typically the headset and controllers, to estimate the rest of the body’s movements. If one or more of these points are obscured or lose tracking, the IK system receives incomplete or inaccurate data, causing the virtual avatar to behave unnaturally. For instance, if a controller is blocked from the sensors by the user's body or another object, the IK algorithm may struggle to estimate the correct arm or hand position, leading to glitches such as arms stretching awkwardly, limbs snapping to unnatural angles, or jittering movements. These issues break immersion and can feel disorienting for the user.

みきすが
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Bro woke up and decided to do jojo poses

KingAxolotl
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I have that same gun, lol. It’s amazing.

ThisAcountIsNotUsedAnymore_
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This is why we have full body tracking

thenarnit