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Why re-create a game's menus in VR when you can simply design reality around them?

Modifying existing games for virtual reality is much harder than people assume, and there are very few best practices for things like menus and user interface. Virtual menus can add to your sense of being inside the game if done well, but when done poorly they can be confusing at best, and at worse they can actively make the player ill.

The adjustments made to Richard Burns Rally in this fan-made modification that adds Oculus Rift support are genius, and side-step these issues through clever design.

The menus for the game, having not been designed for three dimensions, much less depth, are displayed on a virtual screen inside of a virtual room. Instead of re-creating the menus inside virtual reality, the developer recreated reality itself around the menus. It's an elegant and surprisingly effective solution.

The other big issue is the change from looking at a menu to being inside the game. Many games use a fading effect or something other way to put your viewpoint into the game without making you sick, but the transition in this mod is handled by the in-game avatar pulling a virtual Oculus Rift over their eyes and then you find yourself in the game.

It all sounds goofy, but these are the sorts of solution that will need to be found and replicated inside games if virtual reality is to become comfortable and easy to use. Adjusting options from inside the game and moving cleanly from the in-game reality to the virtual environment is a tricky design challenge, and work being done in this mod is brilliant.

You can find the modification at the following location if you'd like to try this for yourself.

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