3 ms·
Since the above is anecdotal (or at least, not well referenced), I feel comfortable in adding a personal anecdote to the contrary. I bought a DK2, played with
by Pfhreak 11y ago
Since the above is anecdotal (or at least, not well referenced), I feel comfortable in adding a personal anecdote to the contrary.
I bought a DK2, played with it and developed some prototypes with it. I have a very wide IPD (Interpupillary Distance), which meant that I couldn't focus cleanly on the image of the DK2. I experience some mild to moderate motion sickness when I use the DK2 in most titles.
However, there are some experiences -- particularly those with a cockpit or a third person camera -- that significantly reduce or eliminate the sickness. At PAX this year, I tested both the HTC Vive (Call of the Starseed -- a Myst-like title) and the Oculus CV1 (Eve Valkyrie -- a space superiority dogfighter) with absolutely no motion sickness at all, despite some rather hectic motion in Eve. Both demos were approximately 15 minutes of VR time. The higher frame rates and resolution, along with better accommodation of my wideset eyes absolutely improved the 'presence' in the demo. It was absolutely a material change from the DK2, which I've shelved until the consumer ready hardware is available.
Additionally, DK1 and DK2 content is still generally content under development. We're still learning which experiences are good or bad in VR, and how to move the player without disturbing their equilibrium. Games like Eve Valkyrie and Call of the Starseed were both designed from the ground up with VR in mind, which also helps.