10 ms·
I've got a vive and at this point I've probably spent around 40 hours in it, including a few multi-hour sessions. Before that I played with an early Rift dev ki
by dark12222000 10y ago
I've got a vive and at this point I've probably spent around 40 hours in it, including a few multi-hour sessions. Before that I played with an early Rift dev kit for several days.
The biggest issue is when the world moves without you - Windlands is a big culprit here. In general standing and using controller locomotion so far has been a recipe for nausea.
But outside of that, so far everyone who has used my unit (and that's about 20 some people currently) has had a blast. No cases of simulator sickness (and I've only seen two reports of that in the community as a whole so far) and no nausea other than an initial misattempt with Windlands.
Sorry, VR is probably here to stay, though whether it goes mainstream will be about whether or not the price can drop quickly.
- super-serial 10y agoYeah this military guy can't see past flight simulators and seated experiences in vehicles. No one gets sick as long as your movement in VR is one-to-one with the real world. Just like when mobile apps came out, existing games didn't work on the new platform. No one wanted to play an FPS on mobile. VR is a new platform and developers have to adjust for what works on it. Games like SPT, holopoint and zenblade get it right. They're all simple games inside a room but they are all create amazing experiences. I've been using my Vive almost every night for weeks and this is definitely here to stay.
- AgentME 10y agoI've never had any nausea issues with "room-scale" games where you move around by physically walking and maybe using an instant teleporter wand (https://www.youtube.com/watch?v=Q7dVaembmgc https://www.youtube.com/watch?v=Q7dVaembmgc). Everything OP mentions about momentum is a total non-issue in games like this. Can't say I've had any particular problems with judging distances of objects either. I've tried a few different games with controller locomotion (hold the joystick up to move your avatar that you see from forward, etc) and I definitely had some trouble. Part of the trouble was mostly about constantly mixing up whether I should try to use the controller or real movements to move in-game, but also a bit of nausea at times too. >The Google Cardboard VR folks seem to know this and basically suggest that applications make it seem like we’re basically standing still and just turning our heads around (which we really are - so no nausea). That’ll work - but it’s not going to get you an immersive 1st person shooter game…or a car racing game…or…well, pretty much anything immersive. Sure, not all currently-existing game genres will translate well to VR, but that doesn't mean that there's nothing VR is good for.