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I'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.you
by AgentME 10y ago
I'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.