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I agree with the key point here: VR will not replace all other forms of UI. It is a mistake to look at VR UIs as strictly 3D. There is no reason you could not
by BOBOTWINSTON 10y ago
I agree with the key point here: VR will not replace all other forms of UI.
It is a mistake to look at VR UIs as strictly 3D. There is no reason you could not scroll through your photos on a 2D screen with your fingers in VR. You can even have the added benefit of spawning multiple giant 2D screens, then grabbing photos off them for a scrap book or a virtual art gallery.
I've shared a great deal of locomotion experiences with other Vive owners. VR sickness seems a lot rarer than it was hyped up to be, and definitely a lot easier to acclimate to. I wonder how many vomiting journalists would be fine if they eased into it over a day or two. I can fly around in Windlands without flinching these days. Don't get me wrong, nausea is still a real design constraint, but we might be a lot more adaptive to VR and weird locomotion.
On the topic of session lengths, I firmly believe this is just an issue with content and ergonomics. I've done a few 6 hours sessions in multiplayer games, the problem is barely any exist. I haven't heard anyone experience "immersion fatigue", but some games will cause actual physical fatigue. Thankfully I already stand all day and it isn't an issue. I think if you already can play a game for 8 hours, VR will be there to provide the same in the future.
- BatFastard 10y agoOne BIG problem with SL is a horrible, hard to use, unintuitive UI. -- It's easy to make things hard to use, it's hard to make them easy to use. --