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> Try using it for an hour or more. Keep a toilet handy. I don't think that's quite fair. Some people might get nausea from using VR while others won't. Just l
by vinylkey 10y ago
> Try using it for an hour or more. Keep a toilet handy.
I don't think that's quite fair. Some people might get nausea from using VR while others won't. Just like carsickness doesn't affect everyone, "VRsickness" doesn't either.
- kyledrake 10y agoIt's not about an individual's tolerance, it's because the phones are not capable of having a refresh rate that's fast enough for your brain's ability to process it. That's why all the serious VR headsets right now require a physical cable. https://www.youtube.com/watch?v=rBtXMtUNpdE https://www.youtube.com/watch?v=rBtXMtUNpdE It's going to be a very long time before mobile phones are capable of refresh rates sufficient to prevent this issue. The fastest consumer graphics cards are barely capable of keeping up with this rate as-is. Aside from being yet-another proprietary SDK for VR development, Google VR is DoA regardless because it depends on a hardware platform that simply won't work well for what it's trying to do. Please let's focus on WebVR. Please?
- 1457389 10y ago>refresh rate that's fast enough for your brain's ability to process it Lol can we keep junk science out of threads like these. Nobody knows enough about the tech yet to say things like this, especially with such vehemence. Let's start with the fact that the visual system definitely doesn't have some sort of unitary processing rate. It's incredibly context dependent, just like VR. From personal experience I have never had VR sickness, and I use my Note 4 Gear VR every week on flights to watch multiple ~2hr movies and play timepass games with no ill effects. On the contrary it's pretty fun once you get off HN and actually try it...