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Have you tried a HTC Vive with a decent (GTX 970 or better) graphics card and cpu? Apparently being motion sick is all about the framerate and resolution, and I
by verbify 10y ago
Have you tried a HTC Vive with a decent (GTX 970 or better) graphics card and cpu? Apparently being motion sick is all about the framerate and resolution, and I don't think the Playstation has a graphics card that can handle a framerate that won't make you sick.
- threeseed 10y agoThe PS4 Pro should easily be able to match the resolution and frame rate for VR to work well.
- verbify 10y agoAccording to this thread: http://www.tomshardware.co.uk/answers/id-3180987/ps4-pro-equivalent-gpu.html http://www.tomshardware.co.uk/answers/id-3180987/ps4-pro-equ... The GPU in the PS4 pro will be the RX480 desktop-equivalent graphics card. This has a slight lower passmark than the Nvidia GTX 970, which is the minimum spec for the HTC Vive. Of course, it's not like and like - you can't just compare cards like that, and Playstation have the advantage of controlling the hardware and software configurations (which has always been an advantage for consoles), but saying it easily has the resolution and framerate sounds suspect - I expect it will just about have the resolution and framerate. I'll find out in a week - I'm going to the Playstation Future of Gaming Tour, and I'll be able to compare it to the Vive with a 970.
- MBCook 10y agoThe PSVR also has lower resolution, so that level of power goes further than it would with the Vive.
- verbify 10y agoI thought the resolution was also tied to motion sickness, but I could be wrong. I've noticed on benchmarks that the relationship between resolution and framerate is exponential - so a lower resolution will go a long way to a higher framerate.
- ryandamm 10y agoThe PSVR also specs 120 fps (and is capable of it), whereas Oculus and the Vive are at 90.
- imtringued 10y agoOn average the AMD cards have better DirectX 12 performance. This could make them more future proof.
- MBCook 10y agoYou can always cut back geometry, etc. I like that Sony is requiring good frame rates. The bigger issue seems to be game design. There are some things you just can't ever do without causing a huge chunk of people to get sick.
- verbify 10y agoYup, VR games always seemed so much more constrained in some way.
- Pxtl 10y agoYeah, hard to design FPS games where you can't move. Then again, mobile had a similar constraint - a touchscreen is a piss-poor substitute for keyboard and mouse or gamepads... And yet a massive number of games have found good approaches on this. Obviously the big difference is that phone gaming is "free" on that you already paid for the hardware. Not many people would buy a phone just for gaming.
- tootie 10y agoI'm not a VR enthusiast, but I've tried the Oculus with the basic demo app and got sick within 3 minutes. I spent a good 20 minutes playing games on the Vive and felt fine.
- javajosh 10y agoThat's an interesting data-point because my understanding was that motion-sickness was purely a function of biology. It seems it's at least weakly coupled to something else, in your case. Could it be something other than frame rate?
- knowaveragejoe 10y agoIt's likely he played entirely different demos between the headsets, which is a huge factor in whether one gets motion sickness.
- DigitalJack 10y agoI suspect (speculate) that the issue is with normal vision being a sequence of saccades, wherein you don't actually see anything between point A and point B, vs most VR which is a smooth glissando between points. I heard of one hack, for minecraft or something, that snapped view angle increments to 30degrees or something like that, and it was helpful. That would simulate saccading. Expect a lower point of view frame rate (vs animations that don't change point of view) would be helpful. i.e. smoothly move whatever is in your hand, or that pig on the landscape, but turning your head triggers saccade emulation.
- dpark 10y ago> I suspect (speculate) that the issue is with normal vision being a sequence of saccades, wherein you don't actually see anything between point A and point B, vs most VR which is a smooth glissando between points. Why would your eyes not saccade when wearing a VR headset? The screen isn't the source of saccades. Your eyes are.
- 10y ago
- chrischen 10y agoIt's not all about framerate and resolution. People still get sick with Oculus because many of the games involve moving while you're sitting still. That's why Vive does "room scale" games where it doesn't involve moving the world around you.
- digi_owl 10y agoBingo. Motion sickness in the end is about mixed signals from balance and sight, resulting in the "i'm poisoned" reflex kicking in.