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Having muscled through VR sickness exactly once back in the DK1 days, I heartily agree with the second half of this statement. In the language of my people, din
by thenomad 10y ago
Having muscled through VR sickness exactly once back in the DK1 days, I heartily agree with the second half of this statement. In the language of my people, dinnae dae that.
Incidentally, if you're thinking of becoming a VR dev, that's one thing to bear in mind. You will, by definition, spend a lot of time in an unoptimised and buggy VR environment that sometimes has really interesting things go wrong.
Feeling queasy and having to take a lie-down occasionally very much comes with the territory. Ask me about the dodgy fog shader that had flipped its eye outputs some time...
- stordoff 10y ago> sometimes has really interesting things go wrong I've still never felt sick from VR, but I can believe that. I was using Job Simulator on a PSVR a few days ago when the tracking started wigging out. Turns out, having the room you are 'in' randomly and repeatedly (every few seconds) moving around a few inches in a random direction and occasionally tilting away from vertical is a really quick way to completely lose your balance. I was lent forward reaching for something, and just completely froze in place until it settled itself - I knew that that if I kept moving there was no chance I wouldn't fall over, which is a weird sensation when you know on some level that the room isn't actually moving. In hindsight, I could have just closed my eyes and/or removed the headset and stood up properly, but for some reason that didn't occur to me at the time (which I think is a testament to the sense of presence that VR can invoke).
- thenomad 10y agoYeah, that sort of thing's a semi-regular occurrence if you're pushing the limits on VR dev a bit. No fun.
- vhold 10y agoYeah I dabbled super briefly with VR development and what I actually struggled with is how annoying it is to have to keep taking off and putting on the HMD to do iterative development. I really want something I can keep on my head and flip it down into view. The weirdest psychological effect of going in and out of VR like that for me was a couple of times I turned to look at my scene while not in VR expecting the item I was editing to be there. A little like that split second after waking up from a dream and expecting something from the dream to have actually happened.
- icebraining 10y agoMaybe the resolution isn't good enough yet but I really think the solution is to have a virtual screen inside the VR environment so that you never have to take off the HMD. Reminds me of the scene in The Explorers wherein the kid would type in his computer and control that sphere in 3D space.
- postscapes1 10y agoSome guy spent a day at work in VR desktop setting https://www.theguardian.com/technology/2017/jan/05/i-tried-to-work-all-day-in-a-vr-headset-so-you-never-have-to https://www.theguardian.com/technology/2017/jan/05/i-tried-t... TLDR verdict: Not yet.
- ghusbands 10y agoThat article is a waste of time and only serves to muddy the waters, much like what happened to tilting trains. There are plenty of ways the mentioned issues could be ameliorated, though there's no way past the resolution issue, right now.
- deleted 10y ago[deleted]
- TheSpiceIsLife 10y agoOh goody! I __really__ like horror sci-fi. Watching something like Alien(s/3) or Even Horizon in VR is going to be my personal "killer app". Imagine falling asleep and wakinh up with the headset on to some bizarro warped imagery. Or your own living space subtley wronged. Sign me up!
- thenomad 10y agoBiggest lifehack I've discovered for ameliorating this problem: close your eyes before putting on or taking off the headset. Really helps.