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I come from a neuroscience background hence my bias. It's the fundamental way in which we focus on objects in the real world. It is not functioning normally at
by fjabre 8y ago
I come from a neuroscience background hence my bias. It's the fundamental way in which we focus on objects in the real world. It is not functioning normally at all with a headset on.
No one Ive met can stay in VR for hours regardless of game. Most of my friends who have tried or have VR devices get sick after 45 minutes. Admittedly they are not VR enthusiasts or hard core gamers however.
- BubRoss 8y agoThat sounds pretty anecdotal for a scientist.
- fjabre 8y agoNot a scientist. I'm a developer who has been working in the neuroscience field for 15 years, specifically with brain stimulation devices. I'm not saying this qualifies as any sort of degree nor was I saying you should count my anecdotes as facts. It is simply my belief that the vergence-accommodation conflict needs to be solved before VR will be adopted by the masses. I think vergence-accommodation neurological process should stay coupled as it does in nature to provide a completely natural feeling and non strained experience for the user. The research here is scant. Perhaps someone is aware of some ongoing research on this topic.
- JabavuAdams 8y agoI'm curious -- which hardware devices? I find Vive and (current-gen) Oculus Rift the most comfortable. The biggest issue for me playing a well-designed game is fogging up due to sweating. EDIT> I have a relatively low tolerance for motion sickness.
- fjabre 8y agoThey were Vive headsets. From the moment I put on the helmet something feels off and I can't quite focus on objects comfortably without some kind of strain. I've learned over time to let my eyes just relax and not try to focus but it still gets me after about 30-45 minutes. If I'm in Big screen watching a movie it's not a big deal because my eyes aren't moving around focusing on different objects in a room so much. But if I'm out walking around in Skyrim I feel sick after about 30 minutes.
- JabavuAdams 8y agoWhat are the walking controls in Skyrim? Any kind of locomotion that is not strictly tied to the player's movement is a big no-no for comfort. This is a huge problem for the kinds of FPS games that people want to make for VR. The fundamental problem is that you're not moving but your whole field of view is telling you that you are. I've read that this is a problem for astronauts IRL when they're in free-fall next to a slowly rotating or panning object that occupies a lot of their field of view. So, that would be a kind of existence proof that it's not vergence, but rather optical flow that is decoupled from the subject's actual motion. It sucks, but basically FPS games are out for VR, until you can actually run around, leap, etc. EDIT> Another example -- during a scene in Apollo 11 where the camera (and hence my view) was orbiting the spaceraft while my IRL body was still, I started to feel queasy. I was able to reduce the sensation by looking at the growing space-craft as it started to fill more and more of my field of view -- it was relatively stationary to me. This again speaks to optical flow, and motion that is out of whack with what the player's ears are telling them. Another cheat along these lines is to use a cockpit that is fixed relative to the player's view to reduce the amount of visual area that is giving wrong motion cues. EDIT2> I'd be interested to know whether you can last longer in a game that uses only your own IRL motion + instant teleport. So, no thumbsticks, mouse, keyboard locomotion -- as these are all known chunder inducers. Unfortunately non-VR games with bolt-on VR are like the worst-case for comfort, but also often the games that we really want to see in VR.