4 ms·
SecondLife, Fortnite, Roblox, etc (even VRC on PC) are what Matthew Ball refers to as "proto-Metaverses" as in 3D experiences locked inside 2D screens. But you
by jimmySixDOF 4y ago
SecondLife, Fortnite, Roblox, etc (even VRC on PC) are what Matthew Ball refers to as "proto-Metaverses" as in 3D experiences locked inside 2D screens. But you can't compare those experiences to what is possible when you can see 3D in 3D either overlayed on top of reality or in a totally animated world space. It's Apples and Oranges -- yes they are both fruit; but you'd be very wrong indeed to think because one is good in a pie the other must be.
- mdip 4y agoPersonally, I hadn't thought of it this way (mostly dismissed the idea). I'm sure it's a much different experience and one would have to experience it to properly judge it. I think the difficulty with the other, more generic, platforms was that the question of "what is the point" came up, a lot. And when users got to define "the point", sometimes "the point" was pretty disturbing ... most of the time it was just boring. My biggest concern is that I've yet to find a VR headset that I can use for more than about ten minutes before feeling nauseated from motion sickness. I'm told this is somewhat/mostly solved and I've used higher end gear but it's been the same result for me every time.
- _flux 4y ago> My biggest concern is that I've yet to find a VR headset that I can use for more than about ten minutes before feeling nauseated from motion sickness. Sometimes I see these issues being brought but and I always wonder if they are associated with experiencing applications that make your virtual body move artificially without actually moving in real life, instead of staying intact like in Beat Saber or jumping by teleportation like Half Life: Alyx allows? It seems a popular mistake for VR newcomers is to get in—or be put in—a rollercoaster or drive a car where these kind of problems are very visibile.