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Personally, 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 prope
by mdip 4y ago
Personally, 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.