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Pretty much everyone, when presented with a poor VR experience (high latency, low framerates) will get nauseous. But there is also a minority who can never get
by falcolas 4y ago
Pretty much everyone, when presented with a poor VR experience (high latency, low framerates) will get nauseous. But there is also a minority who can never get used to even an otherwise good VR experience. Especially if there's any kind of sliding.
Sadly (note, my opinion comes from being in that minority who can't get used to sliding), the current VR player community has settled on sliding as the best mode of movement, and berate developers who create alternatives, when they even create alternatives (Boneworks, etc).
Even many games which do offer alternative movement methods still expect you to crouch, kneel, lean, pivot, etc. I'm not 20 anymore.
Combine the above with the lack of audience (largely due to cost), it's a positive feedback loop of mediocrity. The Quest2 was the closest we came to affordability, and it was still the cost of a middle-range cell phone with limited utility and way fewer games.
- AgentME 4y agoAt least with social VR, teleport-style locomotion is a decent alternative to sliding controller locomotion, because you're going to spend most of your time planted in one spot and talking to people near you. When I was new to VRChat, I mainly played with teleport locomotion. (Well, "holoport locomotion": you point somewhere and hold a joystick, your point-of-view stays still while you and everyone else sees your avatar walk there, and then when you let go your point-of-view teleports into your avatar's new location. No unnatural nausea-inducing sliding.) Though there are some game worlds in VRChat that involve running around a lot that don't work well with holoport, and I would occasionally try sliding controller locomotion mode instead. Eventually, around the time I put in a hundred hours into the game, I found I could use sliding controller locomotion without issue, and switched to it for good.