4 ms·
This surprises me that rather than the absurd notion of living in a metaverse, that the main concern the author is citing is motion sickness. For what it's wort
by lowlevel 4y ago
This surprises me that rather than the absurd notion of living in a metaverse, that the main concern the author is citing is motion sickness. For what it's worth, and this may not apply to everyone but I've been absolutely unable to play any 3D games since Wolfenstein came out as I get extremely sick and disoriented in under 10 minutes. I've had nothing but a good time with VR however and experience no problems at all even after a couple of hours. That being said I will not be visiting this metaverse.
- flockonus 4y agofww no fast paced 3D game (eg Doom, Battlefield) got me sick, but playing VR got me some sort of deeply disturbing motion sickness after 1h of use and it lasted over 12h, so in my experience those are not comparable.
- tsujamin 4y agothis was me an hour after I dropped $500 on my PSVR a few years ago
- bsaul 4y agoSame here. i had to lie down for 30 min after having played half life 2 with an occulus for an hour. That was to me the major pb with VR adoption, i'm really amazed people don't mention it more anytime Meta is discussed.
- throw827474737 4y agoVR motion sickness is really the norm for most, getting sick by ego-perpective on screen AND not having motion-VR is the surprise...
- throwaway4aday 4y agoIt is a common problem the first time you play a VR game with smooth locomotion. The good thing is that as long as you take breaks and come back to it you will (usually) get over it. It happened to me when playing Boneworks for the first couple of times but now I don't get it even in the most extreme, fast moving games. The only thing that will make me sick is if the display freezes or stutters really badly which is quite rare. For games without smooth locomotion, VR sickness usually isn't a problem unless it's a crap game that stutters or has other problems.
- duskwuff 4y ago> i had to lie down for 30 min after having played half life 2 with an occulus for an hour. Honestly, this sort of game is probably a worst-case scenario for motion sickness. Like most FPS games, it's designed around unrealistically fast player movement, which is a recipe for nausea -- and the janky physics and low-resolution models and textures of a nearly 20-year-old game don't help, either.
- HyperSane 4y agoI would say your experience is highly unusual.
- PierceJoy 4y agoI’ve also had lifelong problems playing 3d games. What I noticed with VR is that if my virtual body and field of view moves with my real body, then I’m generally ok. But if my virtual field of view moves and my real head stays still, then I experience almost immediate vertigo, with motion sickness soon following.
- grumbel 4y agoMotion sickness in VR is essentially a solved problem for stationary experiences. The headsets framerate and tracking is good to create a believable simulation of a 3D virtual space and walking around that space feels no different than walking around a real space. Where VR still has issues with motion sickness is whenever you move away from that stationary experience. Most normal games want you to run around, dodge, jump, etc. That doesn't translate well for VR and that's where the motion sickness comes in. When the visuals move around, but your body does not, that creates a disconnect and motion sickness. Games playing on a TV can get away with it, since the TV is only a small rectangle in your field of view, but VR is all encompassing, so that doesn't work that well. There is a good chance that will never be fully solved, but that's not a VR specific problem, but a problem that the real world has just the same, boats and cars still make lots of people sick. The solution is to simply not play those games that require more motion than you can take. And for getting around without visual motion, we already have teleport locomotion in VR, that just zaps you right to where you want to go without having to slowly travel there.
- moralestapia 4y ago>Motion sickness in VR is essentially a solved problem for stationary experiences. Oh really? I have a couple friends who didn't get the memo, apparently.
- grumbel 4y agoAre you sure they are playing the right games (standing/sitting in place, teleport-only, modern headset that isn't a Google Cardboard)? I haven't seen or heard of anybody getting seriously sick after headset went 90Hz and the 6DOF tracking started getting really solid. Back in Oculus DK1 days that was still a serious problem still (3DOF, 60Hz), but once we got the Rift that pretty much disappeared. The wrong games will of course still make people sick, but so will a roller coaster in the real world. That's a game design issue at that point, not a hardware limitation.