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> and I felt quite sea sick during and after gameplay Part of the problem here is that you tried to push through it. Basically the only way for someone who imm
by crooked-v 4y ago
> and I felt quite sea sick during and after gameplay
Part of the problem here is that you tried to push through it. Basically the only way for someone who immediately experiences VR sickness to acclimate is to stop after 5 to 15 minutes, give it a while to go away, return to it, and repeat the cycle a couple of times until it stops completely. If you just try to push through it, that actually makes it worse by aggravating the reaction you're having.
Of course, an arcade making the (poor) decision to brush over any issues isn't going to tell you this.
> The headset was also uncomfortable after 30 minutes or so.
I'd bet they were using first-party headstraps, which for whatever Godawful reason are almost universally uncomfortable across every brand. Companies like BoboVR produce a different style of much-more-comfortable 'halo' strap arrangement that rests the weight on your head more like a hard hat instead of clamping it to your face.
> It dawned on me after the experience that my son and I would have to buy two headsets, not just one, for any couch coop play.
There are a couple of games that mix one VR player with one or more non-VR players. Carly and the Reaperman, for example, has one player in VR manipulating the environment, and the other playing a traditional platformer. Another example (and an excellent party game) is Keep Talking and Nobody Explodes, where one player is defusing a bomb in VR but only the players outside VR have the bomb defusing manual.
- lovehashbrowns 4y agoThere’s also Phasmophobia, a ghost-hunting game that supports VR. You can play with people without them needing a VR headset. It’s also one of those types of games that’s completely different in VR than regular desktop. Without VR, it’s a fairly fun game with a really good learning curve to it. On VR, it’s a completely different game; the atmosphere is amped up by like 1,000 and it becomes the scary game it was meant to be. I wasn’t even able to complete the tutorial on VR.
- trynewideas 4y ago> Part of the problem here is that you tried to push through it. Basically the only way for someone who immediately experiences VR sickness to acclimate is to stop after 5 to 15 minutes, give it a while to go away, return to it, and repeat the cycle a couple of times until it stops completely. Considering the context of adoption obstacles, this is worse than VR just making people feel nauseous. If VR made you feel bad, be sure to both remember how bad it made you feel, and also voluntarily make yourself feel bad again, repeatedly, until (maybe) you won't feel as bad anymore, and then you can have the day-1 experience? Am I tracking this correctly?