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The secret to Beat Saber is that the player's physical and virtual world are locked together at all times. You're standing on a small platform and can't go anyw
by Animats 2y ago
The secret to Beat Saber is that the player's physical and virtual world are locked together at all times. You're standing on a small platform and can't go anywhere. Thus, it doesn't cause nausea. Or disorientation. Or falls. Even when the player is in very active motion.[1]
[1] https://www.youtube.com/watch?v=gV1sw4lfwFw https://www.youtube.com/watch?v=gV1sw4lfwFw
- HPsquared 2y agoAnother type of game with this characteristic is Table tennis simulators. Although the reduced field of view is a limitation, it just feels like wearing a strange helmet. Inner ear still matches the visual picture.
- piyh 2y agoI've seen plenty of people try to lean on the table and fall over
- thatguy0900 2y agoWhen I got my headset forever ago my brothers girlfriend broke a controller by putting it down on the virtual table lol
- HPsquared 2y agoI play with an actual dinner table in front of me around the same place as the virtual table. Hazardous for some games but helpful on this case!
- echelon 2y agoI wonder if a game where you ride inside of a mecha with free roaming capabilities would feel more natural.
- ZeWaka 2y agoThat's the basis for a very common VR game(s) you see in VR arcades and such (or conventions). https://store.steampowered.com/app/334540/Vox_Machinae/ https://store.steampowered.com/app/334540/Vox_Machinae/ or https://store.steampowered.com/app/1192900/IRON_REBELLION/ https://store.steampowered.com/app/1192900/IRON_REBELLION/ Having played them, they were slightly disorienting at first but nowhere near as actual movement-based VR games.
- Sohcahtoa82 2y agoNot really. Any game where your game-world movements don't match your real-world movements is what causes motion sickness. It's as simple as that. If you're sitting in a mech, once the mech moves, you're likely to get sick, because you're moving in the game world, but not the real world. There are ways to kind of fool your brain to make it work, but it's not 100%. For example, in Gorn, one of the movement options is to move an arm forward, then pull it back while holding the trigger, kind of like you're pulling the world. But if you alternate arms as you do it, your arms kind of simulate the swinging motion of walking, and that can be enough to drastically reduce or even eliminate the sickness.
- LorenDB 2y agoThere are also efforts to create patches that provide neural stimuli to fool your brain into thinking you've moved. Reportedly Valve has looked into those in the past.
- 9dev 2y agoWhy wouldn’t the same thing apply when driving a car in RL, however?
- Dr4kn 2y agoIt does. When your acceleration changes you feel it and if you don't you might get sick. If your acceleration is static there are no additional forces on you
- Wowfunhappy 2y agoIn real life, you can feel the acceleration of the car.
- hnlmorg 2y agoBecause in real life you do feel the effects of bends in the road, acceleration, breaking, and the terrain under your wheels.
- wlesieutre 2y agoYou feel the acceleration and braking and turning when you’re in a real car.
- jayd16 2y agoNo. The visual movement of the mech will not align with the inertia you feel irl and you'll get dizzy.
- Wowfunhappy 2y agoI desperately want more games like Unseen Diplomacy, where you walk through an infinite hallway. In real life, you're just walking in circles, but it doesn't feel that way in VR! I'm immune to VR motion sickness, but games without fake movement just feel so much more immersive!
- this_and_that 2y agoThe game "Tea for God" (https://www.google.com/search?q=tea+for+god&oq=tea+for+god https://www.google.com/search?q=tea+for+god&oq=tea+for+god) also has this strange behavior where the world curves around in a non-Euclidean / M.C. Escher-style fashion so that you feel like you're in a labyrinth, but you're actually in a ~8ft square in your living room. "Tea for God" and "Unseen Diplomacy" are the only games I'm aware of that operate in this fashion, with "realistic" walking movement that doubles back on itself.
- Wowfunhappy 2y agoThere's at least one more, Shattered Lights: https://store.steampowered.com/app/1057720/Shattered_Lights/ https://store.steampowered.com/app/1057720/Shattered_Lights/ But I've played all three of these to death!
- flavelius 2y ago"Eye of the temple" is another one https://www.roadtovr.com/eye-of-the-temple-design-room-scale-vr-gameplay/ https://www.roadtovr.com/eye-of-the-temple-design-room-scale...
- Wowfunhappy 2y agoEye of the Temple is different. It uses moving platforms, effectively a form of artificial movement, instead of non-euclidian space.
- trafficante 2y agoEye of the Temple has some of the coolest VR-specific movement tricks I’ve ever seen. If you’re getting close to your IRL boundary, it sets up a rolling log as part of a puzzle. To stay on a real forward-moving rolling log, you have to walk backwards to maintain balance. So in context of the game, you’re convincingly moving “forwards” while in reality you’re walking backwards. Pretty sure I took off the headset and geeked out at everyone in the house first time I realized what was happening.
- CarVac 2y agoThat what makes it not bad, not what makes it good.
- fennecbutt 2y agoI would expand on that. I'd say because the gameplay is so elegantly simple, most people can do kinda sorta well right from the get go. It feels extremely natural with almost no set up apart from height, just incredibly intuitive and frictionless.
- doctorpangloss 2y agoDo you regularly play Beat Saber?
- socalgal2 2y agoThat's not sufficient to explain Beat Saber's secert as pretty much every VR rythym game follows the same pattern but was not as successful
- cassianoleal 2y agoTrue. Synth Riders is quite nice as well, and so is Pistol Whip. Both are "on rails" rather than standing on a platform. I'm not sure if that's what makes Beat Saber slightly more appealing though.