5 ms·
One of the big differences between Oculus and Valve's philosophies is that the latter believes that there must be a 1:1 correspondence between motion in the vir
by badsock 12y ago
One of the big differences between Oculus and Valve's philosophies is that the latter believes that there must be a 1:1 correspondence between motion in the virtual world and the real one. No doing so kills presence and causes the nausea that people talk about. Having spent a fair bit of time in an Oculus DK2 I couldn't agree more.
Unfortunately, this kiboshes treadmills and things like the Virtuix Omni. At least until we manage to fool the vestibular system as well as we can the eyes.
- darkmighty 12y agoSerious treadmills are designed so you move around just as you would normally but a small bias is created below your perception threshold that centers you on the treadmill with time. https://www.youtube.com/watch?v=Af0Skxi4ftw https://www.youtube.com/watch?v=Af0Skxi4ftw
- repsilat 12y agoI remember seeing something about VR-enhanced roller coaster rides which took advantage of this, too -- the path of the virtual track and the real roller-coaster diverged considerably, and (iirc) there were places in which you were travelling "backwards" in the VR world.
- davyjones 12y ago> At least until we manage to fool the vestibular system as well as we can the eyes. If we can trick the neurons on site, then might as well trick it right before it plugs in at the brain...in which case, we probably will have optics covered as well. Thence we can get rid of the headset altogether.
- acous 12y agoIt's possible to stimulate the vestibular system electrically: http://en.wikipedia.org/wiki/Galvanic_vestibular_stimulation http://en.wikipedia.org/wiki/Galvanic_vestibular_stimulation