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My understanding was that VR was intensely nauseating if you can't at least move your head and have the motion translated (at very low latency!). Is that not t
by aetherson 11y ago
My understanding was that VR was intensely nauseating if you can't at least move your head and have the motion translated (at very low latency!). Is that not the case?
- lux 11y agoIf you try to move around a lot in a non-positional tracking system like the Gear VR or in a 360 video, you might feel nauseous. But if you're sitting down and just looking around, generally developers are getting better at not making people sick in VR. The other half of that is when your motion isn't translated 1:1 to your perspective in the game (e.g., exaggerated movements in a first-person shooter), that's when you can really feel simulation sickness. Valve's "room-scale tracking" actually solves a lot of that by keeping your perspective in sync with your real self. I'd say it's the best VR solution I've tried yet.
- tonydiv 11y agoNausea is mostly a solved problem at this point. Oculus and Vive have both done extensive testing on nausea and few report it on the new consumer versions. The reason Oculus took so long to announce a consumer version was largely tied to the fact they hadn't solved the nausea problem. Now they have.
- aetherson 11y agoWell... But isn't the way that they solved the nausea problem that they managed to get very, very, very low latency between your head movements and those movements being translated to the image you see? All the hardware improvements there presumably don't help if there isn't a different image to view when you move your head.