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  VR motion sickness  (Read 255 times)
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Offline ags1

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« Posted 2018-03-11 16:26:21 »

It seems moving in VR is likely to cause motion sickness which is really limiting in terms of VR experiences. Has any game developer tried flipping to a 2D cinema mode for motion - so you are just looking at a big virtual monitor while in motion - and then flipping back to full VR when at rest?

Offline CommanderKeith
« Reply #1 - Posted 2018-03-17 11:18:13 »

I've never tried VR, but I've heard that when the accelerometer is good enough and latency is low, motion sickness isn't common.
I like the idea of a 2d world, do you mean a 2d top down world or side scroller style view?
One thing I read is that the detail in a 3d VR game needs to be much higher than a normal fps since people can get really close to the objects and walls if they want, which is hard to maintain with high fps games

Offline Phased
« Reply #2 - Posted 2018-03-17 12:07:09 »

The thing about VR is that it is immersive, you feel like you are really there, a good way to break the immersion would be to constantly switch between first person and a cinema view.

Moving in VR only causes motion sickness when you are using a traditional game movement ( wasd or joystick ). A fair few games offer various ways for the player to move, one is teleporting, which gives no motion sickness, there have been variations to the teleporting, where you see a ghost image of your character moving when you attempt to move (From Other Suns does this).

You would have to be really sensitive to motion sickness to get motion sick from VR from just moving your head / walking around in real life without using controller input to move the character (and without teleportation).

It also varies from games, I played Pavlov for 1-2 hours and I felt fairly sick after it. I played another game Echo Arena, which is based in zero gravity, where I barely got any motion sickness.

@CommanderKeither Level of Detail is important for VR because you can get so close. At the same time, things in the distance can be of less quality, so the things that you are currently close to for sure need to be high quality (if you are aiming for realistic graphics).
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Offline Damocles
« Reply #3 - Posted 2018-03-17 12:21:39 »

I think its an strategic error, to always push using actual 3D (different picture for each eye) for games using a VR headset, instead of first concentrating on the other advantage VR headsets have:
the much larger field of view compared to a classic monitor.

If I would make a game for such a headset, I would project the gameworld flat on a larger virtual screen, similar to I-Max,
while keeping the virtual screen stable relative to the realworld-projection-position. Then turning the rendered scene classically using the controller/mouse.
(eg: its simply simulating having a gigantic 120 degree curved monitor in you livingroom)

That would avoid motion sickness, while giving the player the ability to enjoy the game on a much larger screen.
(and not force the player to turn his head all the time)

Even with perfect technology (optics, speed, resolution, weight), that can make the player feel like standing on a holodeck, you will never get around one essential problem:
to appreciate the scene, and not get motionsick, the player needs to actively move his body. Either standing in his living-room, or in some fancy rig that can simulate acceleration.
And thats the problem: Not everyone wants to have to move actively when playing a game for hours.
I think that the market for games that you can play sitting lazily on the sofa, will always have a larger market than games where you have to move.

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