gravity wrote on Jan 6, 2016, 14:01:
No man, that's not how it works, and no iteration of the current Oculus hardware addresses this (nor do any of the games).
You're not even thinking about your assertion. Basically, unless the Oculus literally supports someone WALKING FORWARD, it's going to throw you off.
Those rollercoaster demos were effing DESIGNED for the Rift, and you're blaming the software? They were the biggest offenders.
Basically, unless you're saying that the Star Trek version of "The Holodeck" is the Oculus + it's software, you're missing the entirety of the point.
The only titles, I repeat, ONLY titles that fit your assertion on what's 'acceptable' for the Rift are demos/games that involve sitting completely stationary, and looking around/leaning very slightly.
That's completely not what it will be used for, and not what people are expecting.
Actually thats complete bollocks, and I speak from experience having had the DK2 since it was launched and following the development of it way before that. The motion issue, or more precisely the nausea issue, was identified very early on as a killer for VR and handled approrpiately. John Carmack spoke about it earlier in the year here
WALKING FORWARD is not an issue in a game DESIGNED for the rift. If youve ever played Windlands you would know that was the case by simply elminating one input and using your HMD for direction. Roller coasters are a TERRIBLE comparison point for any kind of motion sickness because the bloody things are designed to drop your stomach into your pants. Of course they are going to make the succeptible feel sick - just like they would if you got on the real thing!
The holodeck is NOT the Rift, the holodeck experience is the VIVE. That is literally how they claim they have solved motion sickness - because in 1-1 movement where you walk around, of course you will not get motion sick. The Rift is primarily a seated experience but will not just have those kind of experiences associated with it. For example world war toons. This is not a sit on your butt style game. here is the top 10 for 2016
The real sickness is caused by a whole host of issues - and your equilibrium is only one of them. FPS, inputs, all of thes have been considered. Carmack covers this excellently (and how the Rift addresses them) in his keynote from 2014, and it has come on leaps and bounds since then. This guy is a friggin genius. vid here
This is why you dont see many complaints of vr sickness these days, even with 175,000 headsets out there and it being amateur hour in creating content. Professional content is not going to make that mistake.This comment was edited on Jan 6, 2016, 14:52.