ForgedReality wrote on Mar 5, 2015, 20:46:
Irregardless isn't a word, and I think you meant "goggles." ;)
vacs wrote on Mar 5, 2015, 16:09:ForgedReality wrote on Mar 5, 2015, 15:03:
You've not heard anything about the controllers it comes with right? Or maybe they're optional, but whatever. I bet that would go a long way toward solving the second type. If your hands are moving, and you see them moving in-game, it's going to help you feel a lot more connected to the visuals. I don't think it's that far-fetched.
The problem cannot possibly be solved with any visual aid.
The vestibular system feels if your body is accelerating, decelerating or standing still. If your position doesn't change but your visual organ sees you moving, your brain gets confused and some people will get motion sick, irregardless of what visual aids or other tricks the googles play on you.
The issue is the contradicting information your brain gets, not the lack of realism of the graphics!
The lag problem can be fixed or at least greatly reduced by increasing the VR helmet's response time, I believe Valve is at least on the right track with this part of motion sickness inducing.
And there is actually a third kind of motion sickness, which again has mostly has been solved with OR and probably Valve's solution: A minor group of people simply cannot get used to this forced 3D viewing, the convergence of the 3D image as also the forced focus doesn't fit everyone... but at least this can be solved purely by optimizing the software and the visuals.
ForgedReality wrote on Mar 5, 2015, 15:03:
You've not heard anything about the controllers it comes with right? Or maybe they're optional, but whatever. I bet that would go a long way toward solving the second type. If your hands are moving, and you see them moving in-game, it's going to help you feel a lot more connected to the visuals. I don't think it's that far-fetched.
NKD wrote on Mar 5, 2015, 13:26:loomy wrote on Mar 5, 2015, 11:45:
the only definite here is that you two goons definitely don't know if this is BS or not
I don't think it's too outrageous to say that a claim that 0% of people will get motion sickness while using SteamVR is BS. It's technically and medically impossible for that to be true. Some people are very prone to motion sickness, even using normal monitors, to say nothing of motion tracking VR. Sell thousands of units and you will get at least 1 person who got motion sickness while using it, making it a non-zero value.
Now, Gaben might have intended to say something else, but his claim as quoted is bullshit, plain and simple.
vacs wrote on Mar 5, 2015, 12:33:loomy wrote on Mar 5, 2015, 11:45:NKD wrote on Mar 5, 2015, 10:54:LurkerLito wrote on Mar 5, 2015, 10:13:Newell: SteamVR headset has 0% motion sickness rate.I call BS.
Yeah, definitely BS.
the only definite here is that you two goons definitely don't know if this is BS or not
No, they are right. There are two different type of VR motion sickness people: Those who get affected because there is slight lag between the movement of your head and the corresponding image showing up and those who get motion sick because they watch a video of the whole body moving around but in reality they are standing still (or sitting).
There is quite a lot info on this from the Oculus Rift people.
Whatever improvements Steam VR googles have included, they can only get rid of the first type of motion sickness, never the second.
In that respect, Newell's statement is pure marketing (and quite a bit of BS)
loomy wrote on Mar 5, 2015, 11:45:
the only definite here is that you two goons definitely don't know if this is BS or not
LurkerLito wrote on Mar 5, 2015, 10:13:Newell: SteamVR headset has 0% motion sickness rate.I call BS. Accurate head tracking is not going to be the only problem with fully enclosed VR headsets. It's also a physiological problem that will affect each person differently. I doubt they tested their setup with people who get truly motion sick, not just ones that get motion sick when using VR equipment. I can tell you I am one of those, and some games I still can't play for any length of time regardless of FOV settings. While Higher FOV helps, it doesn't eliminate my motion sickness, it just delays it's onset. After a certain length of time it eventually hits me and that is without VR equipment attached to my head.
loomy wrote on Mar 5, 2015, 11:45:NKD wrote on Mar 5, 2015, 10:54:LurkerLito wrote on Mar 5, 2015, 10:13:Newell: SteamVR headset has 0% motion sickness rate.I call BS.
Yeah, definitely BS.
the only definite here is that you two goons definitely don't know if this is BS or not
NKD wrote on Mar 5, 2015, 10:54:LurkerLito wrote on Mar 5, 2015, 10:13:Newell: SteamVR headset has 0% motion sickness rate.I call BS.
Yeah, definitely BS.
Verno wrote on Mar 5, 2015, 10:31:
0% motion sickness rate with miniscule user testing is believable but not sustainable
LurkerLito wrote on Mar 5, 2015, 10:13:Newell: SteamVR headset has 0% motion sickness rate.I call BS.
Newell: SteamVR headset has 0% motion sickness rate.I call BS. Accurate head tracking is not going to be the only problem with fully enclosed VR headsets. It's also a physiological problem that will affect each person differently. I doubt they tested their setup with people who get truly motion sick, not just ones that get motion sick when using VR equipment. I can tell you I am one of those, and some games I still can't play for any length of time regardless of FOV settings. While Higher FOV helps, it doesn't eliminate my motion sickness, it just delays it's onset. After a certain length of time it eventually hits me and that is without VR equipment attached to my head.