This is one of my worst fears about VR adoption: gamers, especially the kind who will be on the leading edge of this stuff, want badly to play FPS games and they'll find ways to do it and they're all going to hate VR.
I'm glad Oculus is putting their "comfort ratings" front and center, and being really vocal about the principles of sickness-free VR, but I'm worried people are going to skip all the warnings and advice and ruin this for everyone.
>>This is one of my worst fears about VR adoption: gamers, especially the kind who will be on the leading edge of this stuff, want badly to play FPS games and they'll find ways to do it and they're all going to hate VR.
Part of the promise of VR is being able to negotiate a virtual world on foot which currently has too much of a mismatch to work without sickening the user. So what are the long term solutions to this? To me they are really hard if not impossible problems.
Another idea is something called redirected walking, which basically tricks you into walking in circles even though you think you're walking in a straight line.
Someday we may have electronic solutions to sim sickness -- they've discovered that by sending tiny amounts of electricity through our inner ears, they can programmatically control how you feel you're moving.
Edit: Here's a video of Palmer Luckey talking about that inner ear stuff (GVS): https://www.youtube.com/watch?v=8CRdRc8CcGY&feature=youtu.be...
I see a lot of parallels with early mobile app development. Early mobile games often plastered the screen with virtual buttons, poorly replicating controller-based UI's onto a touch screen. The experience was bad and plenty of people wrote off mobile gaming as impossible. Then we learned how to build mobile games with a touch-centric UI.
I get that FPS-style games seem like perfect contenders for VR since they are already pretty realistic and immersive for 2d constructs. Still, the conventions of FPS evolved to fit the flat world of computer monitors and TV screens. Once you're immersed, running around can be quite nauseating even if you're experienced with VR or have a decent resistance to VR motion sickness.
I'm more interested in trying out (and building) new conventions that are a natural fit for VR. Seated experiences and, eventually, ones that allow for walking around 1:1 in the room you're actually in will beat running around with a controller while looking through a HMD.
DK1&2 owner. I felt the same, but the Crescent Bay demo blew me the heck away. More amazing than experiencing the DK1 for the first time.
Then, recently, I tried the Oculus Touch demos. For an hour or so afterwards, I felt like reality was less real than the simulation, even despite its limitations. I felt like the realm of possibilities within that box was infinite, and real-life was limited in comparison.
Couldn't it just as likely be the inherent conflict between proprioceptual cues and visual cues causing sickness?
Sure, that's the general concept. OP's two points are specific examples of the causes of mismatch - examples which are well known, and can be mitigated.
a) When a program's framerate is high enough, moving your head causes a corresponding change in visual cue. When the framerate is too slow, the visual cue update is delayed from the motion. A mismatch.
b) When a game allows you to walk forward in a virtual world, your eyes get visual cues that you're walking forward, even though your body knows you're not. VR applications that instead simulate you sitting in place, and give you visual cues to that effect, limit that mismatch.
VR-wise, b) can definitely be mitigated. There seem to be two current strategies - either you design the experience to be primarily stationary, or you set up a room that people can actually, physically walk in.
stationary-only experiences might seem like a tight constraint, but constraints breed creativity :).
Rooms to walk around in have also been done, but they're obviously more effort to set up and maintain, and are typically done by larger institutions.
It's got to be a dream to make and play games on and right now, it's not.
As a DK1&2 owner, I had a similar experience, but what brought VR back to me was Elite: Dangerous, a space sim. FPS's are a horrible VR experience currently and likely will remain so until we redefine FPS for VR. With Elite + joysticks, I've not experienced any of the motion sickness in the DK2.
It's not so much the motion sickness for me though. It's just that the novelty wore off and it became a chore. Elite Dangerous with a DK2 was incredible for a quite a while. I used to just fly around space stations and look around. Now after the 100th trading run i prefer the monitor as it doesn't require me to clean lenses or deal with a tangle of cables.
I'm also worried about the impossible problems to solve. For me, the biggest issue is the screen door effect. it is said that only 8k per eye resolution can solve this.
I think there are still 10 more years before vr becomes small, cheap and good enough.
It may still look pixelated, but that's easier to ignore IMO.
Ovr might want to restrict what apps can be run on what computers. Their mobile version has this benefit. Carmack had real vision leading the charge on their Samsung partnership.