See, a virtual environment is only part of the equation. Oculus peeled the onion back further, with touch (and Vive equivalent).
How will they solve movement? Using a pad to move forward or backward is not nearly as immersive as walking...
See, a virtual environment is only part of the equation. Oculus peeled the onion back further, with touch (and Vive equivalent).
How will they solve movement? Using a pad to move forward or backward is not nearly as immersive as walking...
Unfortunately, most of us don't have a basketball court to walk around on, so this sort of solution will probably be reserved for bespoke VR experiences made by The Void and other companies like them.
[2]http://www.npr.org/sections/krulwich/2011/06/01/131050832/a-...
[0] https://forums.oculus.com/community/discussion/388/2d-treadm...
[1] http://spectrum.ieee.org/automaton/robotics/robotics-softwar...
[2] http://arstechnica.com/gadgets/2015/01/the-virtuix-omni-vr-t...
I'm not someone who has every gotten motion sickness. I can read in a car, love roller coasters, and have never been sick on a boat once in my life.
Certain movements in oculus give me motion sickness.
Quite concerning is that my person experience in talking with oculus engineers is, they have no good solutions for this. And looking at all the current solutions doesn't provide much hope either. The Omni tracker is perhaps one of the "best" solutions allowing natural movement in a VR space... But I have a hard time believing that will ever be mainstream.
The other part of this question is nausea - I played Onward for a while and it started to make me uncomfortable, because you can move with the control pad. I'm not very susceptible to nausea but that did it.
Then I learned to simply _run in place_ whenever I move myself in game. It works wonders. I played for 4 hours twice without even the slightest nausea.
After all, we learn to move our legs in circles to move forward (when on a bike), pull on a set of handlebars (when rowing), etc., without becoming sick over it.
It is exposed to the devs but the quality of the camera doesn't really allow for AR experience so it's not really used.
- Show borders of things the camera sees on top of the 3d
- Show camera view aside from your controller in the "menu/system" screen
It requires more bandwidth through USB, though, so it might not work.
(I know there is a third option, but i cannot recall what it does)