Here's a full walkthrough for those living under a rock when it came out:*)
By the way, back then I really liked the first stages of HL2 -- the dystopian intro absolutely rocks -- but eventually had to stop playing, partly because it was getting too long, and partly because of motion sickness. This really took me by suprise because I was a gamer, had enjoyed the original HL without problems... and suddenly there was a new breed of 3D games where I got motion sickness and had to quit.
I distinctly remember two games that made me almost throw up when playing: HL2 and Jedi Outcast.
I was wondering if it was simply a stage of my life, so I decided to watch your video and... instant motion sickness. I think it has something to do with the jerky point of view and the rapid motion, but also something about how the "lens" of the viewport deforms the image near the borders.
Does it happen to anyone else? :(
That was the effect it gave to me too. I believe it's due to the the player moving the field of view rapidly: I played this game less than a year ago and experienced none of this. Being in control helps a lot as the brain knows we're moving and expects the view to change.
Two things basically eliminated the problem for me- first, like the other commenter said, increasing the FOV. The default is way too narrow, especially on modern widescreen displays. Adding another 10 or 20 degrees makes a noticeable improvement.
The other change was to eliminate the head-bob while running. There's a console command that takes care of that. Between the two, I went from nausea within a couple of minutes to being able to play for half an hour+ with no issues.
Hopefully this helps you, too!
[0] https://ca.ign.com/articles/2004/11/24/half-life-2-motion-si...
Changing the fov helps.
Stop playing as soon as you start feeling ill. Just save and come back to it tomorrow.
Do not try to get back into it (or anything similar, like watching videos of FPS games) after a short break. Wait until the next day or later.
You should be able to get through games like that piece by piece. At least for me, I don't usually get sick from it. Maybe you get used to it as long as you stop once you start getting a little nauseous.
As for FOV, which seems to be the cause, I found a reference[1] that says the fov is 75 until you meet Alyx. (Wait, what?) Not sure what it is after that. There is an option in the settings to increase it between 75 and 90 (higher is better).
[1] https://steamcommunity.com/app/290930/discussions/2/61170199...
Agreed: What?
Can someone please shed some light on whether this is true and why that would be?
This is normal, and imho is one of the biggest challenges facing the VR industry: as people age, they are less and less able to do VR.
Its because you're getting older and your eyes are not as level as they used to be. Our brains are wired to correct the differences in horizon that each eye sees, and applies a filter to the 3D inputs so that we don't get motion sick. As we age, our eyes physically change position, and the brain has to do more work to make this horizon correction - with 3D games, it no longer has all the inputs it needs to do the correction (because 3D games aren't really 3D but rather an imitation of it on a flat plane), and thus you start to feel motion sickness more and more.
https://en.wikipedia.org/wiki/Depth_perception#Disorders_aff...
> "A set of Source 2 tools for building new environments will ship with the game, enabling any player to build and contribute new environments for the community to enjoy. Hammer, Valve’s level authoring tool, has been updated with all of the game’s virtual reality gameplay tools and components." [0]
They do have that feature coming with it? Or am I confused on what you are referring to?
[0] https://store.steampowered.com/app/546560/HalfLife_Alyx/ (appears in the description under the "Community-built environments" header)
EDIT: I misread what you meant. Haha I thought you meant overlooked by their team, as if they didn't include it.
But even Blizz couldn't reliably make maps using their internal tools that kept Reaper where he was supposed to be.
I think that's the key -- if the tool allows you to harm the user's computer in some way, then it's not a tool you can really release without polishing a lot more, to prevent the failure modes. And it's particularly bad if it's hard not to mess up.
they said the tools are too tightly integrated into their authoring and content delivery systems
if you watch a couple of videos where they reveal how it all works: this excuse seems plausible
So Valve hires Icefrog, makes an IP claim for the dota name, all the characters, and starts creating dota 2. It felt like a "oh, I'll have this". It didn't feel right at all at the time. Still doesn't. Nothing was ever said for the community that formed around creating and enjoying the game in the first place.
Also a nitpick there have been more maintainers than those three they were the major ones for example the original developers of Dota Allstars Meian and Madcow. Guinsoo worked on the game for around 2 years until early 2005 and then Neichus took over and worked jointly with Icefrog who became the lead after Neichus left.
Main source: https://assets.documentcloud.org/documents/3726401/Blizzardv...