It was really something. Sure the quality's not that great, but what's there works well, and you get a sense of presence with the headset that is considerably more convincing than viewing the same scenes on a flat monitor.
It was really something. Sure the quality's not that great, but what's there works well, and you get a sense of presence with the headset that is considerably more convincing than viewing the same scenes on a flat monitor.
I've never gotten motion sickness, ever. VR also has never given me sickness. A slight fatigue at most.
For me, any game where the camera moves independent of my headset can trigger nausea. Blade and Sorcery's jump implementation is really bad about it; anything that lets me "fall" when I'm not expecting it. That at least makes sense; if I suddenly fell in real life I'd freak out too. Of all things, the non-teleportation option in Minecraft's popular VR mod, Vivecraft, trigger motion sickness most consistently. But I can teleport around Skyrim VR for literally hours and be totally fine. I get the feeling that with a bit of practice, I could build up a tolerance to it, but it's definitely a persistent danger. It's got to be frustrating for developers, since it seems like there's such a wide range of individual variance in sensitivity. If I get around to making a VR experience, I'll stick to teleportation simply because that's what I personally find to be "safe" and comfortable.
This feeling can last days in extreme cases (more from an intense fairground ride than VR - never taken VR use to that extreme!)