It's probably telling that they're couching the updates in language that addresses this, rather than just touting the technical accomplishments.
It's probably telling that they're couching the updates in language that addresses this, rather than just touting the technical accomplishments.
The bad news is that while better tech and better design can significantly reduce motion sickness, I doubt we will ever completely eliminate it.
The really bad news is that nausea is funny. It's great for catchy headlines and quippy comments. I'm really afraid that the Rift will get a reputation as a "vomit helmet" and that will lead the masses to dismiss it. That would be a tragedy.
It's really important PR for VR to get the word out: If you feel sick, stop. Don't try to push through, you'll make it really bad. Try again much later. With practice, it will get better and better. When you get over VR sickness, all kinds of awesomeness awaits!
I think this is might be correct, I remember getting motion sickness from playing Doom on a big monitor the first time. And several years later I was playing a lot of FPS games with no ill effects at all.
But it takes a person with strong willpower to practice! I got pretty bad motion sickness from the Rift, and it left me completely incapacitated for hours afterwards. Not only did I feel like puking but I couldn't do any work because my eyes couldn't focus on "2d" text on a monitor (we have a Rift devkit at the office, I made the mistake of using it in the middle of the day).
And I'm not a person with particularly bad motion sickness problems. There are sensitive people who will definitely not touch any VR helmet after the first time they've tried it and become sick for the rest of the day.
There will have to be improvements to the Rift hardware itself, the driver and peripheral software and the games that support it. And more games will have to be concerned about the physical correctness of movement, because it seems to be a factor in VR sickness.
Here's an interesting "competitor" to Oculus Rift with an alternative approach: http://www.kickstarter.com/projects/technicalillusions/casta...
When Wolfenstein 3D first came out people were complaining about puking. I think the hardware updates, game design updates, combined with learned use will mostly solve the motion sickness issues. Hell I get sick from cars if I haven't ridden in traffic in a few weeks.
If I don't play for a few days I feel the same way when I am playing but I can power though that in about half an hour.
No surprise though since my flying career ended early when I couldn't hold my lunch, a (bumpy) hot humid day too much to eat and being nervous didn't end well.
I think everyone's vestibular system is sensitive in different ways. But FPSs in the rift generally feel very "wrong" (not sure how else to describe it), when moving using a controller. Especially when strafing - it produces a sensory response similar to a feeling of drunk stumbling. But in a flight or driving sim, the same kind of movements feel much less wrong, even to the same people. Maybe because similar movement in the real world are also performed via control inputs, and our minds understand that?
I think there are some interesting questions there. In the coming years, an entertainment concept as vague as "immersion" might actually have tangible metrics associated with it, since its exactly that kind of understanding that will be needed to overcome this "VR sickness"
I think that this is a very interesting phenomenon, a physical "uncanny valley" of unnatural movements causing VR sickness. Strafing is definitely something that doesn't occur in real life, there's no way you can move directly sideways at regular walking/running speed. If VR ever becomes popular with FPS games, the genre will have to change or the audience will be limited to people immune to VR sickness.
Another interesting case was one of the Rift demos where you travel on zip lines. The physics of this demo were so incorrect that it made me nauseous. My body was expecting a rapid acceleration downwards but instead the movement on the zip lines was roughly constant velocity.
I would welcome more realistic physics to games even if it weren't for motion sickness. Hollywood physics aren't very interesting gameplay wise although it is visually stunning.
I also got horrible motion sickness from flying in a flight simulator with the Rift dev kit. I have flown a lot of flight simulators but doing so with the rift made me feel awful. I think that improved resolution might help here, the resolution was too blurry to make out the instruments on the panel or see the airfield before it was too late to land.
I definitely think that the translation tracking with the external camera will help. I have been using camera based head tracking (TrackIR) in simulator games and it is excellent.
I very much want Oculus Rift to solve the VR sickness problem. If the Rift catches on, in a few years there's no way you'll be able to be competitive in combat flight simulators without one because everyone using a VR solution will enjoy a better situational awareness. So it is going to be a choice between motion sickness (or defeating it) and being a sitting duck waiting to get shot. A head tracker like TrackIR is almost a prerequisite even today.
I can't wait to try the new Rift prototype and the customer version when it comes out and see if they've solved the problem. But I'm not buying one before I can try one out and see if this problem is fixed.
Edit: this isn't it, but will do the trick http://oculusrift-blog.com/john-carmacks-message-of-latency/...
Indeed most of the human-factors research in this area has been in figuring out just what minimum features and precision are necessary in the tracking and display equipment and software stack to prevent these known problems. Making Occulus was simply a matter of shrinking the tech small enough to fit comfortably in a self-contained unit.
I also think vertigo is a feature, not a bug, but I understand that a lot of people don't see it that way :).
And landing on the moon was simply a matter of assembling a vehicle based on decades of previous rocket research. I'm not saying Oculus is comparable, but you're simultaneously belittling someone's work and implying that it's already been finished. When in fact it has been extremely innovative and is very much on-going.
For insta-nausea put someone in the Tuscany demo and move them around while they wear the rift. Hilarity ensues!
My own nausea didn't actually start up until HL2. We were playing on a laptop (probably not enough horsepower), using slightly unfamiliar keyboard & mouse controls. So some movements were very fluid & second-nature to me, while others were jerky and off because of the slightly-off control scheme.
It's possible the most nauseating moment was taking the headset off, actually. Up to that point, my mouse hand had been a pretty accurate proxy for my in-game hand and arm, but taking my hand off the mouse and then ripping the "world" away with that same (now "phantom") hand was deeply disconcerting.
But it's also possible the nausea built up slowly over the course of playing. I'd love to spend more time with it to see if it's something you really can adjust to.
For that kind of game, just the Rift and a joystick should provide an amazing experience.
For me, the only time I really get nausea on it is when you do mouse look at the same time as head look... for example, moving the mouse to look one direction while moving my head.
I find by only doing one of those things at a time, I can really limit the motion sickness.
I showed all my family at christmas (mostly the experience demos where you look around without doing any controls) and no one got sick.