Has Oculus Finally Conquered the Virtual-Reality Vomit Problem?
businessweek.com
businessweek.com
Is this really right? If so, this is the first I've heard of it. Seems to be a huge change in where Oculus is aiming their gear.
If you have something like an FPS with the player walking or running about, they will feel ill. With something like Elite Dangerous where the the player is inside a static cockpit, the sickness problem goes away, as long as you have good head tracking and low "motion to photons" latency.
You can still be in a moving vehicle, but if the player is sitting down in reality, they ought to be sitting down in the VR environment too. Possible solutions to the problem are being worked on, but there isn't a proven working solution yet.
There are of course things like the VR hamster ball rigs that would maybe find their way into arcades, which would allow a player to move in both physical and virtual space at the same time, so there's no discordance. However AFAIK none of those really work very well yet and probably won't be where things end up in the long run.
The Rift is targeted more are home users on a PC anyway, so those people (the vast majority) will be sitting down.