I play games where using a VR headset is a competitive advantage. Racing sims and flight simulation, combat and aviation. I get quite bad motion sickness from VR (DK1, DK2, both are bad), so I know that within a few years I have no chance of making it in any online multiplayer games.
Funnily enough, the first sensations of motion sickness in a flight simulator have a resemblance to what I feel when I go flying in a small aircraft. However, in real life, I get used to it, VR just keeps on getting worse and worse.
What makes it worse is that once you stop playing, the VR-induced motion sickness doesn't stop. It goes on for hours, bad balance and mild nausea. It gets worse if the lenses in the Rift are a bit off (they must be adjusted for every person), that leaves me incapable of reading or writing for the rest of the day.
So yes - it's really that big of a problem. If a 30 minute gaming session leaves a significant portion of the customers incapacitated for hours afterwards, there's no way you can call it a product and put it on the shelves.
BTW, I have high hopes for a competing product in development, the CastAR head mounted projector. It doesn't block your view of the real world so it might not cause as bad motion sickness. That also makes it viable for more serious flight simulation where the Oculus is useless because you can't see the flight controls (ie. your hands on the gaming controllers).
On my TODO list is building a DIY head tracker to be used with FreeTrack or other open source tracking solutions (forgot the names). I have an extra PS Eye waiting for that but I'd need to obtain some CCTV lenses (without IR filters) for that.
I don't think you have any chance of survival without a TrackIR or an Oculus in online combat flight simulators against guys who have one. Situational awareness is everything in dogfighting.
Definitely build yourself an IR tracker. Should cost you less than $10 in components and it works far better than face tracking. FWIW, the FaceTrackNoIR+point tracking plugin > FreeTrack (the latter hasn't been updated in years and the former plugin is based on FreeTrack's codebase).
Either way, that's good for you, embrace the future more easily than the rest of us :)
The usage of the term "off" was probably a poor choice of words, but I didn't detect any negativity in his tone despite "off". eg:
"Either way, that's good for you, embrace the future more easily than the rest of us :)"
(the last part of this post is also targeted towards jsprogrammer who suggested there was an air of superiority with the former post. Sometimes, it's entirely possibly you can read too much into another persons comment)Sure, one that ballpark-range around half of people get. Neither side is more standard. Is this different, does it affect 98% of people or something? I'm not suggesting negativity, I'm suggesting that perhaps Kiro is not at all an anomaly.
I think the brain/balance issue is very common if not the norm; much more than is accepted in the community. It will be a disaster if it's not solved before a commercial release.
In less than 10 seconds she ripped it off in a sick panic, and spent the rest of the afternoon looking green on the couch.
So yeah. People can get pretty wrecked.
But some people only see 2D, e.g. with only one eye or eye-problems.
So it is a serious problem, and VR won't fly in consumer space until this is fixed. Important is also the head-tracking, and a low input latency as well as a high display refresh rate. So VR might be a fade like 3D TV, and augmented reality displays like the former Google Glass could be the winner. But who knows.
But probably it's only because it's working as intended. Last session I tried a bunch of roller coaster sims, so maybe feeling sick just means it is working properly :)
For instance, when I tried DK1 for the first time, I was able to test many demos for like 45 minutes, and I didn't felt a lot of sickness. Meanwhile, a friend of mine held only 5 minutes.
This friend of mine (who owns a studio and he wanted to develop for virtual reality), started to train himself and his colleagues, using the Oculus every day till they felt sick. After 1 month, they were able to play Unreal Tournament with the DK1 for 15-20 minutes, and use normal demos for an hour or two.
I highly advise you to try this out too: you can just improve!
Once it's calibrated I can't play for more than 15-20 minutes without getting a slight headache.