Making Great VR: Lessons Learned from “I Expect You to Die”
gamasutra.com
gamasutra.com
So I hacked together a haptic glove out of an Arduino, a few vibrating motors, and a WebSocket-to-Serial-Port bridging program in a weekend. Took it to National Maker Faire and demoed it to a few hundred people. There were only a handful of skeptics, and of them, only two of them walked away unconvinced. Even basic haptics has a huge impact on the believability of the motion interaction.
I was there with DCVR [1]. We're a social meetup group for entrepreneurs and hobbyists in the Washington DC area centered around virtual reality. We decided to organize and put a booth together to help promote our individual projects, while also trying to grow our local community for our meetups. But otherwise, in regards to my projects, I was there myself.
Since you sound like you're in the area, please come to our next DCVR meetup. They are a lot of fun and it's probably one of the best ways to get involved with VR from scratch right now.
But this article, like Carmack's pro-VR article, convinced me that VR isn't ready. Before it was unacceptable latency for some motions; now it's motion sickness.
But these are clever guys. One day it will be ready.
Motion sickness is now mostly an issue of badly designed software, not hardware. Developers porting content designed for 2D screens don't realize that their camera movements make people sick.
As someone who writes VR software, I think VR hardware unfairly gets blamed for bad VR software.
I'm talking about accomodation (the mechanism the eye uses to focus near and distant images with equal sharpness on the retina).
That mechanism (not the muscles, but the part of the brain responsible) will get lazy.
For example, here's a prototype[1] using two layered panels to achieve a continuous 4D Lightfield. This allows your eye to naturally accomodate and see the scene with proper depth of field. Just a prototype, yes, but perhaps we could see this in consumer tech in a few years.
Accomodation-vergence mismatch is definitely one of the worst parts of current generation VR, but I've seen a few promising solutions.
What you're thinking talking about is the discrepancy between the eye lens focus and the stereoscopy focus. Luckily, it doesn't cause lazy eyes. Some people can naturally seperate the two and everyone else gets headaches.
The problem is that VR inverts the concerns for graphics developers. It used to be that fidelity was paramount, performance was secondary. Now, with VR, performance is paramount, fidelity is way, way secondary. It would be better to make PS1-era graphics that hit the high framerate, low latency requirements, and satisfy the proprioceptive issues than to try to push Unreal Engine to its limits if it means you're "only running at 30FPS".
I mean, we still accept 30FPS in desktop gaming. People are willing to run that slow if it means they can crank the latest AAA game to the "High" graphics settings. And it mostly falls into the same sort of hair splitting that audiophiles engage in if we were to argue that they aren't having a good experience at that point. But with VR, if you can't hit the native refresh rate of the display, you're going to have a bad time.