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Zkuq said:
SvennoJ said:

Nausea gets less the more you use it. At first Super stardust's VR arena made me very unformtable, I couldn't play windlands for more than an hour and Trackmania made my stomach sink at the top of the jumps. That's all far behind now with no more issues. Windlands became one of my favorite games.
You need a little time for your brain to get used to the movement, learn what to expect, where to look and how to correlate movement input with screen output. It becomes second nature after a while like learning to ride a bicycle or how to play an fps or racer for the first time. First time playing Decent I was contiinously stuck against the wall, same thing happened in windlands which cause the discomfort.

Best is to start off with something comfortable like the excellent puzzler Statik or I expect you to die, or Bridge crew and work your way up from there.

What genres does VR not work for? It works great in 1st person and 3rd person games, rts, even pinball. The one genre missing so far is RPG which is coming with Skyrim. The only game that didn't work well was Super stardust, the planet floating in front of you limits your ability to keep track of everything. Obviously there's no benefit to 2D sidescrollers, yet I bet LBP would look magical as well and be a lot more clear on which plane you are on.

I know it gets easier, I'm just not convinced yet it still becomes playable even for most players. It could, but as far as I know, there's no general consensus (yet) that it works like that. Also, does the nausea come back if you take a longer break?

Also, controls are somewhat of an issue, mainly because you can't see the control device while playing. I suppose that's a problem that's, for the most part, easy enough to work around though.

When I said VR doesn't work all that well in a lot of genres, I meant the nausea part. Almost anything where you move the player directly has a nausea problem for a lot of people. It works naturally only for games where you have something to transport the player, such as a car or a spaceship (and even they can probably have slight problems with nausea, but should be easier to get used to). Of course if nausea isn't a problem in the long run, there's no large-scale genre problem. I don't think there's a lot of genres that are, nausea excluded, fundamentally imcompatible with VR.

Some people also still get nausea from playing fps games on a screen, a lot more when the tech was new. Some people also can't sit in the back of a car or fly without medical aids. The problem will never be completely solved, yet that's no reason to discard the tech, not do I think most people will have long term issues.

I took a 2 month break with BotW and HZD before going back full force into VR. Apart from a slight sense of discomfort once or twice the first day, no further problems. It will get better with less lag. PSVR is very good with reprojection, however Polybius runs in 120fps and doesn't use reprojection. The slight delay between turning your head and seeing the result is noticeable. Not a problem since you always look forward, yet something you notice in the title screen that can be improved. (I guess the game is double buffered that it's slower than the usual 60 to 120fps reprojection)

It seems i'm in the least likely category to suffer from motion sickness, male, caucasian, over 21, in good health, good at geometry (mental rotation)
https://freeflyvr.com/virtual-reality-sickness-nausea/
One tip there that works great, lock your eyes on where you want to turn to, same as in reality, you look at where you want to turn your head. Don't just look ahead while rotating with the analog stick. Ofourse that needs some practice so you get used to how far to turn to catch what you're looking at and how fast it will turn. For me turning at the fastest rate is the most comfortable, look, turn. After a while it becomes second nature and turning your head together with use of the analog stick while locking your eyesight on something all works together like real life, pupils, head movement, body rotation.


As for not seeing the controls. Yes that can be a problem. A lot of games show the controllers in game since they can track them. So you see the controller as you are holding it. That helps. I was still fumbling a bit with the still unfamiliar aim controller. Yet after 2 sessions I knew where all the buttons were. You normally don't look down at your controller either while playing a game.