SvennoJ said:
Zkuq said:
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.
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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.
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As far as I know, nausea from VR is extremely common. It's not as common for practically any other form of games or for the travel methods you mentioned.
It's good to hear nausea doesn't come back fully after a break. Should help VR adoption by quite a bit.
I'm sure there's ways to get used to VR and get over nausea like you're suggesting, but I'm not too worried about nausea personally. I haven't had the chance for longer VR sessions, but I've had no trouble with nausea at all during my shorter sessions. It's more that I think nausea is enough of a problem to really hinder the adoption of VR and thus, the quality of VR games. Most people probably aren't willing to get through the initial nausea phase, so a lot of devs are just going to cater to the lower common denominator. It also doesn't help that the hardware required for VR is still quite expensive and could be so for a pretty long time.
Yeah, I know controls aren't a big issue. It should be an issue mainy for games controlled with keyboard and mouse, but I don't think that's going to become a popular scheme with VR. Not being able to see the controller does still make it slightly more uncomfortable though, it might just not be a huge difference. And to be clear, I don't think this is a problem for VR in the long run, or even in the short run.