By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Zkuq said:

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.

No clue how common it is. Only thing I read was that 90% of people who purchased a (any) VR system are satisfied with their purchase. I doubt you would be satisfied if it made you sick. But sure, people who are prone to motion sickness wouldn't buy them in the first place. Probably try it once and dismiss without giving it some time to get used to it. I don't blame them, the price is too high to take that kind of gamble.

Problems with controls start when you need different controllers. Bridge crew works wonderfully with 2 move controllers, however there is no options button on move which you need to open the menu, always fun grabbing around to find the DS4 with the headset on. Or try to find the remote control to adjust the volume (when playing without headphones)

For keyboard use, I guess when a game really needs a keyboard we'll get one with it's own tracking so the game can project the keyboard on screen and perhaps even your hands. For now RTS games are finding ways around needing a keyboard. I doubt we'll ever see use of a mouse in VR. Motion controllers take care of that next to headtracking and later eye tracking (coming to vive as an add-on, while vove has it integrated) There are plenty pointer options in VR. The move controller could use a scroll wheel though :)