Earlier quoted context omitted.
I wonder if a game where you ride inside of a mecha with free roaming capabilities would feel more natural.
Not really. Any game where your game-world movements don't match your real-world movements is what causes motion sickness. It's as simple as that. If you're sitting in a mech, once the mech moves, you're likely to get sick, because you're moving in the game world, but not the real world. There are ways to kind of fool your brain to make it work, but it's not 100%. For example, in Gorn, one of the movement options is…
VR Design Unpacked: The secret to Beat Saber's fun
41–50 of 89 posts
Re: VR Design Unpacked: The secret to Beat Saber's fun
#42Earlier quoted context omitted.
Not really. Any game where your game-world movements don't match your real-world movements is what causes motion sickness. It's as simple as that. If you're sitting in a mech, once the mech moves, you're likely to get sick, because you're moving in the game world, but not the real world. There are ways to kind of fool your brain to make it work, but it's not 100%. For example, in Gorn, one of the movement options is…
Why wouldn’t the same thing apply when driving a car in RL, however?
Re: VR Design Unpacked: The secret to Beat Saber's fun
#43Earlier quoted context omitted.
Not really. Any game where your game-world movements don't match your real-world movements is what causes motion sickness. It's as simple as that. If you're sitting in a mech, once the mech moves, you're likely to get sick, because you're moving in the game world, but not the real world. There are ways to kind of fool your brain to make it work, but it's not 100%. For example, in Gorn, one of the movement options is…
Why wouldn’t the same thing apply when driving a car in RL, however?
Re: VR Design Unpacked: The secret to Beat Saber's fun
#44Earlier quoted context omitted.
Not really. Any game where your game-world movements don't match your real-world movements is what causes motion sickness. It's as simple as that. If you're sitting in a mech, once the mech moves, you're likely to get sick, because you're moving in the game world, but not the real world. There are ways to kind of fool your brain to make it work, but it's not 100%. For example, in Gorn, one of the movement options is…
Why wouldn’t the same thing apply when driving a car in RL, however?
Re: VR Design Unpacked: The secret to Beat Saber's fun
#45Earlier quoted context omitted.
Not really. Any game where your game-world movements don't match your real-world movements is what causes motion sickness. It's as simple as that. If you're sitting in a mech, once the mech moves, you're likely to get sick, because you're moving in the game world, but not the real world. There are ways to kind of fool your brain to make it work, but it's not 100%. For example, in Gorn, one of the movement options is…
Why wouldn’t the same thing apply when driving a car in RL, however?
Re: VR Design Unpacked: The secret to Beat Saber's fun
#46I just wouldn’t have cared that much about getting a VR headset without beatsaber. And when I got bored of beatsaber, I was bored of VR.
Re: VR Design Unpacked: The secret to Beat Saber's fun
#47The secret to Beat Saber is that the player's physical and virtual world are locked together at all times. You're standing on a small platform and can't go anywhere. Thus, it doesn't cause nausea. Or disorientation. Or falls. Even when the player is in very active motion.[1] [1] https://www.youtube.com/watch?v=gV1sw4lfwFw
Another type of game with this characteristic is Table tennis simulators. Although the reduced field of view is a limitation, it just feels like wearing a strange helmet. Inner ear still matches the visual picture.
Re: VR Design Unpacked: The secret to Beat Saber's fun
#48Earlier quoted context omitted.
I wonder if a game where you ride inside of a mecha with free roaming capabilities would feel more natural.
Not really. Any game where your game-world movements don't match your real-world movements is what causes motion sickness. It's as simple as that. If you're sitting in a mech, once the mech moves, you're likely to get sick, because you're moving in the game world, but not the real world. There are ways to kind of fool your brain to make it work, but it's not 100%. For example, in Gorn, one of the movement options is…
Re: VR Design Unpacked: The secret to Beat Saber's fun
#49It's interesting to note that similar movement-quantizing systems are at the core of numerous other hit games, most notably in Dance Dance Revolution but also to some extent Rock Band and Taiko no Tatsujin.
Re: VR Design Unpacked: The secret to Beat Saber's fun
#50The secret to Beat Saber is that the player's physical and virtual world are locked together at all times. You're standing on a small platform and can't go anywhere. Thus, it doesn't cause nausea. Or disorientation. Or falls. Even when the player is in very active motion.[1] [1] https://www.youtube.com/watch?v=gV1sw4lfwFw