Earlier 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?
VR Design Unpacked: The secret to Beat Saber's fun
61–70 of 89 posts
Re: VR Design Unpacked: The secret to Beat Saber's fun
#62Earlier 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…
Brain expects movement (from visual stimuli) and doesn't feel any movement? Nausea. (VR sickness)
Brain expects stability (from visual stimuli) and feels movement? Nausea. (Sea sickness).
This is why when you're sea sick they tell you to watch the horizon, because if you watch the horizon, you can tell that the horizon is going up and down and your brain can correlate that to the motion.
Re: VR Design Unpacked: The secret to Beat Saber's fun
#63[1] https://youtu.be/QNZh2lvd5gs [2] https://www.imsarahkolb.com
Re: VR Design Unpacked: The secret to Beat Saber's fun
#64Re: VR Design Unpacked: The secret to Beat Saber's fun
#65Earlier quoted context omitted.
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.
I've seen plenty of people try to lean on the table and fall over
Re: VR Design Unpacked: The secret to Beat Saber's fun
#66Earlier quoted context omitted.
It is literally explained in the first five minutes of the turorial Or you can intuit from the score displayed after you cut each block
This is the tutorial I got: https://youtu.be/EJIMULOXbYI Maybe you have a different one on a different platform but there is no score discussion there. Intuiting things at 3 blocks a second is a challenge.
Re: VR Design Unpacked: The secret to Beat Saber's fun
#67Beat Saber was the reason I bought a Quest 2. Now I actually find Synthriders to be a lot more fun. In Synth, if one person has purchased a song/map, everyone can play and players can create/share/upload maps and songs (there used to be a great free repository of songs that got taken down recently unfortunately). Synth also removes some anxiety about playing in smaller spaces because AFAIK you're not encouraged to ai…
Re: VR Design Unpacked: The secret to Beat Saber's fun
#68Earlier quoted context omitted.
They paid for licenses. Certain songs will get taken down if you stream them, but they're still licensed. https://beatsaber.com/faq.html > Our aim is to release Content ID-free songs for future OSTs as well. However, we cannot guarantee that Content ID will be disabled for paid music packs since they are owned by our third-party partners. We value the work of artists and respect their decision to keep Content ID enab…
I think op meant the custom songs, there are thousands of them, amoung which a lot are of very high quality gameplay wise. I've been playing beat saber since when it came out (so about 7 years I'd say), and while I do play an "official" song here and there, most of my playtime is on customs. While this custom content does play in their favor, they do not however make it trivial to access it (you have to mod your game…
Re: VR Design Unpacked: The secret to Beat Saber's fun
#69Re: VR Design Unpacked: The secret to Beat Saber's fun
#70Earlier quoted context omitted.
I desperately want more games like Unseen Diplomacy, where you walk through an infinite hallway. In real life, you're just walking in circles, but it doesn't feel that way in VR! I'm immune to VR motion sickness, but games without fake movement just feel so much more immersive!
The game "Tea for God" ( https://www.google.com/search?q=tea+for+god&oq=tea+for+god ) also has this strange behavior where the world curves around in a non-Euclidean / M.C. Escher-style fashion so that you feel like you're in a labyrinth, but you're actually in a ~8ft square in your living room. "Tea for God" and "Unseen Diplomacy" are the only games I'm aware of that operate in this fashion, with "realistic" walking…
But I've played all three of these to death!