Earlier quoted context omitted.
I've ran hundreds of demos on the DK2 over the last two years and in that time one person took the headset off because they felt weird. It's not "the majority of users" by any stretch. I don't know where you're getting your information from. And we're not talking about being pitched over, puking your guts out, either. It's a mild discomfort that only persists if the user tries to push through it. Locomotion is both d…
There are multiple testimonies on the internet about head mounted displays along with joystick movement inducing motion sickness. It gets worse as the pace of the movements increase. Haven't run any experiments myself, so perhaps you are right. What is the scale of the DK2 demo? If it is a room scale demo you can't infer much from it. The issue would be the addition of the joystick movement with the head movement, re…
A Third of Valve Is Now Working on VR
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Re: A Third of Valve Is Now Working on VR
#102Half-Life 3 on VR would be the killer app. It would be this generations Lotus 1 2 3. Though I personally feel VR for video games are a lot like Wii its awesome for a while then its collecting dust throughout the world. I really think the future is Augmented Reality and VR will be for mostly media consumption.
Re: A Third of Valve Is Now Working on VR
#103Earlier quoted context omitted.
I think the locomotion issues will be the end of this round of VR. Teleporting around the virtual space is not immersive by any means. Direct movement (e.g. with a joystick) with current head mounted displays automatically results in motion sickness for the majority of users. No solution in sight, as far as I know.
I've ran hundreds of demos on the DK2 over the last two years and in that time one person took the headset off because they felt weird. It's not "the majority of users" by any stretch. I don't know where you're getting your information from. And we're not talking about being pitched over, puking your guts out, either. It's a mild discomfort that only persists if the user tries to push through it. Locomotion is both d…
But I also agree with the previous comment regarding first-person locomotion in VR (at least as it's currently done). I've also spent quite a bit of time in my launch day DK2 and when you're actually walking it's OK, when you're sitting or standing in a way that mirrors your in-world avatar it's OK. But when you are standing or sitting and you use a gamepad or keyboard to handle "WASD" while using your head as "mouselook", it still either makes me queasy after a while or gives me a headache.
There are just too many little mismatches in most implementations that make it hard to take a typical FPS-style game and slap VR onto it. The simplest example I can think of is walking around with a gamepad and VR headset:
Imagine you are in a game with your DK2 on your head and an Xbox controller in your hands. You push forward on the stick and your character walks forward. OK...not too bad. Once you get over the initial dizziness it's pretty cool.
Then you want to turn right. You push the stick to the right and your perspective starts to pivot as well. Halfway through this turn, you want to look to the right. You turn your head to the right and as you do, your "turning motion" speeds up since you are turning both your body and your head.
Then when you stop pushing right on the stick, the speed of the pivot drops. When you stop moving your head, it stops completely. The whole thing is a mess of speeding up and slowing down changes in your angle of view. And this is just one simple motion. It's OK on a flat screen in front of you but when it fills your whole field of vision, it can get really disorienting and dizzying fast.
Consider that in a game, there are all sorts of combinations of movement on the X and Z axis, changes of view from pivoting your body, and changes of view on all three axes from moving your head. These are often fast and unpredictable. And all the while, if you're standing up, walking around a small room, or sitting in a chair, they don't necessarily match your actual position.
Either way, sorry for the wall of text. It's hard to describe things that are easier shown than told. I agree that finding new types of games and experiences are they key here. My main complaint in this field right now is the number of people who are still so focused on the FPS style of games because they were so immersive and popular on 2D screens. The goal should not immediately be to cram those into VR just because it would seem on the surface to be a perfect match.
Re: A Third of Valve Is Now Working on VR
#104In all of my experiencing of the new VR products, I am firmly in the position that it's not ready for public consumption yet and won't be for quite some time. The only real reason it's being pushed hard is because people have a fear of missing out. Meanwhile, if I were a company I'd be focusing on AR, because at least there you can push for enterprise customers which won't need the full immersion yet that a general c…
It has all the defects you could expect from a first gen device. It is also way past the point of fancy gimmick and well into routine usage hardware territory.
Re: A Third of Valve Is Now Working on VR
#105Earlier quoted context omitted.
I'm also worried about the actual effects of motion sickness once it becomes actually mass consumer affordable. Generally, reports are that VR can be particularly rough for most folks.
I am pretty sensitive to motion sickness ... get sick easily in cars, awful in boats and have suffered week-long bouts of pretty nasty positional vertigo a few times in my life but I can stay in the Vive for hours with no ill effects at all. It doesn't feel like my vestibular system is under any sort of stress at all, the tracking is super tight. My assumption is that the majority of people that experience nausea do…
Re: A Third of Valve Is Now Working on VR
#106And in the meantime no Half Life 3. What about priorities?
Re: A Third of Valve Is Now Working on VR
#107Earlier quoted context omitted.
Or... they could be working on Half Life 3 in VR?
When you think about it, Half Life would actually be a prime setting for a VR game. The reason being that VR FPS work best when you can teleport rather than physically move (or move the camera through a continuous operation). Half Life always has had characters that can teleport, so it's not a big leap.
Re: A Third of Valve Is Now Working on VR
#108In all of my experiencing of the new VR products, I am firmly in the position that it's not ready for public consumption yet and won't be for quite some time. The only real reason it's being pushed hard is because people have a fear of missing out. Meanwhile, if I were a company I'd be focusing on AR, because at least there you can push for enterprise customers which won't need the full immersion yet that a general c…
Re: A Third of Valve Is Now Working on VR
#109So one third of Valve is working on VR... absolutely definitely not working on Half Life 3 or Portal 3. Which pushes their possible/probable/hypothetical release dates even further into the future. :-(