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Re:How big an issue is the nausea problem for VR products? by AndrewKemendo on Sunday May 29, 2016 @09:20AM (#11796260)
The problem with this response is that it's mostly right, but misses enough that it ends up being misguided but for a reason that is unstated.

Similar to the author I worked with HMD systems while in the air force, specifically the integrated HUD avionics F35 helmet system. He is correct about the current lack of accommodation (depth perception) and the vestibular mismatch for movement. Other posters discuss vestibular stimulation, without realizing that such stimulation actually induces physical motion. The biological systems are too tightly connected to just simulate physical movement in the brain without a physical reaction.

What he misses, which is critical is that certain virtual retinal displays can solve the accommodation and multiple depth object focal lengths. This is the major thing that magic leap has going for it, but while it's hard it's not impossible to do in multiple ways. We have our own multi-depth accommodation vrd patent filing.

There is no real solution to the movement problem though... Except to actually work with virtual objects in the real world, AKA augmented reality.

So the actual solution to his problem doesn't lie in VR solutions, it's in AR.

Until we have sufficient BCI that works around vestibular and ocular pathways we aren't going to see the matrix levels of presence in non AR displays.

Re:How big an issue is the nausea problem for VR products? by madaxe_again on Sunday May 29, 2016 @01:32PM (#11797234)
Re: depth displays, there are also light field displays, currently being demoed, and hitting smartphones by 2018, from manufacturer blather, so probably 2020, but that's not long, and they can work for the purpose.

Vestibular mismatch remains an issue, but for seated sims there are hydraulics, for walking around sims - there is no mismatch. There's a crazy amount of experimentation going on right now with locomotion systems, such as some that involve you walking across your space, turning 180, and keeping the world fixed in your view, but with visible dust in the virtual air that becomes the main thing you notice, not the faded out world, and on you go.

For running/terrain, we just need backpack pcs and larger tracked areas. I already know of a startup looking to breathe new life into old indoor laser tag installations.

As to his anecdote - I stuck dozens of people in my dk2 and many were nauseous, myself included. On the vive - nobody - a d I've let far more people try it as a result of the overwhelmingly positive reaction - I had to pry my sixty something mother out of it.

Re: post simulation - that I concur is a problematic one. I can see very bad shit happening and it being ostensibly due to post-simulation experience distortion. I can vouch that it's very real - but that you do find your legs. After my first few sessions in the vive (never had with dk2, not immersive enough), I'd come out seeing things as weirdly unreal, too flat, and generally felt a bit "spaced". I don't get that any more - and my exposure hasn't been that heavy - maybe 50 hours over the last three weeks or so.

Re:How big an issue is the nausea problem for VR products? by LCDninja on Sunday May 29, 2016 @04:42PM (#11798110)
>As to his anecdote - I stuck dozens of people in my dk2 and many were nauseous, myself included.

It's all about the software. I've been developing DK2 based experiences for trade shows and have seen thousands of people try VR for the first time. Perhaps 1 in 100 suffer from simulation sickness, but this highly depends on the application. E.g. One of my first prototypes made everyone that tried it very sick - including myself (this due to a single camera movement mid-experience - flying over a rail & then spiralling up a staircase).

Unfortunately, beyond the scarce info on the subject of sim-sickness - my experience has been derived completely from trial & error.

I'd like to see more specific information shared on the subject of simulation sickness.

Re:How big an issue is the nausea problem for VR products? by thaumasiotes on Sunday May 29, 2016 @05:52PM (#11798403)
I felt somewhat sick watching a let's play of the half-life 2 bridge level. No difficulty with VR there; that problem is simply the accurate depiction of incredibly unsafe movement through an incredibly unsafe environment.

It makes for an interesting conflict with the desire to provide an "extreme" experience, I think.

Re:How big an issue is the nausea problem for VR products? by LCDninja on Sunday May 29, 2016 @07:29PM (#11798723)
Well put! - in my line of work it's a conflict between producing something impresses the majority, while at the same time prevents the minority from vomiting on the gear (touch-wood, hasn't happened yet).
Re:How big an issue is the nausea problem for VR products? by goldenkey on Monday May 30, 2016 @09:35AM (#11801235)
Sickness and vertigo isn't always met with vomit. I encourage you to seek out another metric that respects the delicacy of the headspace of even those with iron stomachs. (I personally get headaches but no nausea effects..)
Re:How big an issue is the nausea problem for VR products? by sillysaurus3 on Sunday May 29, 2016 @06:02PM (#11798435)
The Rift once made me cross-eyed for several hours. I had to sleep to get rid of the effect. I haven't heard about this since then, so I'm wondering if you've seen or heard of it.

It happened when I attempted to use the Rift with Portal, which at the time had very primitive Rift support. The game had a calibration mechanism which adjusts the field of view for each eye independently, as well as the "left-rightness" of objects as they recede into the distance.

I fiddled with the calibration for a little while, but everything looked pretty muddled. Suddenly it all came into focus, mostly, and I played the game for an hour or two. Which is to say, I stumbled around in this weirdly-calibrated world.

When I took off my Rift, I was astonished to find that I was cross-eyed, and couldn't uncross them. I tried closing my eyes, focusing in the distance and then back, etc, to no avail. After a few hours I gave up and went to sleep.

I woke up fine. It was one of the strangest experiences I've ever had, and I was wondering if anyone's experienced a similar effect.

EDIT: Interesting. Apparently the answer is "No, no one else has experienced this."

I should clarify some details. This was several years ago, back when Rift support was in its infancy. The only thing I remember is that there was some sort of program designed to inject Rift support into games. Back then, Mirror's Edge, Portal, etc didn't have Rift support, but using this program, you could hack it to work.

I think what happened is this: Point at the ceiling, then bring your finger close to your nose. Keep focusing on your finger. There's a distance where you have to cross your eyes in order to continue focusing on your finger. Bring it a little closer.

I'm pretty sure that's how I had the calibration set up. And I played like that for a couple hours, which caused my eyes to adapt to that situation. Hence, cross-eyed vision.

I've played many other games with no problems, so it was definitely a product of the bizarro calibration. It'd probably be a bad idea to try to replicate this, but there were no lasting effects.

Re:How big an issue is the nausea problem for VR products? by kd5bjo on Sunday May 29, 2016 @06:38PM (#11798549)
If you can afford it, get checked out by a neurologist or an opthalmologist; double vision brought on by eye fatigue can be the first sign of several different larger issues, most of which will benefit from being diagnosed early.
Re:How big an issue is the nausea problem for VR products? by kd5bjo on Sunday May 29, 2016 @07:39PM (#11798761)
Re: your edit

To be clear for anyone else that may read this, any sudden visual impairment warrants an immediate visit to the ER. Even though many problems will resolve themselves, there are plenty of others that can cause permanent vision loss if they aren't treated properly.

I'm not a doctor, but I've had similar symptoms unrelated to VR. After several tests (including an MRI), I was advised to wait and see if the problem recurs. Given how long you've been asymptomatic, just wait and see seems like a reasonable course[1]. On the other hand, my symptoms did come back after a while, and it sounds like that VR session put more strain on your eyes than I've ever subjected myself to.

[1] I am not a doctor; when in doubt, talk to anyone w/ a medical license

Re:How big an issue is the nausea problem for VR products? by dave_sullivan on Sunday May 29, 2016 @06:08PM (#11798460)
A) That's pretty scary, the extent of my problems with the rift have been motion sickness (it's worse in some games than others). Overall, because of all the cables + headphones + motion sickness + driver issues + finding my mouse and keyboard without knocking anything over, I never really got to play my occulus for more than 45 minutes before giving up. It's been in my closet for months. I bought both dev kits but am holding off for a while on retail versions.

B) I can't resist: https://www.youtube.com/watch?v=qaz2hxZLycY

Re:How big an issue is the nausea problem for VR products? by mentos on Sunday May 29, 2016 @06:23PM (#11798513)
I own the DK1/2 and slowly built up a resistance to VR over time. I have been thinking about The Jerk with regards to VR for the last 2 years, glad to see I'm not alone.
Re:How big an issue is the nausea problem for VR products? by goldenkey on Monday May 30, 2016 @09:30AM (#11801212)
That clip is hilariously relevant. I already have issues with my eyes due to screens so I will heed the advice in this thread and avoid VR until it is well nourished.
Re:How big an issue is the nausea problem for VR products? by washadjeffmad on Monday May 30, 2016 @12:19AM (#11799530)
Playing with HMDs and VR in the 90s, I came across a book that described the efect as a "virtual hangover" with effects that could last up to 72 hours, which was why AF pilots using them in training were grounded for that period.

It's not an uncomon effect for any close focusing to distort vision temporarily, especially if your eyes are tired. I visited an opthalmologist last year because of persistent ghosting at night, and it turned out to be from reading laying on my side in bed causing one eye to partially cross but not fully uncross until morning.

Re:How big an issue is the nausea problem for VR products? by coldtea on Sunday May 29, 2016 @09:51AM (#11796354)
>So the actual solution to his problem doesn't lie in VR solutions, it's in AR.

In other words, he's still right that VR headsets won't work with current technology.

Re:How big an issue is the nausea problem for VR products? by AndrewKemendo on Sunday May 29, 2016 @10:43AM (#11796514)
Yes-ish.

The mixed reality continuum doesn't require different displays to provide different types of systems, so the distinction between AR and VR from a hardware implementation standpoint eventually goes away. If you build a VRD for AR then you are 90% of the way towards a combined system that could also work for VR. The trick then is figuring out how to "render black", arguably the hardest challenge for a combined system or even just hmd AR system.

So yes, currently it's an issue with current systems but won't always be the case.

In terms of locomotion, i agree that you can't get there (at least for systems with 6DOF) through systems that are ocular input only and not have the vergence problem. The caveat being if you can build a fast enough photon to cortex system.

Re:How big an issue is the nausea problem for VR products? by stcredzero on Sunday May 29, 2016 @06:16PM (#11798489)
The trick then is figuring out how to "render black", arguably the hardest challenge for a combined system or even just hmd AR system.

Why is that necessary? I bet I could have tons of fun with wireframe based augmented reality games with zero opacity in them. That would also be a good way to deliver heads-up real-time data.

The military/defense guys probably played around with this before. I'd love to hear their take on wireframe AR.

Re:How big an issue is the nausea problem for VR products? by coldtea on Wednesday June 01, 2016 @04:06AM (#11812786)
And yet:

>Nvidia’s CEO reckons the challenges holding VR back aren’t going to be solved for 20 years, delivering a surprising dose of realism to a VR industry creaking under the weight of hype.

Re:How big an issue is the nausea problem for VR products? by CydeWeys on Sunday May 29, 2016 @10:46AM (#11796521)
Thanks for your informed comment. I was going to say something similar about the Magic Leap, except from a background with less knowledge.

Last month's Wired article on Magic Leap says that they've got the magical depth focus problem solved. Unfortunately it's frustratingly short on details. So I don't think we'll know for sure until it's actually released, but if this first generation of Vive/Oculus doesn't solve the issue, whatever generation that Magic Leap ends up being in might.

http://www.wired.com/2016/04/magic-leap-vr/

Re:How big an issue is the nausea problem for VR products? by kzhahou on Sunday May 29, 2016 @02:59PM (#11797702)
All the articles on Magic Leap are short of details. All their YouTube clips have had some questionable element. All we have are breathless investors, a couple of reporters, and the due diligence we assume was behind the $500+ million they received.

Until they show something to the public, I'll give them zero credence of having really advanced the state of the art.

Re:How big an issue is the nausea problem for VR products? by CamperBob2 on Sunday May 29, 2016 @05:49PM (#11798389)
It's hard to escape the suspicion that Magic Leap is the Theranos of VR.
Re:How big an issue is the nausea problem for VR products? by fapjacks on Sunday May 29, 2016 @04:58PM (#11798191)
Haha your comment is priceless against its sibling. You're totally spot on.
Re:How big an issue is the nausea problem for VR products? by AndrewKemendo on Sunday May 29, 2016 @10:50AM (#11796537)
I won't talk any more about ML specifics but I would say that you should expect VRD to be the standard within 10 years regardless of what ML does or doesn't release.
Re:How big an issue is the nausea problem for VR products? by jimrandomh on Sunday May 29, 2016 @11:58AM (#11796785)
No, actually I think he's just wrong about focal lengths. I have a Rift, and while moving viewpoints can be an issue, accommodation isn't a problem at all.
Re:How big an issue is the nausea problem for VR products? by AndrewKemendo on Sunday May 29, 2016 @08:30PM (#11798937)
You're not understanding accommodation well enough.

The short version is, an OLED/LCD has an "infinite" focal length and cannot do otherwise. So by default everything in the display is rendered at the same focal point. You can do some tricks like blurring elements, but these are not responding to the convexity of your eyeball or how your eye muscles are working, so if you look at something that is software blurred it will still look blurry. Even with eye tracking it's still really a hack, and isn't naturally responsive - it's the software reacting to your gaze.

Display based accommodation however renders objects at different focal points. So when your eye changes gaze point and your ocular muscles respond to put your eye at that focus level, the object/s come into focus. It's the reverse of the hack.

Sounds like a trivial difference but is completely different, significantly more convincing and logistically more complex.

Re:How big an issue is the nausea problem for VR products? by goldenkey on Monday May 30, 2016 @09:41AM (#11801271)
Thank you for providing technical information to a thread that is thriving with far too much anecdotal data. Im careful to say noise because in an early technology like VR it is good to have all this discussion and sharing of data but I really appreciate the underlying science more than the anecdotal checkmarks. Anyhow thanks.
Re:How big an issue is the nausea problem for VR products? by Balvarez on Sunday May 29, 2016 @12:49PM (#11797029)
I've got a vive. He's greatly overstating the problem it works fantastically most of the time.
Re:How big an issue is the nausea problem for VR products? by 13of40 on Sunday May 29, 2016 @12:13PM (#11796862)
I second that. I've got one (kickstarter) and the only thing that triggers the nausea for me is running perpendicular to the direction I'm looking. One of the games I've downloaded has letters and signs you have to lean in really close to read, and I've found no discomfort in that. Maybe it affects other people, though? For me, I'm a little myopic but I take my glasses off to wear the headset so my focusing muscles are a little bit frazzled anyway.
Re:How big an issue is the nausea problem for VR products? by jmcgough on Sunday May 29, 2016 @05:29PM (#11798320)
I have a gear, and it's irritated my eyes if I spend too much time on it (the lower resolution doesn't help), but I've never experienced nausea.
Re:How big an issue is the nausea problem for VR products? by Aperson4321 on Sunday May 29, 2016 @06:39PM (#11798553)
"There is no real solution to the movement problem though"

There is no absolute need to let the player experience real acceleration in unrealistic games, you can't differentiate between being at constant motion and being stationary. What I am getting to is that in unrealistic games you can make things move only at 5km/h or not at all, sure not realistic but possibly ok enough for less players to get motion sick, sure not a perfect solution but game developers have done amazing things with the limitations of 2d screens, and some people still get motion sick from shooters played on 2d screens. Not polished enough for real mainstream use but still polished enough for a very big market.

Alternatively you could make the player accelerate at steps of 5km/h:

while(Speed > 10){ Speed = (Speed modulo 10); inGameSpeed = (inGameSpeed + 5); } actualPlayerSpeed = inGameSpeed;

Re:How big an issue is the nausea problem for VR products? by gaius on Sunday May 29, 2016 @10:24AM (#11796458)
This sounds suspiciously like the "sufficiently smart compiler" argument.
Re:How big an issue is the nausea problem for VR products? by angelbob on Sunday May 29, 2016 @10:26AM (#11796466)
He's certainly right that in AR (where you literally don't mess with a lot of the scenery, sometimes most of it, because you use a transparent visor), these problems are often less severe.

It's less of a "sufficiently smart compiler" argument and more of an "if you only touch 5% of the scene, the other 95% is just looking through glasses, and people do that just fine" argument.

Re:How big an issue is the nausea problem for VR products? by chronial on Sunday May 29, 2016 @10:38AM (#11796499)
Couldn't we fix the vestibular mismatch with a tilting chair? Isn't the problem more that the direction of acceleration is incorrect than its magnitude?
Re:How big an issue is the nausea problem for VR products? by AndrewKemendo on Sunday May 29, 2016 @10:47AM (#11796524)
Probably not. Something might work for heavily coupled racing simulators where biologically similar locomotion (walking, running, jumping) is not a consideration. You would however need a very large space for this. I have seen one of these that was set up in a gym with a pulley/cable system and motors but it's not really practical for anything outside of very specific simulations.

A consumer focused solution really isn't feasible.

Re:How big an issue is the nausea problem for VR products? by angelbob on Sunday May 29, 2016 @10:24AM (#11796460)
But then AR's going to have a similar motion problem when you're up close to synthetic imagery instead of only having a little bit of it as an overlay.
Re:How big an issue is the nausea problem for VR products? by AndrewKemendo on Sunday May 29, 2016 @11:00AM (#11796571)
Well, no more than you have now if you are really close to something.

Don't forget, people get nausea and vertigo in everyday life in certain circumstances - driving while reading for example.

Re:How big an issue is the nausea problem for VR products? by goldenkey on Monday May 30, 2016 @05:18PM (#11803264)
I always get a headache when using an iPad in the backseat of a car. But not in a train. I always wondered why this was, because it doesnt happen with my phone and never used to happen with my gameboy as a kid. Is this the phenomena you are referring to?