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Re:How big an issue is the nausea problem for VR products? by coldtea on Sunday May 29, 2016 @09:51AM (#11796356)
>They're comparing apples to oranges. The $80,000 military VR headsets of 1989 absolutely did not use OLED or OLED light field displays.

Who told you he refers to 1989 headsets only? The military also has 2016 $80,000 (and more) headsets.

Re:How big an issue is the nausea problem for VR products? by matt_m on Sunday May 29, 2016 @02:36PM (#11797594)
The important costs though for the current wave of VR are hundreds of millions of dollars for OLED display manufacturing lines, and an additional many millions of dollars of engineer time from Nvidia / AMD / HTC etc for custom drivers, low persistence hardware etc. It's very, very, likely that previous $80,000 or even $200,000 systems are not up to par with current mass-market hardware regarding key metrics relevant to motion-sickness, or even that the military bidding process would even specify those metrics considering that their importance was only discovered recently through user testing on hardware that was not previously available.

One other interesting thing to note (at least on the HTC Vive) is the majority of the content for the platform is focused on standing / walking with motion in real life matching 1-1 with motion in VR. Which both stops a major source of motion sickness and rules out entire categories of software like flight simulators, which seems to be his entire work history.

Re:How big an issue is the nausea problem for VR products? by aab0 on Sunday May 29, 2016 @03:01PM (#11797708)
Computer software and hardware are an interesting case where often, the more expensive something is, the worse it is; the best stuff is often quite cheap. This comes from the high upfront costs meeting very low marginal costs. A cutting-edge chip fab will cost $10b+ all told right now, but can produce millions of chips a year at trivial costs.

I knew as soon as he mentioned military VR results that his case was going to be based on ancient and inferior hardware and outdated results, and include no actual results or even first-hand experience with a Vive. (At the most generous reading of the article, he worked with a DK1 a while ago.)

Re:How big an issue is the nausea problem for VR products? by agildehaus on Sunday May 29, 2016 @04:57PM (#11798183)
1-to-1 motion certainly seems to eliminate motion sickness. I can't remember a single instance of getting nauseous with a room-scale Vive experience and I've been in that headset for numerous hours.

I've tried a couple seated flight-sims. You simply can't see distant objects as well as you'd expect due to the low resolution of the panels, which is far more important in flight sims than with most other things. I can't say I got sick, but it didn't feel real to me, and I can see how others might get sick.

4K and, later, 8K VR should solve a lot of that.