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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..)