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Re:A reality check for virtual headsets by DiThi on Friday July 07, 2017 @08:03AM (#14717720)
I'm guessing your friend tried the PSVR or Oculus Rift with heavy use of a controller while seated.

Having tracked hands, moving around (instead of turning with a controller) and using teleport (or just room scale 1:1 movement) reduces the percent of dizzy people to zero. If you use slow artificial locomotion with comfort features (e.g. FoV reduction), that number is about 5%.

Re:A reality check for virtual headsets by Hasknewbie on Friday July 07, 2017 @08:41AM (#14717877)
I am aware that these prevent nausea or dizziness from happening, but what does it say about the viability of the medium if all of its content must have that kind of constraints? VR allows experiencing so-called 'presence', except in practice said presence must not match anything else than that of your actual body at that moment. We end up quite far removed from the "freely explore virtual worlds" that VR is marketing.
Re:A reality check for virtual headsets by DiThi on Friday July 07, 2017 @02:48PM (#14720980)
I'm not sure how are you interpreting the "constraints". Yes, it's difficult to adapt existing games to VR, but it's possible. Having proper artificial locomotion for 95% of the public and comfortable teleport based motion for the remaining 5% sounds like a good compromise.