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Re:Oculus Rift by Tuna-Fish on Thursday June 11, 2015 @07:34PM (#9703119)
> Would be curious whether a fuzzier, internal-sensor-only, limited "intent" tracking mode (e.g. flick head to switch monitor) would make people hurl or not.

Yes, it would. This has been studied pretty extensively, the head movements need to be very precisely matched by rendering. The absolute worst you can do is any kind of non-linear response -- acceleration + lag can make people who are very tolerant of VR nausea literally throw up.

Re:Oculus Rift by moron4hire on Friday June 12, 2015 @10:02AM (#9705886)
Oh, it's not that bad. Jesus, people make more out of this stuff than is at all necessary. How did people ever adopt cars or boats, talking like that?

And use it on any sort of system that can show the outside world (AR, or pass through camera in VR) and it goes away completely.

Gesture interfaces could work.

Re:Oculus Rift by JoeAltmaier on Friday June 12, 2015 @10:05AM (#9705912)
Its that bad. Its a well-studied phenomenon called 'simulator sickness'. A kind of aphasia, for some it can persist for days beyond the initial experience.

If you don't experience it, good for you, you are one of the lucky ones.

Re:Oculus Rift by moron4hire on Friday June 12, 2015 @10:09AM (#9705948)
No, you don't know what you're talking about. Simulator sickness is not a black or white issue. It's even possible to avoid it by making the display worse.
Re:Oculus Rift by JoeAltmaier on Friday June 12, 2015 @10:12AM (#9705963)
Makes sense - worse means less involvement with your sensory expectations. Its when you're brain is convinced it should sense vestibular changes and it doesn't, that you throw up, get nauseous and dizzy etc. The difference between 'looking at' and 'believe you're inside of' a simulation hinges on the quality of the experience.