Re:Why we're all-in on virtual reality
by lux on Thursday July 23, 2015 @04:07PM
(#9938165)
If you try to move around a lot in a non-positional tracking system like the Gear VR or in a 360 video, you might feel nauseous. But if you're sitting down and just looking around, generally developers are getting better at not making people sick in VR.
The other half of that is when your motion isn't translated 1:1 to your perspective in the game (e.g., exaggerated movements in a first-person shooter), that's when you can really feel simulation sickness.
Valve's "room-scale tracking" actually solves a lot of that by keeping your perspective in sync with your real self. I'd say it's the best VR solution I've tried yet.
The other half of that is when your motion isn't translated 1:1 to your perspective in the game (e.g., exaggerated movements in a first-person shooter), that's when you can really feel simulation sickness.
Valve's "room-scale tracking" actually solves a lot of that by keeping your perspective in sync with your real self. I'd say it's the best VR solution I've tried yet.