Fool me, this is real good shit ! [the VR thread]

Inane baanter or words of wisdom - you decide...
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by zip accident »

gumboot wrote:How long does it take for astronauts to become functional? Do they get used to it, or do they just keep trying new astronauts until they find ones who don't get sick?
Hm, interesting:

http://en.wikipedia.org/wiki/Space_adaptation_syndrome

So, apparently astronaughts do get it, do adapt to it, and have sometimes hidden it to keep flying.
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by gilesgoat »

*GROAN*

I tried "Technolust" demo .. for the third time ..

First on Yak's PC then on another "less powerful machine" that runs it at maybe 20 fps or such (*)

Strangely enough, with a quite choppy frame rate the feeling of sickness is LESS than when everything moves around all smooth, interesting ..

However "confirmed once more again", the bad feeling comes from moving, not from looking around but from moving, added also on the fact that the strain to
focus on things that cannot be focused makes all worse.

I tried a bit of everything .. "it still does not work" .. but as I say strangely enough the choppest/slowest frame rate makes it more manageable than when
all goes smooth.

I arrived until the end of the demo about .. but then it was "too much" I started to feel REAL SICK and I am still feeling quite sick and disoriented now.

(*) so .. "Unity engine is a bitch" ... in the sense of "you REALLY NEED A POWERFUL PC/GPU to make things run smooth", I suppose cause "it's just
heavy" and I guess "lot of interpreter stuff going on" mind you I know NOTHING about the Unity engine, just trying to make hypothesis on why it goes so bad.

So bad "compared" to our home made simpler SW that manages to go 60 fps no problem even on a "not so mega" PC.

I think "that's going to be real fun" as in "or they manage to improve things quite a bit" OR all that stuff done in Unity for OR is "limited to be used
only on restricted machine", I cannot really see "joe laptop" running that stuff good :roll:

Or you are talking at "joe laptop > 800 pounds ( in price ) " as a maybe starter ...

.. fun times ahead for all the laptops and OR fans :mrgreen:
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by gumboot »

gilesgoat wrote:Strangely enough, with a quite choppy frame rate the feeling of sickness is LESS than when everything moves around all smooth, interesting ..
Yeah, I mentioned it earlier: http://en.wikipedia.org/wiki/Motion_sickness#Electronic

gilesgoat wrote:However "confirmed once more again", the bad feeling comes from moving, not from looking around but from moving, added also on the fact that the strain to focus on things that cannot be focused makes all worse.
What kind of motion do you have? Is it rapid start/stop, high speed, or what? Is there any way to hack it in the way I was saying earlier, to reorient the display according to net force on player?
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by OX mkII »

I wonder if the Avegant Glyph actually tracks the eye movement seeing as it's direct to eye displays, this could be used to "focus" the graphical viewing focal point of the eye and eliminate the pukiness, if it indeed it does'nt already do that.
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by gilesgoat »

OX mkII wrote:I wonder if the Avegant Glyph actually tracks the eye movement seeing as it's direct to eye displays, this could be used to "focus" the graphical viewing focal point of the eye and eliminate the pukiness, if it indeed it does'nt already do that.
I think all that will improve something but won't reduce 100% the pukiness, it's the fact "things move but you not" causing quite a weird feeling ultimately ending up in pukiness.
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by Darkflame »

via the Linked-In group I am on for HMD/AR there was recently posted a paper about motion sickness/calibration issues;

https://dl.dropboxusercontent.com/u/945 ... 202014.pdf
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by gilesgoat »

Darkflame wrote:via the Linked-In group I am on for HMD/AR there was recently posted a paper about motion sickness/calibration issues;

https://dl.dropboxusercontent.com/u/945 ... 202014.pdf
I am not 100% sure, I will ask .. how do you solve the IR distance problem in VR .. I mean yes you could move the images .. but then you are off the center with the lens .. how do you fix that ?
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by Jamesac »

Just got to play a really fun run & jump third-person action platformer in the Mario 64-style on the E3 show floor. Lucky's Tale is pretty standard as third-person platformers go, but the sense of immersion made it one of my most memorable games on the show floor. Also, doing a look-up, it seems it's being headed by a Words With Friends co-creator. The important thing is that it's a third-person Rift game and I had zero sense of nausea while playing. I don't know if I'm resistant of if it's just really well done, though.

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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by Dio »

With a tracking camera? Blimey. If that works, that's a big step forward in the types of existing games which will transfer.
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by Jamesac »

The way the camera works is that it floats along gently on what seems to be a predetermined path. It doesn't swing wildly about like you'd normally make it do with the right stick. While the camera's position is fixed (relatively) you can still look about with your head, and that included leaning forward or craning to see around things. It gives the impression that you're viewing a diorama, and this is reinforced in a really charming way on the title screen, which has a model of the level you can lean in to look at more closely. I enjoyed the hell out of the game not for the gameplay, which was decently solid, but for the "you are there-ness" of it all. :)

There was also one bit where the camera changed from viewing to targeting, but I forget how the transition worked. Sorry, but it's really hard to know what to take note of when you don't actually own a Rift so don't know where the pitfalls are. Seeing as I didn't note it enough to remember I guess it's a smooth transition?

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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by Dio »

That's really useful. Thanks.
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by toxibunny »

Jamesac wrote:Just got to play a really fun run & jump third-person action platformer in the Mario 64-style on the E3 show floor. Lucky's Tale is pretty standard as third-person platformers go, but the sense of immersion made it one of my most memorable games on the show floor. Also, doing a look-up, it seems it's being headed by a Words With Friends co-creator. The important thing is that it's a third-person Rift game and I had zero sense of nausea while playing. I don't know if I'm resistant of if it's just really well done, though.

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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by KlaxonCow »

An interview with the developer of Lucky's Tale:



It's interesting that they say "it's like being on a ride in Disneyland".

Because, thinking about it, this hints as to how they're avoiding the motion sickness with this approach.

In a sense, they're not. Rather, they're exploiting a situation that we're already familiar with from real life and which, for most people, doesn't cause too many major problems because we're already "trained" for it in our daily lives.

Namely, riding on a bus or a train - or riding as a passenger in a car - and looking out the window.

In third person, the camera can gently move forward along a predefined path and it is, indeed, as if you're sitting in a monorail car - like a very gently paced Disneyland ride - and you're just looking out of the virtual window, down on the action going on below you.

Folks who have a sensitivity to getting car sickness probably won't be helped too much - that is, this is still a potentially motion-sickness-inducing situation - but the vast majority of people got over that in their childhood ("trained" out of it by repeated exposure) and happily travel around in buses, cars, trains, etc. on a daily basis, comfortably and without any major issues.

It's a clever lateral solution to the problem. You can't really avoid the possibility of motion sickness - short of simply not moving the camera at all (and that could entirely be valid for some types of game, such as Yak's little experimental game) - so, instead of avoiding it, try and make it fit the kind of things people are already well-trained for in real life.

Make it like a virtual monorail ride. Where, so to speak, you're looking out the virtual window to watch the action that your avatar is getting involved in.

Most people are accustomed to that - they ride buses and trains or get lifts in cars every single day, on the way to and from work - and the only unusual thing that's different, sensations-wise, from your typical train ride is that, this time, when you look out of the train window and see a cow in a field, you can actually control that cow with a gamepad.

The discussion of scale, though, is even more interesting.

The idea that, by playing with the scale, they could make it feel like you're looking down on a diorama - like it's a living doll's house or a train set - and that allows the camera to feel like it's barely moving. Keeping the speed very low, so that even folks with some sensitivity to car sickness might still be able to tolerate it, when you're only moving forward at what feels like an inch per second, rather than many miles an hour.

Interesting stuff, I reckon.
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by pogo »

http://www.gamesindustry.biz/articles/2 ... old-oculus
There's no holding this back. This is going to take off like wildfire and it is going to be, within some number of years, almost every household out there will be enjoying VR. Everybody will have experienced VR just like they have experienced the computer or the mobile smartphones.
I definitely want what he's smoking. I guess the good news is with people like that in charge at Oculus they're not about be put off by negative press, so it will probably see the light of day as a consumer product. But 'almost every household'??
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Re: Fool me, this is real good shit ! [Oculus Rift]

Post by gilesgoat »

pogo wrote:http://www.gamesindustry.biz/articles/2014-06-20-vr-will-be-in-almost-every-household-oculus
There's no holding this back. This is going to take off like wildfire and it is going to be, within some number of years, almost every household out there will be enjoying VR. Everybody will have experienced VR just like they have experienced the computer or the mobile smartphones.
I definitely want what he's smoking. I guess the good news is with people like that in charge at Oculus they're not about be put off by negative press, so it will probably see the light of day as a consumer product. But 'almost every household'??
I guess is "one of those sentences" .. but I think it probably was like years ago would have sounded "there will be a PC in every household" .. it was sounding weird years ago .. now not any more .. who knows, maybe at some point it will be like he says ?
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