noodles wrote:Even with jaw-droppingly good 3D, if you have to stop after an hour or puke it seems like it's heading for the same dead-end it had gone to before.
Or is it manageable in small doses ?
The rift issues seem to affect some and not others.
I would hope it's something you get used to and I suspect the kind of game will make a big difference too. I can imagine if you are sitting in a cockpit or a car where you don't really feel much motion in real life then it should be fine, but if you are walking around it must be very odd to have the freedom to look and feel like you are really there but move without actually using your body. (just guessing of course)
Some people got motion sick with normal FPS games so it's probably a case of you can't please everyone all of the time syndrome...
I think at least in part the onus will be on developers to create content that does its best to lessen the things that cause simsickness. The major culprits are pretty easy to identify - sudden suspension of headtracking as mentioned about the loading screens in HL2, for example. In an FPS environment, quick mouselooks can be a bit of a trigger too - yes, they make a game much quicker/better to play on a screen but from the point of view of a fully-immersed player they are pretty unnatural (nobody can really turn that fast IRL) so if you're not used to it they can cause sickness.
That's why it's good that the Rift is in the hands of developers now, so that everyone can experiment and learn to create stuff that people can handle for extended periods without feeling seasick. It's a completely new level of immersion, and the old ways don't necessarily work well straight off the bat. I'm sure over time (and hopefully by the time VR comes out in the mainstream) developers will be creating stuff that can be played for a good length of time without causing sickness.
It's a challenge, sure, but hardly a reason to bin the technology, especially once you've seen just how good it has the potential to be.
I dunno about the Rift, but back in the day Doom used to make me a bit nauseous, but Quake didn't. I preferred Quake, I think I still would have if Doom hadn't come with a problem. One or two other FPSs have given me nausea problems, but most don't, I haven't worked out what the trigger is yet.
"My way is the way of not fighting":- the book of Enter the Dragon.
zip accident wrote:I dunno about the Rift, but back in the day Doom used to make me a bit nauseous, but Quake didn't.
Wolfenstein 3D used to make me a bit sick after a while, whilst Doom caused no problems (and I played Doom for far longer sessions than wolfenstein).. I put it down to the lack of 'running' motion in wolf3d and the use of right-angles.
It'll be interesting to see what happens with this piece of kit.
"I am a very considerate person. If I want to go out all night on my miniature golf course and shoot lizards, well, no reason to keep the neighbours awake..."
It's not being developed by the original Il*2 Sturmovik studio, it may be on a free to play buy your aircraft basis.
The Rift stuff is sounding good however, the current standard for hardcore users of Il*2 is Track-IR, the Rift may well be better if it can be used with older programs.
"My way is the way of not fighting":- the book of Enter the Dragon.
And it's official. Elite will have Rift support. Very excited (as you can tell by me pointing this out in 3 different, but relevant, threads!).
Great news that we know many of you have been hoping for – today we’re announcing that Elite: Dangerous will support Oculus Rift. We’re very excited by this and if you aren’t aware of what Oculus Rift is then visit their website to find out more:
I’m sure you’ll also be pleased to learn that the Oculus Rift version of Elite:Dangerous will be available to ALL backers that have an Oculus Rift headset for no extra cost.
Here’s David’s opinion on this:
“We’ve been playing with the Oculus Rift dev kits and are excited about the potential – just glancing around your cockpit or being totally immersed in a space battle. Many of our backers have made it clear that they would like Oculus Rift support – and so do we! We’re very pleased with the results so far.”
Thanks as ever for reading and why not pop by our forums to discuss the latest news: