health implications of virtual reality
category: residue [glöplog]
Quote:
einfach mal weniger lack saufen!
Starlight, Optimus: I think symptoms also depends on a demo you are trying. Unfortunately I have also seen a lot of shitty VR made by newbies that was totally not immersive. And it's still often the case that even serious production lags / introduce delay - this might increase motion sickness, but on the other hand your senses will not get cheated enough to have any psychosis.
i played euro truck simulator 2 on oculus rift (first devkit one) and besides the somewhat shitty resolution, it felt just like driving a real truck and after 30 minutes i didn't feel motion sickness or whatever because i am not a psychosomatic pussy. the only downside was that you like to lean your head out of the window when reversing. :P
^This psychosomatic pussy can't even use his reversing mirrors...
Maali: DK1, you serious? ;-)
I've never felt any motion sickness too, even on the carousel with biggest ponies !
However, I had some symptoms of this strange "VR flashbacks" (after going back to reality) with DK2, but still less (because of typical lag in photorealistic scenes) than let say in CAVE with instant magnetic tracking (static screens, so zero visual lag, only very small lag in stereoscopic adjustment). Hence, I suspect that the real "pschosomatic" effects will eventually come, possibly with next-gen VR equipement (here I must admit that I didn't try Valve thingy yet).
I've never felt any motion sickness too, even on the carousel with biggest ponies !
However, I had some symptoms of this strange "VR flashbacks" (after going back to reality) with DK2, but still less (because of typical lag in photorealistic scenes) than let say in CAVE with instant magnetic tracking (static screens, so zero visual lag, only very small lag in stereoscopic adjustment). Hence, I suspect that the real "pschosomatic" effects will eventually come, possibly with next-gen VR equipement (here I must admit that I didn't try Valve thingy yet).
I've had a few VR experiences (Oculus Rift, the Google cardboard thing) and I've yet to have one that wouldn't make me feel like throwing up. It's the same thing with 3D movies. I've always had motion sickness in a bus if I am reading, for example, but it's a lot worse with VR. Makes it totally unusable for me.
Preacher: sorry to hear that. I actually remember people having motion sickness just for playing FPS games on flat screen.
To make it worse once I have tried strange technique of 6dof camera auto-balancing (like putting it on a spring), so it was rolling a bit whenever you looked around (so horizon was not horizontal for a while) - many people indeed had serious "throwing up" impulse.
To make it worse once I have tried strange technique of 6dof camera auto-balancing (like putting it on a spring), so it was rolling a bit whenever you looked around (so horizon was not horizontal for a while) - many people indeed had serious "throwing up" impulse.
Games with cockpit, racing or space sim, are kinda okay. Maybe it's because you are sitting in a chair and also think you are sitting. Walking FPS make me feel sick. I actually tried a recent Quake for Oculus 7.0.0 sdk recently, this version is really well done, very smooth movement without any lag (unlike some other apps that have jumpy tracking recently even if the rendering is full frame rate). Yet, after 5-10 minutes I want to throw up.
I kinda had a partial motion sickness is some FPS games even without VR, but only in specific games (Halflife 1 and 2, couldn't play them over 30 minutes per day). Interesting was that there are no concrete rules that specific engines do it. I had problem with Halflife, others had with Doom or Duke3D at the time which I didn't. I also had problem with Wolfenstein 3D, the graphics are so old, but the way the character slides. I never finished that game. Everyone have different experiences with different engines, you can't pinpoint a single feature in a single engine that is the culprit (although many people argue about FOV nowadays) that's what I find interesting on motion sickness.
I kinda had a partial motion sickness is some FPS games even without VR, but only in specific games (Halflife 1 and 2, couldn't play them over 30 minutes per day). Interesting was that there are no concrete rules that specific engines do it. I had problem with Halflife, others had with Doom or Duke3D at the time which I didn't. I also had problem with Wolfenstein 3D, the graphics are so old, but the way the character slides. I never finished that game. Everyone have different experiences with different engines, you can't pinpoint a single feature in a single engine that is the culprit (although many people argue about FOV nowadays) that's what I find interesting on motion sickness.
In fact, I noticed this tracking delay in a lot of apps, when I updated to sdk 7.0.0. One was Project Cars, ok I don't remember if framerate was full, the other was the Minecraft VR version. So when I don't move my head, everything is smooth and the frame rate is full. But rotating the head around makes a jerky jumpy movement that kills immersion, I guess on the camera tracking. Or is it maybe I have to change the lighting in the room for the camera to track fast enough?