Oculus Comfort Rating System — Oculus
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Oculus Comfort Rating System

adan.richardsadan.richards Posts: 3
NerveGear
Does anybody here have knowledge of/know where I can find more information regarding the Oculus comfort rating system, and how it is developed? All I can find is this:

https://support.oculus.com/1639053389725739/

For context, this is for research being conducted into the side effects of VR systems, and their potential use in Neurorehabilitation. I am most interested in the validity and reliability of this rating system, any help would be much appreciated!


Comments

  • hoppingbunny123hoppingbunny123 Posts: 418
    Nexus 6
    edited December 2018
    ya you look in the store and its on the far right, c attached picture;


  • adan.richardsadan.richards Posts: 3
    NerveGear
    Thanks @hoppingbunny123!, I'm aware of this, I'm more interested in the method(s) by which this is formulated in consultation with game devs.
  • kevinw729kevinw729 Posts: 4,411 Valuable Player
    edited December 2018

    P6ftmuw.jpg
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  • kojackkojack Posts: 5,235 Volunteer Moderator
    From the developer guidelines:

    Comfort is very important to us. Comfort is a subjective, variable, and individual experience. However, we want to communicate to users as best we can about what they can generally expect from an app. To do so, we employ three comfort ratings: Comfortable, Moderate, and Intense. You can get a sense for how these are applied by looking through the Oculus Store catalog.

    "Comfortable" experiences generally avoid camera movement, player motion, or disorienting content and effects. Generally, apps that have fixed camera position will be classified this way. "Moderate" experiences, on the other hand, might have more camera and player motion. "Intense" experiences usually incorporate first person camera motion, acceleration, or significant camera movement and player motion. In general, pay a lot of attention to how comfortable the experience is. Investing in comfort is worth it. Even "Moderate" and "Intense" apps should strive to be comfortable as possible.



    https://developer.oculus.com/distribute/latest/concepts/publish-content-guidelines/
  • adan.richardsadan.richards Posts: 3
    NerveGear
    Thanks @kojack, that looks like about all I'll find unless I was able to talk to the actual raters that work for Oculus. Perhaps they are also very subjective in their measurements of comfort!
  • Nekto2Nekto2 Posts: 245
    Nexus 6
    I am most interested in the validity and reliability of this rating system, any help would be much appreciated!
    AFAIK it is not reliable.
    People could be subjected to motion sickness but could learn simple techniques to avoid it. For example you could close your eyes while turning and will not get sick. You you could run on same spot in real life and that will save you from motion sickness.

    But you have examples of software implementation which will make you sick for sure (if you will not close your eyes). That is "smooth camera rotations".

    So comfort is both software tricks and human subjective abilities.

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