07-19-2015 12:23 AM
07-24-2015 12:03 PM
"schmeltzer" wrote:"vizionvr" wrote:
So when I fired up HL2 (optimized for VR) and started playing only to get a stomach churning experience after 20 minutes, I was devastated. It felt like a lifelong friend betrayed me. I researched sim sickness and its triggers and, unfortunately the way a body moves in an FPS is NOT the way the human body normally moves.
Well, I played the entire game on the DK1. Sure I got sick in the beginning. But after a while the problems were gone. People give up SO easily imho.
Playing FPS in VR takes training, you can't walk the marathon without training either.
Walking where you are looking is the biggest problem if you ask me. It is totally unnatural.
07-24-2015 12:21 PM
"schmeltzer" wrote:"vizionvr" wrote:
So when I fired up HL2 (optimized for VR) and started playing only to get a stomach churning experience after 20 minutes, I was devastated. It felt like a lifelong friend betrayed me. I researched sim sickness and its triggers and, unfortunately the way a body moves in an FPS is NOT the way the human body normally moves.
Well, I played the entire game on the DK1. Sure I got sick in the beginning. But after a while the problems were gone. People give up SO easily imho.
Playing FPS in VR takes training, you can't walk the marathon without training either.
Walking where you are looking is the biggest problem if you ask me. It is totally unnatural.
07-27-2015 04:29 AM
"vizionvr" wrote:"schmeltzer" wrote:"vizionvr" wrote:
So when I fired up HL2 (optimized for VR) and started playing only to get a stomach churning experience after 20 minutes, I was devastated. It felt like a lifelong friend betrayed me. I researched sim sickness and its triggers and, unfortunately the way a body moves in an FPS is NOT the way the human body normally moves.
Well, I played the entire game on the DK1. Sure I got sick in the beginning. But after a while the problems were gone. People give up SO easily imho.
Playing FPS in VR takes training, you can't walk the marathon without training either.
Walking where you are looking is the biggest problem if you ask me. It is totally unnatural.
If the majority of users have to train to push themselves beyond their nausea threshold in order to enjoy VR, then VR is doomed all over again. Nausea was the primary VR killer in the 90's and devs aren't eager to go down that road again.
I've come to the sad realization that the current style fast paced FPS games will probably never see native VR support. That said, I do have hopes that a DIFFERENT type of FPS will evolve. Slower paced, maybe standing experiences. It's all just experimental right now.
I do know one thing, I'm not willing to look back. I no longer want to play an old game that's been poorly ported to VR. Show me something new or GTFO. VorpX and other third party port mods are doing nothing but distracting attention away from the goal of realizing fully developed, natively supported VR games for 2016.
07-27-2015 08:32 AM
07-27-2015 08:37 AM
"Ashles" wrote:
Agreed - the issue with FPS in VR is simply not one that any amount of graphical or processing upgrades is likely to solve.
Your visual system sees everything to indicate that you are moving, your vestibular system is expecting to feel the movement, but does not = error your body doesn't like.
(I have read one theory that this is an evolutionary response to such an inconsistency of the two systems that would have been likely to be a result of having consumed a toxic substance hence the immediate body response is to vomit. This sounds feasible and reinforces the probability that this is a biological restrction and not one that hardware improvements can compensate for.)
Developers seem to have accepted this - rather than wasting time developing for experiences that aren't going to feel pleasant, they are correctly focussing on the experiences that play to the strengths of the new form factor.
07-28-2015 01:44 AM
07-28-2015 05:39 AM
"schmeltzer" wrote:
In real life I tried to copy the default behaviour of the control scheme of most VR FP games.
It wasn't that easy ;-).
What I did was: I walked into the direction I was looking at without changing the position of my torso or the rest of my body. Believe me, it looks stupid. Don't try this in a crowded place, people will think you are nuts ;).
Anyways, I got sick, just like in VR.
I can't believe devs still keep inmplementing this movement scheme, that was basicly designed for 2d gaming :cry:
They should implement tank controls instead, which is how you move in real life. With CV1 accurate positional tracking and headtracking this should be possible without drifting. (drifting makes you sick as well).
07-28-2015 08:44 AM
"pixel67" wrote:"schmeltzer" wrote:
In real life I tried to copy the default behaviour of the control scheme of most VR FP games.
It wasn't that easy ;-).
What I did was: I walked into the direction I was looking at without changing the position of my torso or the rest of my body. Believe me, it looks stupid. Don't try this in a crowded place, people will think you are nuts ;).
Anyways, I got sick, just like in VR.
I can't believe devs still keep inmplementing this movement scheme, that was basicly designed for 2d gaming :cry:
They should implement tank controls instead, which is how you move in real life. With CV1 accurate positional tracking and headtracking this should be possible without drifting. (drifting makes you sick as well).
Interesting experiment, LOL! Keep in mind that the game we are talking about, Serious Sam BFE, came out in 2011 and is far from being a native VR game.