It seems to be in part simply "more and better" in an evolutionary sense compared to the DK2. I wonder how what work have been done to lessen nausea some people experience.
In a fast FPS, like the first half life, even I got "seasick" after about 15 minutes.
It seems to be in part simply "more and better" in an evolutionary sense compared to the DK2. I wonder how what work have been done to lessen nausea some people experience.
In a fast FPS, like the first half life, even I got "seasick" after about 15 minutes.
There's only so much they can do about nausea with the headset design itself; the burden of avoiding nauseating experiences lies largely on the software developers to follow VR best practices, something that Oculus has spent considerable time writing documents on, and also something that Google's had a hand in through the Cardboard Design Lab app.
Consistent framerates and low latency are part of it; I generally don't suffer from motion sickness and could play Descent all day without getting a bad sense of vertigo, but as soon as I get FOV-filling stereo 3D as my window into the world, something changes and I get the onset of mild headaches if the experience doesn't keep up with my head movements, which doesn't happen if I'm just looking at a monitor.
However, most of it just boils down to in-game movement and other factors that have to be design considerations from the very beginning. For instance, your view shouldn't have any sudden, jarring movements.
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