Forum Discussion
15 Replies
- bigmike20vtVisionaryi loved the virtuality machines, however unlike the above, they DID make me feel horribly ill afterwards.
but at the time it was a small price to pay. (the £5 to have a go however was more of an issue for me, as a teenager with only a part time job between school)
thankfully with CV1 - and DK2 as well - most games give me zero nausea - at least not one ones made for vr.
there are a few exceptions. Adr1ft i have to take in small doses - edmgTrusteeOne interesting part is that they were using free locomotion at about 5fps, and no-one was complaining about feeling sick ;).
I tried a few of the old VR games back in the early 90s, and don't remember any sickness at all. I wonder if the graphics back then were just so bad that the brain wasn't fooled into thinking it was seeing the real world?
kevinw729 said:
I absolutely love these old videos.
I never realised Star Trek: Bridge Crew was so old (10 mins in).- kevinw729Honored Visionary
FrozenPea said:
...
Well if you look at Moore's Law between 90-10's then it makes more sense really, and the explosion into smartphones helped all the small components needed dramatically drop in price to make it affordable. Hence the Oculus Kickstarter was perfectly timed to take advantage of re-purposing phone parts.
I understand the Moore's Law association - but as someone who has lived through the convergence from 1992 to current tech I would like to advise not jumping over too many steps that led to this path. Ignoring the Sony HMZ's involvement in this path would be a mistake, especially as the CV1 would end up coming up for nearly same price as the "too expensive" viewing hardware.
Also using the smart "bell curve" of Moore's Law in this application of technology, it would seem that the standalone AR/VR hybrid would be a better target than the current PC based VR platforms. - bigmike20vtVisionary
kevinw729 said:
(video from OP snipped)
what you are seeing there is the device which made me the VR fanboy i am today.
powered by an Amiga as well. So much "cool" right there!. - Anonymous
Shadowmask72 said:
OMG the size of that headset.
Over 20 years later and still not quite there yet. I'm surprised though it's taken this long given what they were doing back then.
Well if you look at Moore's Law between 90-10's then it makes more sense really, and the explosion into smartphones helped all the small components needed dramatically drop in price to make it affordable. Hence the Oculus Kickstarter was perfectly timed to take advantage of re-purposing phone parts.
Anyone ever take apart a DK2? You'll notice there is a decapitated Samsung Note 3 in there :P
- cleanupdiscAdventurer
kevinw729 said:
Thats really really cool. As this is my first couple weeks enjoying VR seeing what they accomplished way back in 1992 when i was 2 years old is pretty crazy. I am surprised as well it took this long but it was probably 20 times more issues back then haha.
I doubt they hit 90fps thats for sure lol. Good video! - kevinw729Honored Visionary
- cybernettrSuperstar
cybereality said:
Nice. That was my first experience in VR back in 1993.
My first VR experience was this van sized unit you climbed into at the shopping mall some time in the late 80s. There was no headset involved; you simply watched certain experiences on the movie screen in front of you, such as riding in the race car, flying on a jet, etc. while the van rocked and tilted on hydraulic lifters. Because of the perfect synchronization with the video, it was very convincing. Anybody know what this was called?
