Forum Discussion
MrMiH
11 years agoHonored Guest
Drug Vision and similar effects in FPP projects
Hi guys!
I'm working on a demo of an Oculus project and I was wondering if the use of Drug Vision effects (distortion and such) is a huge problem, causing maybe simulation sickness? I tried one of those effects on myself (it's just a scripted, short event that does weird creepy stuff for 10 to 15 seconds) and it wasn't very sick-inducing (then again, I'm just one person).
The thing is that the player can move freely around while all this is happening - he just experiences color changes and drug-like distortions, with objects suddenly appearing and disappearing.
Anyone has any kind of experience with this stuff?
I'm working on a demo of an Oculus project and I was wondering if the use of Drug Vision effects (distortion and such) is a huge problem, causing maybe simulation sickness? I tried one of those effects on myself (it's just a scripted, short event that does weird creepy stuff for 10 to 15 seconds) and it wasn't very sick-inducing (then again, I'm just one person).
The thing is that the player can move freely around while all this is happening - he just experiences color changes and drug-like distortions, with objects suddenly appearing and disappearing.
Anyone has any kind of experience with this stuff?
1 Reply
- jejunusHonored GuestI've implemented visual effects that are somewhat similar, though not to simulate psychoactive drugs. In my experience, the two things you really shouldn't mess with are the framerate (should always be maxed out; 75fps for DK2, 90fps for CV1) and the orientation of the ground plane. I doubt you would intentionally lower the frame rate, but things like strobing lights can lower the perceived frame rate which would be bad.
I think objects appearing and disappearing can be fine. But always keeping some clearly defined depth relationships in view helps the player keep their senses anchored (i.e. scenes with clearly defined near, middle and far distances).
Near distance is tricky because of the "vergence accomodation" thing. John Carmack has recommended that if something is going to stay in the near distance for a while, and it's going to be demanding the player's attention, try to keep it at least 2 meters out.
But honestly, VR being an inherently intense sensory experience, a little goes a long way with this kind of thing. You're gonna have to do a *lot* of trial and error. Try not to melt your face off kid.
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