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My doubts about the future of VR

jweaver
Heroic Explorer
Last night I finally got around to trying a few demos.. But after 1 hour, I had to stop as 'nausea' kicked in. I have never suffered travel sickness, in my life, but this hit me hard.. The feeling was overwhelming and I just had to stop.

However, as well as the nausea, I also found that I became clumsy.. I lacked the same spacial awarness that I had before, and found myself bumping into things.. Knocking thing over and spilling stuff.

And finally, this morning, the 3rd side effect has come to light.. Looking at my monitor just looks odd.. I can't seem to focus on it...


I fear that VR is going to have a rough ride in the public domain.. Its all well and good people wanting this technology, but would they be happy with the side effects? Will society accept a product which makes you "ill" even on a temporary basis (but who says its temporary)..

The fact that we live in a blame culture.. VR companies (such as Oculus) are going to expose themselves to liability.. What if someone crashed their car.. Or fell down the stairs? They can put all the disclaimers they want but I don't know if they can ever shed their liability... But I just have a feeling that in the coming years, the media is going to be all over the fact that "little Jimmy fell down the stairs after playing with his Virtual Reality toy" and this won't bode well for anyone involved with VR! Investors are gong to run a mile, when claims for damages come in, and horror stories appear in the media!

I don't have a good feeling about this.. But I could be wrong and am happy to be proved as such!

Jon
51 REPLIES 51

CaptainGeech
Protege
vin wrote:
>
"wpropst" wrote:
How prevalent do you think it was when cars were first introduced?

>
> Far less than it is now. Motion sickness comes when the eye and inner-ear disagree
> about motion that is occurring. Early car passengers were far less likely to get
> bored in a long drive and start reading the internet on their smart phone, blocking
> out their view of their surroundings, and leading to the disagreement.


Far less likely because they would be reading books and magazines. You should stick to shitting on new Oculus customers.

Vin
Explorer
"wpropst" wrote:
vin wrote:
>
"wpropst" wrote:
How prevalent do you think it was when cars were first introduced?

>
> Far less than it is now. Motion sickness comes when the eye and inner-ear disagree
> about motion that is occurring. Early car passengers were far less likely to get
> bored in a long drive and start reading the internet on their smart phone, blocking
> out their view of their surroundings, and leading to the disagreement.


Far less likely because they would be reading books and magazines. You should stick to shitting on new Oculus customers.


Don't worry, I will. The fact of the matter remains that the car is a bad analogy to the devkit, as the devkit is far better at generating motion sickness than a car is. There's changes that can be made to the Rift to correct some aspects of it, and it's on developers to help correct other aspects of it, but the fact is that we can't remove every motion sickness cue with just a HMD. People will need to get their VR legs, and that will limit widespread adoption.

CaptainGeech
Protege
I know your type. I visit a lot of game forums. Douche will be douche.

Vin
Explorer
"wpropst" wrote:
I know your type. I visit a lot of game forums. Douche will be douche.


GG, have a cookie. This isn't a game forum. This is a developer forum. If a non-developer wants to come in and cry because they don't know what they spent money on, that's on them. If there are serious concerns that need to be addressed for the technology to succeed, like the prevalence of motion sickness, that's on our community to discuss and address. If you can't contribute to any of the conversations because you can do nothing but try to throw names at people, go back to Gamefaqs.

Everyone else, those who can contribute, are aware of the motion sickness problem. There have been and will be plenty of discussions about this topic for some time, because it is a problem.

CaptainGeech
Protege
"vin" wrote:
"wpropst" wrote:
I know your type. I visit a lot of game forums. Douche will be douche.


GG, have a cookie. This isn't a game forum. This is a developer forum. If a non-developer wants to come in and cry because they don't know what they spent money on, that's on them. If there are serious concerns that need to be addressed for the technology to succeed, like the prevalence of motion sickness, that's on our community to discuss and address. If you can't contribute to any of the conversations because you can do nothing but try to throw names at people, go back to Gamefaqs.

Everyone else, those who can contribute, are aware of the motion sickness problem. There have been and will be plenty of discussions about this topic for some time, because it is a problem.


We get it, you are mad your coveted "Developers" status didn't get you anything more than anyone else around here.

Vin
Explorer
Yes, we get it, you have nothing to say, and haven't read the forum rules.

Back to the topic, though, Birdy linked to an article discussing the ramifications of 3D on the brain. I'd like to point out that it's not going to be 3D itself that causes that, as we see the world in 3D every day to no ill effect. In cases like that, it's likely going to be probably due to the optics of the system, how they produce the stereoscopic image. Most films will use a generic separation, kinda like the DevKit, rather than something tailored for each end user.

The problem of IPD correction is something that Team Oculus has mentioned in the past as being one of their considerations for the consumer release, and should be fully adjustable, which will help eliminate some of these unwanted effects.

CaptainGeech
Protege
"vin" wrote:
Yes, we get it, you have nothing to say, and haven't read the forum rules.

Back to the topic, though, Birdy linked to an article discussing the ramifications of 3D on the brain. I'd like to point out that it's not going to be 3D itself that causes that, as we see the world in 3D every day to no ill effect. In cases like that, it's likely going to be probably due to the optics of the system, how they produce the stereoscopic image. Most films will use a generic separation, kinda like the DevKit, rather than something tailored for each end user.

The problem of IPD correction is something that Team Oculus has mentioned in the past as being one of their considerations for the consumer release, and should be fully adjustable, which will help eliminate some of these unwanted effects.


No I read them. And I contributed to the General Discussion of the Oculus. ( Share and discuss any and all Oculus related topics.) Thanks Developer Man!!!

HDTanel
Honored Guest
"jweaver" wrote:
Last night I finally got around to trying a few demos.. But after 1 hour, I had to stop as 'nausea' kicked in. I have never suffered travel sickness, in my life, but this hit me hard.. The feeling was overwhelming and I just had to stop.

However, as well as the nausea, I also found that I became clumsy.. I lacked the same spacial awarness that I had before, and found myself bumping into things.. Knocking thing over and spilling stuff.

And finally, this morning, the 3rd side effect has come to light.. Looking at my monitor just looks odd.. I can't seem to focus on it...


I fear that VR is going to have a rough ride in the public domain.. Its all well and good people wanting this technology, but would they be happy with the side effects? Will society accept a product which makes you "ill" even on a temporary basis (but who says its temporary)..

The fact that we live in a blame culture.. VR companies (such as Oculus) are going to expose themselves to liability.. What if someone crashed their car.. Or fell down the stairs? They can put all the disclaimers they want but I don't know if they can ever shed their liability... But I just have a feeling that in the coming years, the media is going to be all over the fact that "little Jimmy fell down the stairs after playing with his Virtual Reality toy" and this won't bode well for anyone involved with VR! Investors are gong to run a mile, when claims for damages come in, and horror stories appear in the media!

I don't have a good feeling about this.. But I could be wrong and am happy to be proved as such!

Jon


Im 99% sure you have a medical problem, consult a doctor. If you start feeling dizzy or nausea then stop using it, it should not take longer then a few minutes for you to be ok again.

UlteriorMotif
Honored Guest
"vin" wrote:
"wpropst" wrote:
How prevalent do you think it was when cars were first introduced?


Far less than it is now. Motion sickness comes when the eye and inner-ear disagree about motion that is occurring. Early car passengers were far less likely to get bored in a long drive and start reading the internet on their smart phone, blocking out their view of their surroundings, and leading to the disagreement.


I've traveled a lot. Many long bus rides in many countries. One thing I've noticed is that locals, in rural areas of third world countries, puke a lot. These are people with no smart phone, and no car, vomiting on buses. The only thing I can attribute this to is people being unaccustomed to that speed and type of motion.

Nedo
Explorer
Doubts, LOL!
I even drink while using the Rift, ofcourse not to much to be drunk,
but i never felt anything bad, but today i started the wingsuit demo
Volo airsport, and after about 50 jumps i felt a little bit dizzy, so
i stopped got some food and everything was ok again :mrgreen:

Today i showed the Rift to 6 people, everyone, really everyone enjoyed it,
Tuscany, First Law, Rift Coaster, Greeble, everyone couldnt got enough.

I totaly stopped playing infront of my 2D monitor, it just make no sense anymore
if you can have it the way the Rift give it.

Just my 2 cent.
R
Nedo
Order DK1 Mar 30, 2013 / Order DK2: Mar 19, 2014 / Order CV1: Jan 6, 2016 / Order HTC Vive Feb 29, 2016