cancel
Showing results for 
Search instead for 
Did you mean: 

Oculus Comfort Rating System

adan_richards
Honored Guest
Does anybody here have knowledge of/know where I can find more
information regarding the Oculus comfort rating system, and how it is
developed? All I can find is this:

https://support.oculus.com/1639053389725739/

For context, this is for research being conducted into the side effects of VR systems, and their potential use in Neurorehabilitation. I am most interested in the validity and reliability of this rating system, any help would be much appreciated!


6 REPLIES 6

hoppingbunny123
Rising Star
ya you look in the store and its on the far right, c attached picture;


adan_richards
Honored Guest
Thanks @hoppingbunny123!, I'm aware of this, I'm more interested in the method(s) by which this is formulated in consultation with game devs.

kevinw729
Honored Visionary

https://vrawards.aixr.org/ "The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities" https://www.amazon.co.uk/Out-Home-Immersive-Entertainment-Frontier/dp/1472426959

kojack
MVP
MVP
From the developer guidelines:

Comfort is very important to us. Comfort is a
subjective, variable, and individual experience. However, we want to
communicate to users as best we can about what they can generally expect
from an app. To do so, we employ three comfort ratings: Comfortable,
Moderate, and Intense. You can get a sense for how these are applied by
looking through the Oculus Store catalog.

"Comfortable"
experiences generally avoid camera movement, player motion, or
disorienting content and effects. Generally, apps that have fixed camera
position will be classified this way. "Moderate" experiences, on the
other hand, might have more camera and player motion. "Intense"
experiences usually incorporate first person camera motion,
acceleration, or significant camera movement and player motion. In
general, pay a lot of attention to how comfortable the experience is.
Investing in comfort is worth it. Even "Moderate" and "Intense" apps
should strive to be comfortable as possible.




https://developer.oculus.com/distribute/latest/concepts/publish-content-guidelines/
Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3

adan_richards
Honored Guest
Thanks @kojack, that looks like about all I'll find unless I was able to talk to the actual raters that work for Oculus. Perhaps they are also very subjective in their measurements of comfort!

Nekto2
Superstar
I am most interested in the validity and reliability of this rating system, any help would be much appreciated!
AFAIK it is not reliable.
People could be subjected to motion sickness but could learn simple techniques to avoid it. For example you could close your eyes while turning and will not get sick. You you could run on same spot in real life and that will save you from motion sickness.

But you have examples of software implementation which will make you sick for sure (if you will not close your eyes). That is "smooth camera rotations".

So comfort is both software tricks and human subjective abilities.