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Moving in VR

SEANMCADSEANMCAD Member EpicPosts: 16,775
When walking and running do you get sick without moving your legs

nope no sick


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Comments

  • PhaserlightPhaserlight Member EpicPosts: 3,078
    edited July 2016
    Onward certainly looks interesting.  The creator apparently hasn't been able to fix the "gun wiggle" issue yet, though.

    Ars Technica recently did a piece on a 'running in place' system that may eventually rival the "blink" mechanic so many other VR games often use.  Yes, it may sound silly now, but in the future I could see this going somewhere with some type of unobtrusive hip sensor.

    Cymatic Bruce has a livestream of some good multiplayer fun in 'Battle Dome'; although the graphics are very simplistic, on a "Tron"-like level, it really looks like he is having a great time:



    Markiplier looks like he's having a good time in the Brookhaven Experiment:



    First-person shooters used to be my thing; not so much anymore.  You may laugh, but I feel there's so much gun violence in the news that entertaining myself with realistic guns virtually seems wrong for me.  I am interested in EvE GunJack, though, and may be getting a GearVR soon.

    I am the type that would probably enjoy Esper 2, Land's End, and Dead Secret more than other titles (and Vendetta Online *cough* https://www.vendetta-online.com/gearvr/)

    Oh... and Minecraft.

    "The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar
    Authored 139 missions in Vendetta Online and 6 tracks in Distance

  • SEANMCADSEANMCAD Member EpicPosts: 16,775
    .....
    the background on this post is that some here have expressed (a while back) that they feel its impossible to have foot movement in VR without getting sick unless the RL person could move the same be it running etc.

    turns out that is not the case if done well

    Please do not respond to me, even if I ask you a question, its rhetorical.

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  • PhaserlightPhaserlight Member EpicPosts: 3,078
    SEANMCAD said:
    .....
    the background on this post is that some here have expressed (a while back) that they feel its impossible to have foot movement in VR without getting sick unless the RL person could move the same be it running etc.

    turns out that is not the case if done well
    I think it probably depends on the person; I can easily grasp how being presented with visual stimuli telling you "you are running across the ground" while having your inner ear telling you "you are standing still" or "you are seated" might be disorienting or even nauseating for some.

    I tend to think I would be one of the persons that could just "hack" it without getting sick; not really sure why.  Since before the time Oculus announced their Kickstarter, I've always imagined playing various games on a motion-sensing HMD.  It's like a dream come true to see the progress these companies have made in recent years.

    "The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar
    Authored 139 missions in Vendetta Online and 6 tracks in Distance

  • SEANMCADSEANMCAD Member EpicPosts: 16,775
    edited July 2016
    SEANMCAD said:
    .....
    the background on this post is that some here have expressed (a while back) that they feel its impossible to have foot movement in VR without getting sick unless the RL person could move the same be it running etc.

    turns out that is not the case if done well
    I think it probably depends on the person; I can easily grasp how being presented with visual stimuli telling you "you are running across the ground" while having your inner ear telling you "you are standing still" or "you are seated" might be disorienting or even nauseating for some.

    I tend to think I would be one of the persons that could just "hack" it without getting sick; not really sure why.  Since before the time Oculus announced their Kickstarter, I've always imagined playing various games on a motion-sensing HMD.  It's like a dream come true to see the progress these companies have made in recent years.
    It depends on four factors

    1. The person and how used to VR they are and some people never do get used to it
    2. game design itself example might be (but not sure) if you add wobble to the walking vs not. how fast, how slow a lot of subtle details can affect it.
    3. frame rate and latency 
    4. intensity of the content (walking vs rollercoster ride)


    Itsm 2, 3 and 4 are not items I am just making up its something Oculus has mentioned more than once

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  • tawesstawess Member EpicPosts: 4,227
    well step one would ofc be to have the player be a robot that floats above the ground. That way regular gaming controls can be used with some tweaking. After that it is a simple question of getting used to it the same way we got used to FPS and TPS games. This also will play in to units like OR that lacks room recog atm. 

    Next step ofc is a "lean" system combined with the current system. Similar to what is being tried now. 

    Last step i guess would be some form of mechanical solution. 

    This have been a good conversation

  • SEANMCADSEANMCAD Member EpicPosts: 16,775
    tawess said:
    well step one would ofc be to have the player be a robot that floats above the ground. That way regular gaming controls can be used with some tweaking. After that it is a simple question of getting used to it the same way we got used to FPS and TPS games. This also will play in to units like OR that lacks room recog atm. 

    Next step ofc is a "lean" system combined with the current system. Similar to what is being tried now. 

    Last step i guess would be some form of mechanical solution. 
    The video shows that its not a problem to begin with

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  • tawesstawess Member EpicPosts: 4,227
    If you have seen the people i hae seen trying to play a simple FPS... I am pretty sure we will have a decent segment of the market feeling very ill and failing to wrap their head around basic full movement VR. =P 

    But to be very clear. I just felt i had to push the fact that in no way shape or form do we need to mimic human movement. Most of our senses... for all their capability... are really dumb... Not to mention the brain. 

    This have been a good conversation

  • SEANMCADSEANMCAD Member EpicPosts: 16,775
    tawess said:
    If you have seen the people i hae seen trying to play a simple FPS... I am pretty sure we will have a decent segment of the market feeling very ill and failing to wrap their head around basic full movement VR. =P 

    But to be very clear. I just felt i had to push the fact that in no way shape or form do we need to mimic human movement. Most of our senses... for all their capability... are really dumb... Not to mention the brain. 
    ah yes...

    and I didnt know it but I felt like it was likely not a problem given we have been playing FPS while sitting in chair for multiple decades now but for me the video is more proof positive

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  • tawesstawess Member EpicPosts: 4,227
    The real kicker will be to get smooth head tracking while moving at high speed and still avoid neck strain. Current headsets do weight a fair bit and quickly moving the head is not all that comfy (from my own experience). 

    But the movement part i feel is a none issue. 

    This have been a good conversation

  • FlyByKnightFlyByKnight Member EpicPosts: 3,967
    Because people request FOV sliders in games for sh!#s and giggles.
    "As far as the forum code of conduct, I would think it's a bit outdated and in need of a refre *CLOSED*" 

    ¯\_(ツ)_/¯
  • SEANMCADSEANMCAD Member EpicPosts: 16,775
    edited July 2016
    tawess said:
    The real kicker will be to get smooth head tracking while moving at high speed and still avoid neck strain. Current headsets do weight a fair bit and quickly moving the head is not all that comfy (from my own experience). 

    But the movement part i feel is a none issue. 
    I could see how fast movement would be an issue however with low movement games I have to say it feels like I am wearing a baseball cap

    and incidently the Rift weighs the same as a standard hardhat. however to be fair the weight is not distrubuted the same

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  • tawesstawess Member EpicPosts: 4,227
    edited July 2016
    Indeed and that is sort of the issue... the weight of the device is almost enough to star pulling it from the head at high speed turns and sudden stops tend to move it around a bit. (you should have seen the face of the guy who´s headset i tried these things with.. pure and utter terror =P )

    But with lighter devices and better head mounts that will be a much smaller issue too. 

    This have been a good conversation

  • SEANMCADSEANMCAD Member EpicPosts: 16,775
    tawess said:
    Indeed and that is sort of the issue... the weight of the device is almost enough to star pulling it from the head at high speed turns and sudden stops tend to move it around a bit. (you should have seen the face of the guy who´s headset i tried these things with.. pure and utter terror =P )

    But with lighter devices and better head mounts that will be a much smaller issue too. 
    I think stability is the thing, I mean to be fair the weight is what would make it move but the net problem is keeping the googles level be is light or otherwise

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