So set up my Tacobell PS VR last night played with it for about an hour before I stated to feel wrecked. Was actually feeling like I had been beat up pretty badly. Took it off and went to make dinner, my balance and depth perception were off so badly after only an hour that I could not do simple tasks in the kitchen like getting a spoon into a pot, I missed the pot like 20 times and that was a good 15 minutes after taking off the helmet. I found myself drifting to my left very badly for almost an hour after use, and as I said earlier felt like I have actually been beat up pretty much all night. After my experience I have to put out a warning do not drive for awhile after playing these I can see some serious issues with trying to judge depth perception accurately. On the other side of them note OMFG playstation VR is WAYYYYY cooler than I was expecting, I have been really cynical about it but it really is an out of the body experience that I must recommend to everyone. Just remember play responsibly the live you are risking afterwards may be your own.
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Your anecdote is interesting, but is unlikely be shared by the average user. No company would knowingly market a product which leaves the average user incapable of getting a spoon into a cooking pot after an hour of play. The inevitable lawsuits would put them out of business.
I expect that some people will undoubtedly have extreme physical reactions to VR gaming. Just as some borderline epiliptic's may have seizures just playing an ordinary video game. VR is untested territory, and human beings come in a wide variety of shapes and sizes.
Some people suffer from crippling motion-sickness. They won't ever know it until they go out on a small boat out of sight of land.
My brother said that Land's End, which I considered decently tame at the beginning, made him feel nauseous. I tried sending my parents and brother on a guided trip through Yosemite via "National Parks" and they seemed to really enjoy that. You basically want something where there isn't a lot of relative motion, at least on a human scale, or something where that motion is very gradual and gentle. Being in a canoe that is floating down a river is OK. Today I'm able to play Quake (!) in VR which has very fast motion, almost whipping around in my swivel chair, so it definitely is possible to become used to it. I couldn't have done that just starting out, though.
Bottom line, if you are walking left when trying to go straight, missing the pot when trying to pour in sauce, you really ought to listen to that. Your body is telling you something.
An hour is a pretty lengthy session for just starting out. In the manual to my headset it recommends taking breaks every 20 to 30 minutes, I think. Today I can go for an hour and a half before I start to feel uncomfortable due to the (minimal) weight of the headset, but in the beginning when my system was getting adjusted 15 minutes was plenty.
It's an exciting new world. Don't forget to take it easy.
"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
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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I may not be a doctor, but you need to take it easy. If it's VR that's causing it, start with gentler experiences or limit your time (an hour is pretty lengthy for just starting out).
I've never had VR make me feel like I couldn't drive or that I lost ambulatory motor coordination, but I began with the likes of Annie Amber, Land's End, Eve Gunjack, and I limited my time to 15 minutes or so.
"Serious adjustment period" can mean different things to different people, but if your depth perception is "trashed" something is wrong. That was not at all my experience, but then again I was very careful going in.
If you keep going headlong when your body is telling you 'stop', a doctor may tell you that you can never use VR again.
"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
It'll vary wildly based on the experience, too. Personally, I think it's Eve Valk. I have no proof, but I think it's got something to do with that. Maybe framerates, maybe something else. Also, things like excessive head movement or odd movements in the game can cause it. So Eve is ripe with opportunities like this. Things like moving backwards would definitely screw with your perception.
I will attest to only lasting like 20 minutes with Eve Valkyrie on the Oculus. Not falling out of the chair, just feeling sick enough to stop. I guess I'm not as committed
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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I self identify as a monkey.
https://www.youtube.com/watch?v=7_h6GYI8ddA
and as usual, thank god for Jim Sterling
For instance, the four major tobacco companies were sued in 1994 for not disclosing health risks, not including warning labels on packaging and marketing to children. They were successfully sued for 206 Billion dollars.
Is there a warning label on these VR devices that states that a person could become disoriented for a period of time after using such devices, and that they should not be operating motor vehicles, heavy machinery or any equipment which could pose a danger to life and limb until that period of time expires? I don't think that they have these kinds of warnings, but there's at least some evidence that VR is causing these effects in some segment of our population.... so expect lawsuits.
It is the drivers responsibility to ensure they are capable of driving a vehicle safely, if they do not, then they are the one at fault, there are no excuses that will keep them out of doing prison time if they fail to do so.
I think Sterling saying that was ridiculous. I usually pretty much agree with his PoV, but 'privilege goggles'? That's just embarrassing. For him, I mean. He seemed to just be on a grasping rant, mainly because he has a bad back and costs money. If it was up to Jim, he wouldn't have seen the bicycle get past it's early forms.
You could also as easily compare VR to flat screen TVs at their start as 3D, as well. The 3D TV comparison that we see folks latching onto all over is weak and has no meaning.
I am no VR cultist, my opinion is still out and probably will be until the second generation, but Sterling spoke a whole load of pointless crap in this. He was reduced to moaning about what the goggles look like (because, you spend a lot of time looking at them in use, right?).
Right now, VR is an early adopter nerd tech demo. The lack of convincing software past porn is a real problem. But, this is still extremely early days for the technology. It is still too early to say if it is 'destined for greatness' or not yet.
Porn is the least compelling reason for me to dive into VR. You just can't judge what it's like by looking at a YT vid or what have you and going 'hmm, what would that be like played on PC'? It's not the same. There are so many better uses for this tech.
What I'm saying is... you might look at a gameplay vid, let's say, Dreadhalls, and go 'well that doesn't look very convincing'. Unless you are inside the headset, having the experience yourself, you just can't get what it's like from a flatscreen video or someone else's reaction.
If I'm thinking porn is a good idea while inside VR, it's because I'm bored and it's time to take off the headset.
/2c
"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
Oh, no disagreement from me there at all. All what I was saying is that the killer app hasn't arrived yet and that porn is a well known driver of early media technology.
I mean, in '77 the VCR cost $1,280. That's about $4,600 in inflation-adjusted dollars. Blank tapes were priced at $20 ($72 these days), and porn had a ton to do with the early adoption of that tech. It's a powerful selling tool.
I wonder if there was anyone calling the VCR 'privilege telly'? Or if people just weren't the same breed of twat back then.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
No, but I remember that a buddy of mine had one of those dual VCRs that could copy tape to tape. Mind.... Blown!!!!!
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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It doesn't always happen, but it has happened every so often.
One of the companies I work for has requested I develop content for virtual reality and headset devices. As a content creator I've learned a lot about VR in general (though these are videos and not games).
With a lot of trial and error I've found that certain movements, or movement in general can make or break an entire experience. Even something so simple as a natural camera shake or utilizing a rolling tripod can cause some users to experience vertigo.
"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
It's quite obvious that vision overrules most of the other senses. The brain gets confused when vision tells it that motion-sickness should occur, even when the balance organs in the middle-ear contradict that.
It takes an additional amount of time working on stabilization of the videos, and even that isn't 100 percent foolproof.
The major difference is, there is a constant with sea sickness, the horizon.. the sky.. you can take your eyes off of what is moving. When cameras are being moved or they shake, you'd imagine that because it's a full 360 degree environment it won't matter, but in truth, even in a 360 degree environment, when filming you have to set a focal point. If the camera moves or jostles, or if someone tries to utilize a 360 degree camera like a traditional camera and point you to what they're trying to show you, you're basically in a spinning virtual carousel, where your body isn't moving but your entire head is spinning.
Not all movement videos are this way, if precautions are taken, but even what seems like the simplest thing, walking through a festival can induce nausea. This is also why I've learned that action shots, however intense, should stay brief. I've created 10 minute long videos where the actual walking or action based shots where the camera is moving are between 30 seconds and a minute long.