Possibly the first time I've seen the original post of a thread be a necro .
Yes, it did look pretty nifty 10-11 months ago . But it looks like it has a very limited set of activities. Good party game, maybe, but not a long term commitment.
The tiny, chibi Kelvin Constitution says it all, this is just a gimmick. While I'm actually rather interested in VR (now that it's not some novelty arcade decoration with graphics worse than the original Virtua Fighter) I'd rather see something more serious as Trek's mainstream outing than this child-like effort.
"If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
VR is currently in the stage that video games were in the early '80s. IMO, the Oculus Rift and HTC Vive are the Atari and Commodore 64 of VR. A bunch of interesting games that doesn't make customers need to buy the headset for a particular game. What it needs is a game that forces players to buy the headset due to an uncontrollable need to play the game instead of a bunch of gimmick games. Although, that might take a few generations until Neural Interface VR becomes available.
Right now, IMO, VR simply CAN'T go higher than a mere gimmick for specific types of games for one specific reason: the brain isn't built for that. More precisely, the inner ear. Because while for the eyes, you're moving, for the inner ear, you do not. The degree of severity varies between people, but it's still a thing.
Unless game companies can find a safe way to properly trick the inner ear in addition to the eyes, VR for more elaborated games is condemned to keep making a good chunk of people sick due to the inner ear feeling something different than the eyes do.
Right now, IMO, VR simply CAN'T go higher than a mere gimmick for specific types of games for one specific reason: the brain isn't built for that. More precisely, the inner ear. Because while for the eyes, you're moving, for the inner ear, you do not. The degree of severity varies between people, but it's still a thing.
Unless game companies can find a safe way to properly trick the inner ear in addition to the eyes, VR for more elaborated games is condemned to keep making a good chunk of people sick due to the inner ear feeling something different than the eyes do.
STEAM has a set like that. It's a VR meant to be used in an empty room, so you can physically move about, turn, lean over, etc. Thus you won't get motion sickness... allegedly: haven't tried it myself.
Right now, IMO, VR simply CAN'T go higher than a mere gimmick for specific types of games for one specific reason: the brain isn't built for that. More precisely, the inner ear. Because while for the eyes, you're moving, for the inner ear, you do not. The degree of severity varies between people, but it's still a thing.
Unless game companies can find a safe way to properly trick the inner ear in addition to the eyes, VR for more elaborated games is condemned to keep making a good chunk of people sick due to the inner ear feeling something different than the eyes do.
STEAM has a set like that. It's a VR meant to be used in an empty room, so you can physically move about, turn, lean over, etc. Thus you won't get motion sickness... allegedly: haven't tried it myself.
I see. Good thing a whole room dedicated to nothing except VR is very accessible to most gamers.
Oh wait! No, it's not! What kind of delusional developer would think enough people can afford a whole room dedicated to nothing but a single gaming device?
Right now, IMO, VR simply CAN'T go higher than a mere gimmick for specific types of games for one specific reason: the brain isn't built for that. More precisely, the inner ear. Because while for the eyes, you're moving, for the inner ear, you do not. The degree of severity varies between people, but it's still a thing.
Unless game companies can find a safe way to properly trick the inner ear in addition to the eyes, VR for more elaborated games is condemned to keep making a good chunk of people sick due to the inner ear feeling something different than the eyes do.
That really depends on what kind of game it is. Your equilibrium can only detect acceleration, so games where you are walking or running around or free-falling or moving fast at a constant velocity are just fine in VR, and that includes the vast majority of the most popular 3D game types out there, because most games involve you playing a person who is interacting with the environment primarily by doing motions you can do in VR, like walking or running.
Flying sim games and ones where you are making hairpin turns are obviously harder to emulate since they would involve some pretty bulky and expensive equipment.
Right now, IMO, VR simply CAN'T go higher than a mere gimmick for specific types of games for one specific reason: the brain isn't built for that. More precisely, the inner ear. Because while for the eyes, you're moving, for the inner ear, you do not. The degree of severity varies between people, but it's still a thing.
Unless game companies can find a safe way to properly trick the inner ear in addition to the eyes, VR for more elaborated games is condemned to keep making a good chunk of people sick due to the inner ear feeling something different than the eyes do.
That really depends on what kind of game it is. Your equilibrium can only detect acceleration, so games where you are walking or running around or free-falling or moving fast at a constant velocity are just fine in VR, and that includes the vast majority of the most popular 3D game types out there, because most games involve you playing a person who is interacting with the environment primarily by doing motions you can do in VR, like walking or running.
Flying sim games and ones where you are making hairpin turns are obviously harder to emulate since they would involve some pretty bulky and expensive equipment.
Err, you can't walk in VR. I mean, you can use the stick to move, but you can't physically walk or run. At least not without additional things to prevent you from bumping into a wall. Also, I highly doubt most popular 3D games involve constant velocity. FPS alone already involve running, strafing, crouching, zooming, jumping differently depending on the immediate situation.
That's why some VR games teleport you instead of walking you to your desired location, to try and prevent motion sickness.
Sure, the whole motion sickness can be "trained" to become less hindering and some companies are working on a system to "play" with the inner ear, and some people are unaffected by it, but "keep doing it and you'll be used to it eventually" isn't a pretty good argument when it involves keeping feeling dizzy and risking vomiting on the floor on the possible chance it may get better later.
Right now, IMO, VR simply CAN'T go higher than a mere gimmick for specific types of games for one specific reason: the brain isn't built for that. More precisely, the inner ear. Because while for the eyes, you're moving, for the inner ear, you do not. The degree of severity varies between people, but it's still a thing.
Unless game companies can find a safe way to properly trick the inner ear in addition to the eyes, VR for more elaborated games is condemned to keep making a good chunk of people sick due to the inner ear feeling something different than the eyes do.
The in-VR gameplay has you sitting at a console, not moving around. It's probably a lot less noticeable/nauseating than most VR games .
And really, with inertial dampers, I don't think people on starships experience any of the ship's accelerations unless something has gone seriously wrong.
not everyone can play a game on vr. Depends on your vision and any optical disorders, such as the various forms of colorblindness, burnt retinal spots, and other things. And then the classic issues of Epilepsy and seizures, etc.
I'd like to give this game a try, but having a screen that close to my face doing a 'magic-eye' affect the whole time? I'd probably get sick and go cross-eyed for a while.
If you've not ever done any vr, it's not worth explaining. depending on which system that was they were using. the newest ones use widely different tech to do something similar. the one for the android phone system uses a lens thing to get the effect, for example, while one of Nintendo's first models made it impossible to see the color red for up to several hours afterwards.
I always wanted to do a full VR immersion, but that takes a lot more than a set of goggles and two hand controls.
Comments
Yes, it did look pretty nifty 10-11 months ago . But it looks like it has a very limited set of activities. Good party game, maybe, but not a long term commitment.
Unless game companies can find a safe way to properly trick the inner ear in addition to the eyes, VR for more elaborated games is condemned to keep making a good chunk of people sick due to the inner ear feeling something different than the eyes do.
STEAM has a set like that. It's a VR meant to be used in an empty room, so you can physically move about, turn, lean over, etc. Thus you won't get motion sickness... allegedly: haven't tried it myself.
I see. Good thing a whole room dedicated to nothing except VR is very accessible to most gamers.
That really depends on what kind of game it is. Your equilibrium can only detect acceleration, so games where you are walking or running around or free-falling or moving fast at a constant velocity are just fine in VR, and that includes the vast majority of the most popular 3D game types out there, because most games involve you playing a person who is interacting with the environment primarily by doing motions you can do in VR, like walking or running.
Flying sim games and ones where you are making hairpin turns are obviously harder to emulate since they would involve some pretty bulky and expensive equipment.
Err, you can't walk in VR. I mean, you can use the stick to move, but you can't physically walk or run. At least not without additional things to prevent you from bumping into a wall. Also, I highly doubt most popular 3D games involve constant velocity. FPS alone already involve running, strafing, crouching, zooming, jumping differently depending on the immediate situation.
That's why some VR games teleport you instead of walking you to your desired location, to try and prevent motion sickness.
Sure, the whole motion sickness can be "trained" to become less hindering and some companies are working on a system to "play" with the inner ear, and some people are unaffected by it, but "keep doing it and you'll be used to it eventually" isn't a pretty good argument when it involves keeping feeling dizzy and risking vomiting on the floor on the possible chance it may get better later.
The in-VR gameplay has you sitting at a console, not moving around. It's probably a lot less noticeable/nauseating than most VR games .
And really, with inertial dampers, I don't think people on starships experience any of the ship's accelerations unless something has gone seriously wrong.
I'd like to give this game a try, but having a screen that close to my face doing a 'magic-eye' affect the whole time? I'd probably get sick and go cross-eyed for a while.
If you've not ever done any vr, it's not worth explaining. depending on which system that was they were using. the newest ones use widely different tech to do something similar. the one for the android phone system uses a lens thing to get the effect, for example, while one of Nintendo's first models made it impossible to see the color red for up to several hours afterwards.
I always wanted to do a full VR immersion, but that takes a lot more than a set of goggles and two hand controls.
pretty much this right here ^^