CrashPrime
Member
Options: Why you shouldn't have them, and neither should I!
Right now, VR is not mass market stuff. It's for enthusiasts, so it's probably fine if some (most?) games feel weird and uncomfortable. Developers are still learning how to work with this thing. One day, the prices will come down and the hardware will be less clunky: that's when Minecraft and other games need to feel perfect.
Get buckets cuz it gone be good. All of it. All of VR will be good. Alllll of it.
A better title would be Minecraft VR poisoning the Minecraft VR well
Not really. Minecraft is a colossal IP with huge mainstream popularity.
If people's first impressions of VR are that it's nausea inducing and not worth engaging with other than sheer novelty, then it's all of VR that's going to feel that negative PR.
I mean, it certainly doesn't really do much to the enthusiast VR crowd, but if people hypothetically want VR to 'blow up' like say, the Wii did, then it's pretty bad news if VR's most popular game actually ends up making people vomit.
When VR has filled the other requirements to blow up (a low price), and I'm saying years from now, I'd think that there will be better solutions for locomotion and the PR problem will also correct itself when that happens
The solution is thankfully really simple: Just drop the full-immersion mode completely!
I mean... it's not out. It's good to get feedback that they still have a lot of work to do, but "poisoning" is a little dramatic for something that's still in active development.
well yeah, eventually VR will be mainstream, but "bumps in the road" like this are still frustrating to see - especially coming from a company that has talked at length about shitty VR.
If they can't do FPS out of the box then VR technology is doomed. I've been wondering why we haven't been seeing more traditional gameplay experiences as it gets closer to launch, and the difficulty of motion sickness must be the problem. The VR manufacturers need to get serious about replicating the Skyrims and Minecrafts of the world within their headsets, otherwise people will increasingly view them as a gimmick. I've yet to see a game that I want to spend 100 hours playing in VR.
The combination of visual rotational movements coupled with zero rotational stimulation from the inner ear will lead to a perception mismatch. It's quite obvious that this leads to nausea. It's basically the same process as getting car sick or sea sick.
That's why I think 'traditional' first-person games will have a hard time gaining traction in VR, especially when you are seemingly in first-person view of a character but moving him around with an analog stick. A cockpit works well because your brain always has the reference point of your window, HUD and instruments, which movements correspond correctly with the way your head is turning. There's no mismatch.
Thats interesting that Huds and cockpits don't cause the issue.
I wonder if rendering the edges of some kind of helmet, with a headsup display ala iron man wouldn't give that reference point for a FPS style game. or wireframe glasses etc for adventure games.
Argh! Dont kill my Dreams! A PSVR Version with Full VR Mode was the only Thing i ever wanted!!
So if you had a bad Experience from it dont try to determine for others!
VR doesn't have "traditional" gameplay experiences because you can't just grab Minecraft or Skyrim and expect them to work in VR. Good VR games require being built from the beginning with VR in mind
The % of people that experience sickness from poor control schemes in VR is an overwhelming majority (we're literally looking at numbers above 90% IME).Kouriozan said:I remember the articles about the 3D making people sick at the 3DS launch though.
There's actually a good chance that DK1 low-fidelity(reduced presence) made the experience more tolerable for you. In fact I suspect for some people comfort is a non-issue because their brain simply doesn't accept current-gen VR as real.mrklaw said:minecrift on DK1 gave me a tantalisting taste of how amazing it might be
Digital is not a recipe for comfort in of itself, but it does make bad control schemes more tolerable. In fact I've also seen movement schemes where acceleration curves actually (considerably) improve comfort over digital.He says it feels digital - full speed or stop - which should be ok
Then VR is in huge trouble. Developers need to be able offer one game that works for both tradional and VR users. Unless I've missed something, I don't think Rift and Vive pre-orders are enough to build market for AAA games around. I don't think the majority of publishers are willing to fund expensive forays into a limited market.
I want VR to work out, but the more I look into it the lack of substance becomes apparent. How long has Oculus had the DK1/DK2 available for? Why do the games around launch look as limited as the tech demos people were thinking up and designing two years ago? Like I said earlier, where is the game that makes me want to spend 100 hours with Oculus on? Where is VR's Halo?
Well considering the lawsuits Nintendo had to deal with for the 3DS making kids sick, I won't be surprised if people will go after VR making them sick once it releases in a form that's affordable for the general consumer. Well, at the very least there will be mandatory health warnings that show up every time you boot up a VR game to protect them from that.
Full-immersion mode could be for the short term (before teleportation solution is developed) swapped for a stand-still lock-around mode. Hold left-trigger and you will be fully-immersed and able to look in all directions. Traversal happens in cinema-mode.
Oculus has actually experimented with this and it's called 'Tunneling': https://www.youtube.com/watch?v=lKnM5gC-XpY
VR doesn't have "traditional" gameplay experiences because you can't just grab Minecraft or Skyrim and expect them to work in VR. Good VR games require being built from the beginning with VR in mind
If they can't do FPS out of the box then VR technology is doomed. I've been wondering why we haven't been seeing more traditional gameplay experiences as it gets closer to launch, and the difficulty of motion sickness must be the problem. The VR manufacturers need to get serious about replicating the Skyrims and Minecrafts of the world within their headsets, otherwise people will increasingly view them as a gimmick. I've yet to see a game that I want to spend 100 hours playing in VR, yet Oculus wants to charge ~$1000 CAD for thier headset. I think that is a pretty bold move that could really come back to bite them. If the early adopters and enthusiasts impressions are lukewarm, it could drag the entire appeal of the device down
That actually looks like a really good halfway point between teleportation and free movement.Full-immersion mode could be for the short term (before teleportation solution is developed) swapped for a stand-still lock-around mode. Hold left-trigger and you will be fully-immersed and able to look in all directions. Traversal happens in cinema-mode.
Oculus has actually experimented with this and it's called 'Tunneling': https://www.youtube.com/watch?v=lKnM5gC-XpY
Sure - so build an imaginary FPS from the ground up - how would you move? If you have solutions for that, why couldn't they be applied to an existing game like minecraft?
I am so confused, an optional mode doesn't agree with some people, so everyone shouldn't get to experience it?
Minecraft is going to be THE example of why you can't just plop a game into VR and expect it to work. Minecraft's locomotion is another "gopro on ice" situation where you just glide about at max speed with the occasional lowrent headbob to try and make it a bit more realistic. Thats fine for the prehistoric world of 2D screens, but try and fool your body with it and VR and youre on a vomit comet.
If they wanted to do Minecraft VR right, a version where you play the part of an Enderman hybrid that uses teleportation tosses like Budget Cuts would be a better idea.
Oculus has actually experimented with this and it's called 'Tunneling': https://www.youtube.com/watch?v=lKnM5gC-XpY
No joke, I had to go to an eye doctor and start wearing glasses a few months after getting the 3ds. I have a stigmatism. Could be completely unrelated to the 3ds...
It also makes the whole "sony experience" feel really sanitized and bland.
Even if one out of eight people experience severe nausea while playing minecraft in first person, you can bet there will be no first person minecraft on psvr. People will sue.
The CV1 actually has a physical lever on the HMD itself which is convenient.A question for those having experienced a CV1 or DK2.
Does Oculus still have a menu, where you have to input the eye distance? In the DK1 you had to input the eyedistance, so it will not lead to nausea and similar things, but on conventions they just used the average one.