Slashdot Mirror


CCP Games Explains Why Virtual Reality First Person Shooters Still Don't Work

An anonymous reader writes Icelandic studio CCP is better known for EVE Online, but its first foray into virtual reality with space shooter Valkyrie has caused a stir, and is widely seen as a flagship game for the Oculus Rift headset. In a new interview, Valkyrie executive producer Owen O'Brien explains what advantages the game will have when played with a headset — and gives his view on why a dogfighter is better suited to VR than a first person shooter: "People have hacked it together, but it doesn't really work," he says. "The basic problem is Simulator Sickness. In Valkyrie or any cockpit game or driving game, what you're doing in the real world, assuming you're sitting down, more or less mimics what your brain is telling you you're doing in the game. So you don't get that disconnect, and it's that disconnect that causes sickness. So, the problem with first-person shooters is that you're running or crouching or jumping in the game but not in the real world, and because it's so realistic it can make some people (not everybody) feel nauseated if they start doing it for extended periods of time."

154 comments

  1. Not if you use the Virtuix Omni by gurps_npc · · Score: 5, Interesting
    The Virtuix Omni is basically an omnidirectional treadmill.

    You use it in a VR environment and to move forward, you walk forward on the treadmilll.

    This should solve the simulator sickeness issue.

    --
    excitingthingstodo.blogspot.com
    1. Re:Not if you use the Virtuix Omni by Erikderzweite · · Score: 1

      Went here to see whether a comment about Virtuix Omni has made it into the top three, was not dissapointed.

      I'm curious though, how they manage to integrate the controls into the game. If all you have is a joystick, that's one thing, but if you want to have a full cockpit controls, you probably need some sort of VR gloves (and some kind of Minority Report controls). I recall seeing such gloves on an Occulus Rift presentation, but forgot how the project was called.

    2. Re:Not if you use the Virtuix Omni by gurps_npc · · Score: 2

      Do you know how many regular treadmills people have bought? And not used, of course.

      --
      excitingthingstodo.blogspot.com
    3. Re:Not if you use the Virtuix Omni by Dins · · Score: 1

      Went here to see whether a comment about Virtuix Omni has made it into the top three, was not dissapointed.

      Haha, me too! Although combining an Occulus Rift and and Omni is probably a bit too much like actual exercise to really take off in a big way. Yeah it's a neat gimmick, but not conducive to gaming for hours. Unless you are specifically using it to make your exercise routine more interesting, in which case it's a great idea. That would be a different user base than for most video games, though...

    4. Re:Not if you use the Virtuix Omni by Erikderzweite · · Score: 1

      I can easily afford it to get me one of those Virtuixes (Virtuii?), have a spare room to put it and find the technology really cool. Still, not sure whether I ever buy it. Must be getting older... Still, looking forward for very healthy geeks.

    5. Re:Not if you use the Virtuix Omni by Anonymous Coward · · Score: 2, Interesting

      That depends on whether the sickness is caused by the lack of leg movement or not. It think there's a good chance the problem is tied to the inner ear (or more precisely your sense of movement vs. visual feedback), or possibly something else, in which case a treadmill might not help at all.
       
      This is only a guess, but I think the reason simulator games work okay is because real life piloting of cars and planes is actually what is outside our normal expectations for our physical movement versus our sense of movement. There's some good line by Seinfeld about how driving is us moving while staying perfectly still.

    6. Re:Not if you use the Virtuix Omni by vux984 · · Score: 2

      The Virtuix Omni is basically an omnidirectional treadmill.

      You use it in a VR environment and to move forward, you walk forward on the treadmilll.

      This should solve the simulator sickeness issue.

      Sure until you reach some stairs, or a ladder, or need to jump down from a ledge. Or crouch. Or do anything interesting with a portal gun.

      And where do I put the keyboard and mouse? Or do I have to line up my shots with a toy rifle instead?

      Thus being wasted by people playing in a chair with a keyboard and mouse, because I'm tired from running, and have gorilla arm from pointing. Hell, even the xbox controller crowd will finally have advantage over someone.

      Not saying i don't think it would be cool I was actually on a VR setup with a treadmill like this years ago at a tech exhibition (Duke Nukem 3D was the game they used) and it was neat. But it was really neat as a 5 minute tech demo... and that's about it.

    7. Re:Not if you use the Virtuix Omni by Anonymous Coward · · Score: 0

      The Virtuix Omni is basically an omnidirectional treadmill.

      You use it in a VR environment and to move forward, you walk forward on the treadmilll.

      This should solve the simulator sickeness issue.

      Actually, one of the creators of the Omni did one time mention that nausea can happen, since he experienced it himself. So I don't think it will solve the issue. I actually have experienced nausea in non-VR FPS games. Descent and the old Duke Nukem used to give me headaches and nausea on and off. Not all the time, but I had to stop playing and it would go away after 10 minutes with closed eyes.

    8. Re:Not if you use the Virtuix Omni by Anonymous Coward · · Score: 0

      Plenty of people get motion-sickness on cars and planes (ferries too). Havent heard it happen to bicyclists (nor motorcyclists, but they use their body a lot to drive)

    9. Re:Not if you use the Virtuix Omni by David_Hart · · Score: 1

      Went here to see whether a comment about Virtuix Omni has made it into the top three, was not dissapointed.

      Haha, me too! Although combining an Occulus Rift and and Omni is probably a bit too much like actual exercise to really take off in a big way. Yeah it's a neat gimmick, but not conducive to gaming for hours. Unless you are specifically using it to make your exercise routine more interesting, in which case it's a great idea. That would be a different user base than for most video games, though...

      It's true that most gamers aren't exactly fitness buffs. However, If VR and the Virtuix Omni makes a game more compelling and gives a player an advantage, then I think that you would see a higher adoption rate than you anticipate.

      Personally, I was thinking that if the Virtuix Omni becomes popular, gamers could become as fit as some professional athletes. Think about it, if you game for 6 hours a week using the treadmill, ducking, jumping, etc., all while having fun, you would get into shape fairly quickly.

    10. Re:Not if you use the Virtuix Omni by arth1 · · Score: 1

      That depends on whether the sickness is caused by the lack of leg movement or not. It think there's a good chance the problem is tied to the inner ear (or more precisely your sense of movement vs. visual feedback), or possibly something else, in which case a treadmill might not help at all.

      Indeed - the Virtuex Omni is more likely to make things worse. Your eyes say one thing, your feet another[*], and your inner ear disagrees with the two.

      Think about it - when you drive a car, you don't have to move your feet like a mad runner in order to avoid feeling sick. Your inner ear gets the cues from the accelerations, and those match what you see, as long as you look out the windows. If, on the other hand, you're a kid that reads or play in the back seat, your visual cues don't match your inner ear, and you may get sick. No matter what your feet do.

      [*]: Unless adjusted so 1 m in the game is exactly 1 m on the treadmill, and unless you only move on flat surfaces, it is safe to say that your legs will disagree with your eyes.

    11. Re:Not if you use the Virtuix Omni by sandytaru · · Score: 1

      This is an anecdote, but back when the dance simulator games were a thing, that's exactly what happened. I had a friend who played Dance Dance Revolution quite extensively. He started out as a freshman in college at a heavyset 180 lbs. Two years of obsessive DDR knocked him down to 140 and pretty darn buff with a faintly visible six pack. Thanks to the core muscle build up, he hasn't really regained anything much in the ten years since.

      --
      Occasionally living proof of the Ballmer peak.
    12. Re:Not if you use the Virtuix Omni by Anonymous Coward · · Score: 0

      Havent heard it happen to bicyclists (nor motorcyclists, but they use their body a lot to drive)

      That is because people who are bad enough get it on bicycles or motorcycles tend not to do anything that doesn't require walking. Basically, you can get motion sick any time what you feel does not match what your other senses tell you. Being in control helps because when the input matches what you are doing that is another sense to say what the input should be. I can get it pretty bad in odd situations, large open spaces, like malls or fields and when I am not driving. I know people who run the gamut all the way to it being considered a disability. There are people who literally can't have fans blow in their face when still or with eyes closed; and some cannot even turn their heads when walking.

    13. Re:Not if you use the Virtuix Omni by KingOfBLASH · · Score: 1

      These are quite small! You could easily jump off it I think.

      What I'm waiting for is a BIG room like treadmill. Something you REALLY could move on as if you were in space

    14. Re:Not if you use the Virtuix Omni by ArhcAngel · · Score: 1

      You mean like Leap Motion?

      --
      "A person is smart. People are dumb, panicky dangerous animals and you know it." - K
    15. Re:Not if you use the Virtuix Omni by cbhacking · · Score: 1

      My roommate still uses DDR (OK, technically Stepmania) as his workout routine. I tend to go with Dance Central on the Kinect instead, but... yeah, they're both amazing workouts.

      --
      There's no place I could be, since I've found Serenity...
    16. Re:Not if you use the Virtuix Omni by mr_mischief · · Score: 1

      Two words: hamster ball

    17. Re:Not if you use the Virtuix Omni by rogoshen1 · · Score: 1

      So is that why those little shits constantly kick the back of the seat? to stave off motion sickness?

    18. Re:Not if you use the Virtuix Omni by ray-auch · · Score: 1

      I actually have experienced nausea in non-VR FPS games. Descent and the old Duke Nukem used to give me headaches and nausea on and off.

      Descent had that effect on a lot of people, even where other games at the time didn't. I think it was due to the full six degrees of freedom movement plus zero-g and "which way is up" effect. I don't think the sentence in the summary about cockpit games applies - unless you are in zero-g in real life.

    19. Re:Not if you use the Virtuix Omni by rtb61 · · Score: 1

      What you need is a force feed back suit, basically an extension of powered exoskeleton technology http://en.wikipedia.org/wiki/P... but instead of providing mechanical assistance it provides mechanical resistance. Not only can it be used in gaming but in remote robotics where the operator guides the robot and gets feedback from the robot for accurate motion. Think of the suit being suspended in mid air, holding the player up and allowing a full range of motion, quite expensive and really only for the relatively wealthy, interactive gyms and hotels for an extended experience. Use in remote robotics extends the technology and subsidises cost, unfortunately it can also be extended for military and law enforcement operations. Think of the operator back in base in their force feedback suit controlling the armoured conflict drone. The big problem with powered exoskeletons in fitting the operator inside them, put the operator in a remote location and the become far simpler to design and that same technology can be use in all high risk environments, like fire rescue, not just of course fully immerse virtual gaming, which might seem like a waste but of course it helps generate the numbers to pay for development and manufacturing.

      --
      Chaos - everything, everywhere, everywhen
    20. Re:Not if you use the Virtuix Omni by Anonymous Coward · · Score: 0

      Don't forget Cyberith and PrioVR.

      Traditional FPS is just the start. One day, we'll figure out haptics and games like the ones shown in Sword Art Online will be possible. Without haptic feedback, simulating inertia is all but impossible. Treadmills will need to be redesigned to allow for haptic rigging.

    21. Re:Not if you use the Virtuix Omni by Anonymous Coward · · Score: 0

      Uhh, Kinect? And maybe a gun for feel?

    22. Re:Not if you use the Virtuix Omni by Anonymous Coward · · Score: 0

      The Virtuix Omni is basically an omnidirectional treadmill.

      You use it in a VR environment and to move forward, you walk forward on the treadmilll.

      This should solve the simulator sickeness issue.

      I don't think so because of the fact that running on a treadmill and running across real terrain is so different. I think it will mitigate the Simulator Sickness phenomenon but will not be a real fix for it.

    23. Re:Not if you use the Virtuix Omni by Erikderzweite · · Score: 1

      Control VR are these gloves called, they had a Kickstarter campaign as well, got more than double the funding they wanted.

  2. Re:Go Linux! by Anonymous Coward · · Score: 4, Funny

    I'm sure the real reason is that it's not open source. Who is with me?

  3. Any ever play wolfenstin vr by Anonymous Coward · · Score: 0

    Or just see it

  4. Massive vertigo attacks by Anonymous Coward · · Score: 0

    I am prone to vertigo and using these devices causes disorientation, stumbling, and occasional projectile vomiting. One time I got sick 2 days later and I'm pretty sure it was related to the fact that I vomited my stomach. Until these problems are solved, these cannot succeed, not even if they bundle it with pornography.

    1. Re:Massive vertigo attacks by Causemos · · Score: 1

      I would have similar issues. However I'd guess that a generation of kids growing up using them every day would learn to adapt.

    2. Re:Massive vertigo attacks by FilmedInNoir · · Score: 1

      I had that issue with Metro 2033. Even without VR (I do have a 27" monitor, so that was a factor probably) I got sick playing it.
      I think it was because I'd be moving forward and my characters head (ie. camera) would be swiveling around looking at other things

      --
      Sig. Sig. Sputnik
  5. Yeah, yeah... by pushing-robot · · Score: 1

    So, the problem with first-person shooters is that you're running or crouching or jumping in the game but not in the real world

    Yeah, we know you're just trying to sell these.

    --
    How can I believe you when you tell me what I don't want to hear?
  6. Not if you use the Virtuix Omni by Anonymous Coward · · Score: 0

    Ah ok, just install one of these in everyone's homes:
    http://smartzona.es/content/uploads/2013/06/virtuix-omni.jpg
    What a simple fix!

  7. barf by Anonymous Coward · · Score: 0

    This is the exact reason I stopped playing games when they all went 3D in the 90's. Some people get motion sickness from that, too. :P

    1. Re:barf by jones_supa · · Score: 1

      Do you get motion sickness also from less fast-paced 3D games, such as Portal or Skyrim?

    2. Re:barf by Anonymous Coward · · Score: 0

      This is the exact reason I stopped playing games when they all went 3D in the 90's. Some people get motion sickness from that, too. :P

      I get seasickness from some fps games. Strange enough I always get them from console FPS games. Only sometimes from PC FPS games. Maybe it's the framerate?

    3. Re:barf by jones_supa · · Score: 1

      It could be the frame rate. Other theories that come to my mind is using a controller instead of keyboard/mouse, input latency, your distance from the screen, flickery screen (PWM), lighting conditions, etc.

    4. Re:barf by Wookact · · Score: 1

      That might be. I would try one of the PC games that does make you sick, turn off the eye candy and get the frame rate up to see if it helps.

    5. Re:barf by znrt · · Score: 1

      wolfenstein 3D (http://en.wikipedia.org/wiki/Wolfenstein_3D) is the only shooter where i have ever experienced that. consistently after playing about 30 mins, and my gf as well. it never happened with rott, quake, doom or any other shooter until now, and i've played quite a lot of them. based on this personal experience and comparing w3d to all others i would say framerate, turn speed and color saturation combined might be a relevant factor. i don't think it had anything to do with a contradiction of virtual and real states. don't really know about hmds, though, so that could be a different issue.

    6. Re:barf by sexconker · · Score: 1

      That's because console games almost always have a terrible field of view. PC games are more likely to have a wider field of view and are more likely to let you adjust it.

    7. Re:barf by arth1 · · Score: 1

      I get seasickness from some fps games. Strange enough I always get them from console FPS games. Only sometimes from PC FPS games. Maybe it's the framerate?

      No, more the rubberbanding. Consoles don't have mice that can easily change acceleration and start and stop instantly, so to make games playable with a controller, the movements are not synchronized with the stick - when you let go of the stick, you don't instantlly stop, but your movement slows down to a halt over a small period of time. So your actions don't match your movements.
      That's also seen in bad console ports, by the way.

    8. Re:barf by Qzukk · · Score: 1

      That's also seen in bad console ports, by the way.

      I've long since overcome my motion sickness (mom's van came with multiple barf buckets), but watching the screen move like I flicked google maps and it slowly pans to a stop (especially in any kind of curved motion) tickles the part of my brain that says "stop that, it's trying to make you sick".

      --
      If I have been able to see further than others, it is because I bought a pair of binoculars.
  8. Make the players mechs instead by g0del · · Score: 2

    So put together some cockpit graphics and make the player models look like mechs instead of people. I'll admit that we'll probably never be playing quake/unreal style FPS games in VR*, but that doesn't mean that we can't have VR FPS-style games. They'll just have to be a little different from the shooters we currently play.

    *Yes, there are omnidirectional treadmills, which will be great for getting gamers to exercise, but no one's going to be doing an all-day gaming session if they have to physically run the whole time.

    1. Re:Make the players mechs instead by phantomfive · · Score: 1

      This is exactly what I came to say. BZFlag or Descent still work. No need to run when you're in a vehicle.

      --
      "First they came for the slanderers and i said nothing."
  9. The medium is the message by EmperorOfCanada · · Score: 3, Interesting

    Changes in the medium can have massive changes in the message that is best sent through that medium. Before TV radio plays were huge, but TV simply was a better medium. It wasn't that radio plays sucked but that telling episodic stories was done so much better on TV. Also when TV first started much of it was simply radio plays put back into a stage format and videotaped. Moving the camera through the scenery with lots of outdoor locations were a while coming and again the flat play like structure is still used in sitcoms.

    Within even moving our internet browsing and gaming to mobile devices has resulted in wildly different usage patterns, there are the obvious ones such as using map tools more but Facebook does not seem to have translated to mobile as well as instagram, or twitter. Also the first person shooter largely has failed on mobile whereas I don't think that Angry Birds would have gotten much traction in a desktop only universe.

    So surprise surprise VR goggles aren't turning out to be a screen you wear on your eyes but a whole new medium. I am willing to bet that there will be a genre that takes off on VR and that genre might not even really exist right now. Something really different. A simple example of different was that Wii games had a wildly different flavour than anything proceeding them. I don't remember a game prior to the Wii where I stood on a platform eagerly flapping my arms to propel what looked like a guy in a chicken suit though the air. Yet the Kinect games never caught my fancy as the games were often too serious and made me feel like a fool flapping my arms. The Just Dance game was close but was probably too late.

    I am going to throw this one out there for free: Maybe the VR goggles will take off in Colorado and Washington with the blockbuster title being "The Stoner Olympics"

    1. Re:The medium is the message by Ziggitz · · Score: 2

      This is a major point that a lot of developers don't take into account when designing for a new medium. Taking into I/O bandwidth from player to device plays a huge role in the success of the product. This is why twitter is so popular, the limitation of the character input makes it more suitable for phones because you'll never have to type a lot on a crappy phone keyboard and the screen is the ideal size to digest the same volume of content. Add in the ability to use the smartphone's strengths such as mobility and posting pictures directly from the phone's camera as additional bandwidth from the user and it's a match made in heaven. If as you can do with VR is reproduce a similar experience to a PC game no one will buy it. They'l just keep playing their PC games with their music on and reddit or youtube on their second monitor while enjoying a beverage. You have to offer a more immersive experience if you're going to limit multitasking and convenience. I think what's really going to have to improve for a lot of genres of games is a massive improvement in the quality of movement out of the NPC's, natural responses from them, the writing of the stories and the dialogue. I think if you're required to be totally immersed in the game you are experiencing and less detached than you can be to a computer monitor you're going to suffer cheese much less.

      --
      There is no memory shortage. yes I have heard of XFCE. Go away.
    2. Re:The medium is the message by rdnetto · · Score: 1

      So surprise surprise VR goggles aren't turning out to be a screen you wear on your eyes but a whole new medium. I am willing to bet that there will be a genre that takes off on VR and that genre might not even really exist right now. Something really different.

      I suspect they would work quite well for (an evolution of visual novels), since those are already set in the first person, but don't require moving around the way FPSs do. Not sure how the controls would work though...

      --
      Most human behaviour can be explained in terms of identity.
    3. Re:The medium is the message by EmperorOfCanada · · Score: 1

      I think the key problem is that most games and real life situations require that you focus one task at a time. When we walk down the sidewalk we just need to look where we are going, the same with driving and so on. Thus most games based on real life won't translate. A space battle will probably translate fairly well so maybe asteroids will be one of the first big VR successes.

      Your novel idea would probably be pretty good if it is written so that more than one thing is going on at a time; and yes good luck with the controls.

      One game that I also thought would have some VR traction would be "Don't get eaten" where you play small creatures in a world where just about everything sees you as a snack. (hence why small creatures have nearly 360 degree vision.)

    4. Re:The medium is the message by Agent0013 · · Score: 2

      If as you can do with VR is reproduce a similar experience to a PC game no one will buy it. They'l just keep playing their PC games with their music on and reddit or youtube on their second monitor while enjoying a beverage. You have to offer a more immersive experience if you're going to limit multitasking and convenience.

      You could have a virtual monitor in your cockpit that you bring reddit or youtube up on. When you are on those long boring flights through space toward the far away target you need something to keep you entertained.

      --

      -- ssoorrrryy,, dduupplleexx sswwiittcchh oonn.. -Quote found on actual fortune cookie.
  10. Re:Still "Don't" Work? by Dins · · Score: 2

    No, the grammar in the headline is correct. Shooters is plural, so "don't" is correct.

  11. The obvious FPS that needs to be made then by SuperKendall · · Score: 4, Insightful

    Wheelchair Hunter eXTreme

    You're sitting down. You could even sell wheels that attached to the side of office char armrests... and a gun accessory that tracked position relative to your body to match the virtual version.

    Or, a Battlezone clone where you are in an open cockpit.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:The obvious FPS that needs to be made then by Anonymous Coward · · Score: 0

      So a Murderball peripheral? Interesting...

    2. Re:The obvious FPS that needs to be made then by Anonymous Coward · · Score: 0

      You are a genius. I will buy your Wheelchair Hunter eXTreme game once it is available.

      Please make it moddable. I want a chainsaw on my wheelchair. Woooo!

  12. What of lag? by drinkypoo · · Score: 1

    Visualization is incredibly powerful, but bad visualization is incredibly bad. I find that any kind of response time lag between my inputs and the real world, especially when it varies, is what makes me sick — and I can play descent without chunking without any trouble, so long as the frame rate is kept up.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:What of lag? by GuB-42 · · Score: 1

      VR developers are totally aware of the lag issues.
      Judging by the posts of John Carmack and Michael Abrash it looks like it's they number one priority. 120 Hz seems to be their target now, and that's just because 1000 Hz would be too expensive ;)

  13. Can work for some.. by Junta · · Score: 2

    I have high hopes that the movement won't bother me, I've never had a hint of the issues many report, though I haven't tried VR, per se.

    I will say even if there is a problem for people who can stand it when it's a conventional screen but lose it at the threshold of VR, there is yet hope for FPS genre without cockpits. Imagine playing your game and the monitor having the appearance of a movie theater screen. An experience that is totally impractical in reality, but not really much of a big deal in VR. There is a lot of interest in things like VR Cinema and virtual desktop (https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=8182). In both cases, the medium is still fundamentally not motion sensing or surrounding in any way, but the concept of playing with screen size, curvature, and distance freely all while not imposing any particular posture is quite appealing.

    --
    XML is like violence. If it doesn't solve the problem, use more.
  14. Sword Art Online by Anonymous Coward · · Score: 0

    So, just make it like the headsets in Sword Art Online.
    What is the worst that could happen?

    1. Re:Sword Art Online by hypergreatthing · · Score: 1

      they might come out with a sequel.

  15. Or is it unrealistic speed? by Immerman · · Score: 4, Insightful

    Seriously - how many VR FPSes limit motion to anything resembling realistic speeds? Especially rotation. The average FPS has you running around at probably 20+mph and spinning 180* in a fraction of a second with a flick of the wrist. It takes me 3-4 seconds to complete a full rotation in real life at normal speeds, and if I spend much time turning quicker than that I start to get nauseous without any simulator needed. I can turn my head faster, but there's a lot more biofeedback maintaining orientation in that case. Spinning at FPS speeds should be generating massive accelerations of your inner ear, not to mention instantly launching from a complete standstill to a 20mph run - I'm not at all surprised that the absence of such accelerations throws people for a loop.

    I haven't heard many complaints of nausea from the various VR first-person adventure games, and I can't help thinking tat that is largely because they are typically far slower paced than a twitchy FPS. An obvious solution would be more realistically paced FPSes. Or potentially even just considerably gentler accelerations. Maybe you can still run at 20mph, but it takes you 5-10 seconds to get there from a complete stop. Can't see any solution for faster spinning as radial acceleration is constant at constant speed, but then I'm not sure it's needed - being able to look around at a realistic pace should greatly reduce the need for instant spins, especially if you can aim independently from head tracking so that you can fire directly backwards at that guy just visible in the edge of your vision while looking over your shoulder.

    --
    --- Most topics have many sides worth arguing, allow me to take one opposite you.
    1. Re:Or is it unrealistic speed? by Anonymous Coward · · Score: 3, Interesting

      ...especially if you can aim independently from head tracking so that you can fire directly backwards at that guy just visible in the edge of your vision while looking over your shoulder.

      What you're suggesting presents a whole new class of problems actually (from personal experience from while messing about with the Rift). The issue is that from the VR's headset point of view, there is no difference between rotating your swivel chair and facing a direction and moving your head.
      The reason this matters is for having intuitive controls. When you push forward on your d-pad, and you're facing forward, you expect to go forward. When you press forward while facing right, you expect to go right. When facing forward with your head looking right, when you press forward, you expect to go forward, but instead you go right. The problem obviously exists with only slight head movements too.
      The solution seems to be to tie directional control to body position (or at least shoulder orientation or something), and view control to head position. This would imply that first person shooter, to be played how you expect it to be played, required additional sensors besides those found on the Oculus. The necessary workaround without the additional sensors is to tie movement to view direction most of the time, but that causes the problems you correctly identify.

    2. Re:Or is it unrealistic speed? by sexconker · · Score: 3, Funny

      It takes me 3-4 seconds to complete a full rotation in real life at normal speeds, and if I spend much time turning quicker than that I start to get nauseous without any simulator needed

      3-4 seconds? Is that 1 second per hundred pounds?

    3. Re:Or is it unrealistic speed? by Anonymous Coward · · Score: 0

      It would be if you were carrying equipment, and had to take cover (or at least change position), and acquire a target with an weapon at realistic combat ranges (not the 20ft or so that most FPSs seem to simulate).

    4. Re:Or is it unrealistic speed? by Anonymous Coward · · Score: 0

      That can't be true. I am fat and out of shape and doing a 180 takes at most 500 ms Someone in good shape is probably faster even if they are wearing combat gear.

      The velocity is superhuman in most 3D games but the turn speed is close to reality.

    5. Re:Or is it unrealistic speed? by CrashNBrn · · Score: 1

      That's one of the prime reasons I don't bother with most FPS-like games. Movement/directional schemes are almost exclusively tied to your mouse report rate. Many of the Action/RPG's have similar movement schemes as well, unfortunately.

    6. Re:Or is it unrealistic speed? by Anonymous Coward · · Score: 0

      It takes you 3-4 seconds to rotate your body at the speed you would do so in a combat situation? It takes you 5 to 10 seconds to get up to speed while running? Are you a total fucking fat ass?

    7. Re:Or is it unrealistic speed? by Immerman · · Score: 1

      Ditch the swivel chair and I imagine a Mech-style control scheme would work just fine - a 3-axis joystick controls fore/aft, strafe, and swivel, while turning your head/twisting your torso controls view as expected with kinesthetics giving you an excellent awareness of "forward". Add mouse for an independent or semi-independent aim/interaction cursor and you should be good to go. Or with a dual-stick gamepad, one is 2-axis movement and the other turning and possibly jump/crouch or something. And of course if you add non-traditional controls that opens additional doors as well. Personally I'm enamored of the idea of sitting on a balance board for movement. With a layer or two of nice dense camping mat for padding it's quite workable, if not quite responsive enough for twitchy FPSes. By adding motion prediction though I was able to get close enough to have at least some fun with it on low difficulty settings.

      Out of curiosity, have you tried America's Army with head tracking, or any of the other FPSes that have supported head tracking via TrackIR for years? I never actually did.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    8. Re:Or is it unrealistic speed? by Immerman · · Score: 1

      Hardly - you up to join me for a 10 mile hike tomorrow?

      Seriously - walk around for a while at a normal walking pace and pay attention to how fast your body actually turns when going around corners. Or sit somewhere and watch other people do so as they go about their day - it's not nearly as fast as you would imagine. Certainly we *can* turn much faster without much effort, but we don't normally do so. Which means that FPS style games are simulating us turning much faster than normal, and if you add in wide-FOV VR you end up in the situation where your eyes are telling you your turning much faster than you're acclimated to, and your inner ears that you're standing still rather than subjecting them to the rather divergent set of accelerations such a maneuver should be causing.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    9. Re:Or is it unrealistic speed? by Immerman · · Score: 1

      Sure you *can* turn that fast, but I bet you if you actually pay attention to how fast your torso is turning when walking around the average 90* corner as you go about your day you would find you aren't actually turning all that fast. Then imagine adding on a bunch of extra weight far from your center of rotation (high angular momentum), and the time it takes to stabilize your arms to draw a bead on something. With lots of practice you could still do it quickly, but your sense of vertigo probably isn't acclimated to that today, and it'd likely make you quite nauseous if you attempted to do so with a bad head cold that was interfering with your inner ear (as an approximation of the lack of angular acceleration in VR)

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    10. Re:Or is it unrealistic speed? by Immerman · · Score: 1

      Combat situations are not relevant - nothing in my daily life gives me cause to acclimate my kinesthetic senses to that kind of movement. And in the absence of both real-life acclimation and inner ear involvement you're asking for trouble. Just imagine darting around in real life like you were in a FPS-style combat situation for a couple hours, while suffering from a bad head cold messing with your inner ear - you really think you wouldn't become nauseous?

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    11. Re:Or is it unrealistic speed? by Shadow+of+Eternity · · Score: 1

      I think its the other way around, VR headsets lag compared to your head moving just enough to fuck with you.

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    12. Re:Or is it unrealistic speed? by Anonymous Coward · · Score: 0

      Sure you *can* turn that fast, but I bet you if you actually pay attention to how fast your torso is turning when walking around the average 90* corner as you go about your day you would find you aren't actually turning all that fast.

      You are missing the point. Games don't simulate you walking around corners leisurely, they simulate you running amok with a machine gun chasing people. Which is why VR helmets are not really needed for a simulation of a Boeing where you essentially are watching 99% of the time instruments, and thus people are content enough with static screens (but they want many of them to see all the data). Quick dogfighting like the one presented in the video where being able to look up/left/right quickly may save you from being hit does help. And then, again, you are not looking over your shoulder like a maniac every two seconds.

      This is the main point being missed by everybody here, you argue the extremes. I predict easily that even with a VR helmet, after the initial "oh, shiny!" phase everybody will mostly keep 95% of the time looking forward, like you would in real life, or in similar experiences like the one being simulated.

    13. Re:Or is it unrealistic speed? by Immerman · · Score: 1

      Certainly, but lag is an independent issue from speed (much like lag and bandwidth). It's long been known that disagreements between what your eyes and your inner ear think is happening can make you nauseous, and here we have a case where darting around with lots of sudden stops and spins at FPS speeds (and possibly more importantly, with infinite acceleration) should be generating rather dramatic inner-ear responses, which of course are completely absent because in reality you're sitting still. Cockpit games get around this by sticking you inside a vehicle which both gives you a stationary visual reference frame and can't turn anywhere near as fast as you do in the course of your normal life.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    14. Re:Or is it unrealistic speed? by Immerman · · Score: 1

      And how often do you dart around like that in real life, so that your kinesthetic senses would be acclimated to such motion? Hell, I doubt most people could keep it up for 2 minutes, even if the speeds weren't impossible to achieve on foot. The simulation is entirely unrealistic.

      Consider: a typical FPS has you running along at 20+ mph, come to an instant stop, whip around, and instantly begin running at 20+mph in a completely different direction. That maneuver is completely physically impossible - even if you could run that fast the infinite acceleration would kill you. And the game has you doing it practically non-stop for hours at a time, without even any inner-ear feedback. Is it any wonder that it makes people nauseous?

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    15. Re:Or is it unrealistic speed? by sexconker · · Score: 1

      Hardly - you up to join me for a 10 mile hike tomorrow?

      Seriously - walk around for a while at a normal walking pace and pay attention to how fast your body actually turns when going around corners. Or sit somewhere and watch other people do so as they go about their day - it's not nearly as fast as you would imagine. Certainly we *can* turn much faster without much effort, but we don't normally do so. Which means that FPS style games are simulating us turning much faster than normal, and if you add in wide-FOV VR you end up in the situation where your eyes are telling you your turning much faster than you're acclimated to, and your inner ears that you're standing still rather than subjecting them to the rather divergent set of accelerations such a maneuver should be causing.

      Why would I hike 10 miles with you?
      Why would you even compare "normal walking pace" to an FPS?
      Beyond that, 3-4 seconds for a 360 at a casual pace is still ridiculously absurd. I'd say anything over 1.5 seconds indicates either obesity, octogeneriacity, or some other sort of disability.
      I was referring to shitty FOVs for console games, not absurd fisheye Quake shit. A correct field of view can be determined based on the display and distance. You won't get motion sickness from a wide FOV if you just set the FOV correctly.
      And your inner ear takes a back seat to your vision. Your brain will quickly ignore your inner ear if it's not matching what you're seeing unless you have a medical condition. This is why the spinning tunnel illusion works (http://vortextunnel.com/). This is why it's difficult to stand still with your eyes closed. This is why the VR demos have shit like walking across a high beam. This is why when you're dizzy from spinning around 10 times with your head down on a baseball bat at the company picnic, you should focus on the guy in the outfield to steady yourself, not the ball on the tee a few feet in front of you. The more your vision mismatches what your inner ear says, the more quickly your brain stops listening to your inner ear.
      When your inner ear is overriding your vision for whatever reason, you get a condition known as vertigo. If your inner ear is working normally and you have vertigo, you get a little dizzy whenever that fluid sloshes around. If your inner ear is fucked up due to infection or whatever and it's sending you bad data, you get debilitating loss of balance, motion sickness, etc.

    16. Re:Or is it unrealistic speed? by Immerman · · Score: 1

      A normal walking pace is relevant because that is what your kinesthetic senses are acclimated to - meanwhile the sorts of acceleration your virtual head is subjected to in a FPS would kill you (exercise for the reader: what is the minimum acceleration involved when standing still one instant and moving at 20+mph 1/60th of a second later?)

      > If your inner ear is fucked up due to infection or whatever and it's sending you bad data, you get debilitating loss of balance, motion sickness, etc.
      And that is a situation extremely analogous to subjecting yourself to high virtual accelerations while your inner ear is "fucked up" by virtue of reporting the fact that you are in fact remaining stationary.

      That the spinning tunnel illusion or it's many variants typically doesn't cause severe vertigo is presumably because your brain is able to compensate for a fixed error - if the speed and axis of rotation were constantly changing I imagine vertigo would kick in quite rapidly.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
  16. I'm one of those people by HangingChad · · Score: 1

    and because it's so realistic it can make some people (not everybody) feel nauseated if they start doing it for extended periods of time.

    I had to quit playing FPS games for that very reason. I would get nauseous after a few minutes until I started taking ginger pills, which also work for me on boats. Can't rule out that it's not purely psychological but they worked whatever the reason.

    Apparently ancient Chinese mariners used to use ginger for seasickness, but they all died anyway and didn't respawn. Obviously didn't do them a lot of good, did it?

    --
    That's our life, the big wheel of shit. - The Fat Man, Blue Tango Salvage
  17. Never had more fun in an FPS than HL2 on the Rift by Knutsi · · Score: 2

    While I know some people are very suspetible to gettin simsick, I just want to add that some arent. I have used a Rift DK1 to play Half-Life 2, and it is the best FPS experience I have ever had. It adds an unbeliable amount of spacial sense and experience. I would not play it again without the Rift.

    That said, I do need to take breaks every 45 minutes or so, and cannot play for more than three hours or so. Still, its absolutely worth it.

  18. 3D viewing by Anonymous Coward · · Score: 2, Interesting

    There are two sets of muscles for eye movement - one for convergence, which rotates the eyes, the other for focus, which reshapes the eyes. These typically work in sync, allowing proper focus wherever one looks. In any given 3D system, however, the focus is fixed at the screen distance & never varies, while the eyes converge continuously for objects perceived at different depths. It is this disparity - one set of muscles attempting to remain fixed while the other changes continuously - that causes the brain to overwork, tire & cause headaches/discomfort, and is completely independent of any 'virtual disconnect' effects

    1. Re:3D viewing by strikethree · · Score: 2

      I explored the Oculus Rift for two weeks and what you are describing fits exactly with what I experienced. The first time I used the Rift, I coudl not keep it on for more than 2 hours. The next day, I had it on for about 8 hours. The strain was so bad that I could not use it at all the following day.

      I eventually became "comfortable" with all aspects of the Rift but no matter what, my eyes still felt "odd" after removing the headset. That is why I did not order the future development kit. In theory, it would be awesome... but I am not sure my eyes can handle it. The Rift was a very fun experience but it can not be a day to day experience for extended periods of time for many people.

      --
      "Someone needs to talk to the tree of liberty about its ghoulish drinking problem." by ohnocitizen
  19. FPS by Anonymous Coward · · Score: 0

    "So, the problem with first-person shooters is that you're running or crouching or jumping in the game but not in the real world, and because it's so realistic it can make some people (not everybody) feel nauseated if they start doing it for extended periods of time."

    My feeling is that it's not simply being a First Person Shooter but that the "it's so realistic" speaks more about the Frames Per Second*. That is, it's not that the game world is sufficiently realistic in what's drawn but in that there's enough consistency in what's displayed that the brain sees it as a fluid environment. Meanwhile, in games that suffer noticeable frame jitter, there's enough of a drop in immersion that most people will not get sick.

    Btw, this is one reason why I tend to dislike HD 3D games. The increased draw distance of having more pixels on the screen tends to result in noticeable problems for games whenever you turn corners or anything else where occlusion algorithms have to be bulk recalculated instead of using some caching. The obvious alternatives are heavy use of fog--which could be done well if games actually used it right and it wasn't just a blanket fog in all directions all the time--and keeping a relatively static draw distance--which beyond causing obviously "mountain" pop-ups almost always fails anyways even at short distances when it comes to things like shadows.

    Not to say some games don't get this right. But that list seems really short and usually only works as a byproduct of either selective level design to avoid large, open spaces or limiting the screen resolution significantly. Having said that, I'd love to hear replies of relatively new games that don't suffer the sort of catastrophic frame jitter issues.

    *If a game ever drops below ~60FPS, you're likely to notice. It might not be a conscious thing as most people have become used to mentally compensating or being engaged enough in what's happening to ignore the incongruities--and the whole sickness thing is an unconscious thing, so those things are possibly related. I presume the VR work in question tries to do the latter and avoids the heavily "realistic" graphics in favor of more consistent frame rate.

  20. Not since Doom II by Rinikusu · · Score: 1

    Used to play Doom II for hours on end. And then one day, it was like a switch turned on my brain. Now, any FPS makes me motion sick. Quake, Duke, etc etc, I try to play, and up comes whatever is in the stomach. Oh well. Back to RTSs for me. :)

    --
    If you were me, you'd be good lookin'. - six string samurai
    1. Re:Not since Doom II by rwa2 · · Score: 1

      Was that perhaps the day you got a bigger monitor? Motion sickness is primarily influenced by what goes on in your peripheral vision. I've only ever gotten motion sickness on sims with wraparound displays on the sides, and it's quite awesome. Still saving up for extra screens for my gaming rig at home so I can have those side panels.

  21. Star Citizen and the Stagnation of EVE Online by sdack · · Score: 1

    If Mr. Roberts had not started the biggest crowd fund raiser in gaming history ever and for his upcoming space game "Star Citizen", then CCP might never had started their Valkyre project. CCP would problably still be trying to create a perma-death vampire game, or worse, to try and push micro-transactions together with vanity items further onto their players. It then just makes completele sense to go public and explain what FPS games cannot do, but their upcoming game can. Those cute, smug icelandian bastards!

    Honestly, I am more interested in why the player numbers of EVE Online are in stagnation for the past 5 years now. http://eve-offline.net/?server...

    1. Re:Star Citizen and the Stagnation of EVE Online by Anonymous Coward · · Score: 0

      Eve always sucked, it's success was largely due to the fact that a lot of people are stupid morons. Everything about eve was bad.

    2. Re:Star Citizen and the Stagnation of EVE Online by sdack · · Score: 1

      Well, being, dumb, stupid, idiotic, moronic, and what ever else is - besides being insulting - a birthright of the young. The young are meant to be this way, because wisdom only comes with age and through a lot of experience. Do not blame them for it, but love them.

      Games can help here. A PvP MMO game such as EVE Online teaches quite some interesting lessons. If you already have made all these lessons then bravo, good for you, but some are still in need of them and you should not mind it. They are only teaching these lessons to themselves and not to you.

    3. Re:Star Citizen and the Stagnation of EVE Online by mythosaz · · Score: 1

      It's an accomplishment that EVE lasted this long. Complaining that even in its decline that it has an extremely long tail is silly.

    4. Re:Star Citizen and the Stagnation of EVE Online by Anonymous Coward · · Score: 0

      >the young are meant to be this way, because wisdom only comes with age and through a lot of experience.

      I know people who've played eve and are as old as I am, if you play eve when there is a history of fantastic games infinitely better at what they do there's something wrong. The fact is EVE caters to non-gamers, it's essentially the worlds biggest casual game with a really abstract graphical and obtuse front end. I know a guy who 'plays eve' but balks at any other game because *he's really not a gamer*. EVE's biggest secret is it is just a boring plodding automated sandbox for non gamers with a graphical front end. Most MMO's are like this, so it's not a surprise.

    5. Re:Star Citizen and the Stagnation of EVE Online by znrt · · Score: 1

      those killmails must have really pissed you off, man :)
      harden the fuck up! :D

  22. Karma to burn so fuck you. by bmo · · Score: 4, Insightful

    I could have let this one slide, but I have a few things to say:

    1. Darl, Darl McBride, is that you? When will you be testifying against Mark Shurtleff and John Swallow? You have a chance to redeem your soul! Imagine that!
    2. The myth that "you can't make money on open source" is a myth so debunked that you have entire industries built on it, from servers and supercomputers to cellphones and kids' toys.
    3. The myth that people don't get paid (slaves) to develop open source is belied by the fact that small companies like IBM are major contributors and specifically pay for people to work on open source code.

    And even Microsoft pays people to do it now.

    You can take your 20 year old arguments, write them out on oaktag, fold it until it's all sharp corners, and shove it straight up your arse.

    Have a great day.

    --
    BMO

    1. Re:Karma to burn so fuck you. by Noah+Haders · · Score: 0

      2. The myth that "you can't make money on open source" is a myth so debunked that you have entire industries built on it, from servers and supercomputers to cellphones and kids' toys.

      nobody's making money in cell phones except for apple and sammy. but other than that, it's clear from your short list that nobody's making money from open source software. some people are making money from software that they run using open source software (because it's free).

    2. Re:Karma to burn so fuck you. by Anonymous Coward · · Score: 1

      The myth that "you can't make money on open source" is a myth so debunked that you have entire industries built on it, from servers and supercomputers to cellphones and kids' toys.

      In that case what you are actually selling is the physical hardware item. The hardware specifications of that product are still kept proprietary and closed source. Maybe if you are making something very simple like pasta, you can publish the details of the complete manufacturing process and thus make it "open source". Other than that, there is always some genie in the bottle if you want to sell something.

    3. Re:Karma to burn so fuck you. by i+kan+reed · · Score: 1

      While I concur with your opinion, I can't muster the righteous anger you have on the subject. Where does that come from?

    4. Re:Karma to burn so fuck you. by Anonymous Coward · · Score: 1

      Butthurt open source fanboys often assume a defensive angry position.

    5. Re:Karma to burn so fuck you. by i+kan+reed · · Score: 1

      It's sad that all you've managed to do is restate the implied proposition that they're angry.

      We know they're angry. You have zero insight.

    6. Re:Karma to burn so fuck you. by Rinikusu · · Score: 1

      Well, exactly. Who the fuck wants to actually, you know, work for IBM? A gigantic, monolithic mega-corp with a potentially stable (not anymore!) cube job answering to middle management assholes, stuck in meetings, and occasionally getting to code for. Look, that might be your idea of a good job, but for many of us Open Source supporters, we're not wearing a tie or cutting off our beards just so we can get 'paid' to do open source. So when someone says "no one's getting paid to work on open source," what they mean is, there aren't many one man or 5 man shops developing Open Source for a living. There are exceptions, but there's a million projects out there that prove the rule.

      Whether or not this is a good thing, I don't know, but I sure as hell didn't decide when I was 8 years old "Mommy! Daddy! I wanna be a numbered cube worker!" /snark

      --
      If you were me, you'd be good lookin'. - six string samurai
    7. Re:Karma to burn so fuck you. by bmo · · Score: 1

      >what they mean is, there aren't many one man or 5 man shops developing Open Source for a living.

      Yes there are. They are also directly supporting that stuff for their clients and getting cash for it. Because a lot of businesses don't want a "one size fits all" solution, because "one size fits all" is a complete oxymoron.

      --
      BMO

    8. Re:Karma to burn so fuck you. by TeknoHog · · Score: 1

      I could have let this one slide, but I have a few things to say:

      1. Darl, Darl McBride, is that you? When will you be testifying against Mark Shurtleff and John Swallow?

      Is that an African or a European Swallow?

      --
      Escher was the first MC and Giger invented the HR department.
    9. Re:Karma to burn so fuck you. by Rinikusu · · Score: 1

      Very few and far between.

      --
      If you were me, you'd be good lookin'. - six string samurai
    10. Re: Karma to burn so fuck you. by Optali · · Score: 1

      Magento?

      --
      -- 29A the number of the Beast
    11. Re: Karma to burn so fuck you. by Noah+Haders · · Score: 1

      You misspelled "magneto". I don't think he uses open source.

    12. Re: Karma to burn so fuck you. by Optali · · Score: 1

      Nope, I was talking about the web shop ;) It's done by eBay, it's open source and if you pay for it you can have a ready-off-the-shelf solution. http://magento.com/ There are actually a lot of people making money with it creating, setting up and customizing web stores for online merchants and the same goes for Opencart or similar. Even the once so geek-centric Drupal with e-commerce plugin is now very popular and of course, people are making money with it, quite a lot actually. I actually can't name a single non-open source e-commerce platform.

      --
      -- 29A the number of the Beast
    13. Re: Karma to burn so fuck you. by Noah+Haders · · Score: 1

      yes but it's not free as in beer, is it?

    14. Re: Karma to burn so fuck you. by Optali · · Score: 1

      Yes, it is, free as in Beer. All these packages are free (as gratis) and free as Open Source. That's actually the strength of it. In any case I seriously doubt that anybody would use ecommerce software that wasn't free (as in beer).

      --
      -- 29A the number of the Beast
    15. Re: Karma to burn so fuck you. by Noah+Haders · · Score: 1

      It's free as in beer to set up an eBay store, but then you pay pay pay in listing fees, placement fees, payment fees. Don't kid yourself bub.

    16. Re: Karma to burn so fuck you. by Optali · · Score: 1

      Nope. Magento is not for eBay. It's a general-use ecommerce platform, currently the biggest one. I don't kid myself, I work with that stuff mate, I am currently working at a Payment Service Provider and we have our own plugins for the mayor ecommerce platforms (Magento, Opencart, Prestashop etc.) You don't even need a Payment Service Provider: If you can afford your own PCI-DSS certification you can request your own routes with VISA, Mastercard and/or Amex... or even just put your account details on a page and you can have your own webstore (absolutely not related to eBay) or set up an Intranet selling service or whatever you fancy, even abuse it as a blog with no payment service at all. And note that when I say Magento I also mean all the other ecommerce platforms. My favourite is Prestashop, I am currently getting myself used to Opencart, but Magento is the market leader if you are doing anything related with ecommerce (be it SEO, integration or working for a merchant) you won't be able to avoid it.

      --
      -- 29A the number of the Beast
  23. Too late. by Anonymous Coward · · Score: 0

    And the light novels it's based off of are up to like 5-6 sequels now :)

  24. All kind of obvious by DrXym · · Score: 1
    VR would be best suited to games where you remain seated, mostly look forward, mostly travel in a straight line and the game controls map onto equivalent virtual controls. Something like a race car, plane or space ship.

    I suppose a FPS would be possible providing the person can remain seated but there are obvious control issues to figure out. For example if I look around for real, e.g. turn my head to look over my shoulder, what does that mean in a game where I'm lying prone staring down an iron sight at the time? Or if I'm standing in the game and I I look right in real life and then click aim - does my virtual counterpart assume some ludicrous pose to accommodate my action, or does it reorient itself facing forward while my real self is still looking over to the right? How does it reset the camera afterwards? It could prove messy and just serve to increase the chance of disorientation.

    On the plus side, I guess VR could pull of a very realistic FPS Saving Private Ryan game where the people puke their guts up on the virtual landing craft and stand a good chance of serious injury when they storm the beaches.

    1. Re:All kind of obvious by Tailhook · · Score: 1

      I was thinking similarly. Their vampire game stalled out and died, as far as I know. They ultimately ended up apologizing for neglecting EVE while making incredibly sophisticated in-game avatars for a cohort of gamers least likely to care about such frippery. DUST 514 appears to be a failure, judging by CCPs own statements and the announcement of Project Legion, another attempt at MMOFPS.

      One could be forgiven for thinking there are better places to find clues about the future of gaming.

      --
      Maw! Fire up the karma burner!
  25. 3D viewing by Anonymous Coward · · Score: 0

    There are two sets of co-ordinated muscles in the eye - one for convergence, which rotates the eyes, the other for focus, which reshapes the eyes. These typically work in sync, allowing proper focus wherever one looks in space. In any given 3D viewing system, however, the focus remains fixed at the screen distance, while convergence varies continuously depending on perceived object depth. It is this disparity between the signals of the two muscle sets which the brain tries to reconcile (i.e. look ten feet away but focus one inch away) that causes discomfort & headaches (independent of any 'virtual disconnect' effect experienced).

  26. The motion sickness by Anonymous Coward · · Score: 0

    As far as I can recall, they encountered this same problem during the first wave of VR hype in the nineties. There's an irreconcilable sensory conflict, when the eyes tell the brain you are moving forward, yet the motion detectors in your ears tell the brain you that you are stationary.

  27. That's nothing, I found something even worse by GoodNewsJimDotCom · · Score: 1

    From my Crystalfighter blog

    May 2nd, 2014: I just thought of a killer game with Occulus Rift. Imagine outerspace sports. Imagine one where if you extend your legs or arms out full, they have thrust. The thrust can propel you around, or push the ball around. You'd have to be in a sphere(suspended in a harness) which rotated around instead of the standard treadmill design. So this installation would only be good for amusement parks and... arcades(heh)? The downside of this game is that people will get HYPER sick. You got 3d vision of Occulus, and you're spun around by your waist. I don't even know if it is possible to suspend someone from their waist and spin them in 360x360 angles. There would be 2 variations of this game. One would be a plain ball. The other one might be a ball which is charged with a + or -. And people would have positive on one side of them and negative on the other. I didn't think it fully out... I do think your hand thrust could be weaker than your leg thrust. So the standard move will be to stretch out like superman, your arms in front and your legs in back, so you push the ball forward with your forward thrust. Another standard move will be to put your arms and legs straight in front of you to thrust in reverse. Or both legs behind you and arms behind you to get super forward thrust. I think starting out, people will just have trouble stabalizing themselves, so there should be an autostabalization "friction" that can be applied to new players, and slowly taken off the more skill the teams have.

  28. This is my problem exactly by Chas · · Score: 1

    Originally I couldn't play 3D games. They made me ill.
    Most 3D movies STILL make me ill.

    However, I was able to train myself to play without needing to puke.
    But watching someone else play still makes me incredibly queasy.

    Recently, I had the opportunity to try out an Occulus Rift.
    It hit me the same way. I had to stop playing before it got too bad. One of my colleagues was visibly ill after just a few moments.

    Now some of it IS simply a matter of resolution and framerate.
    But, as mentioned, some of it is due to myriad physical systems feeding your brain inconsistent data.

    --


    Chas - The one, the only.
    THANK GOD!!!
  29. "You ate the poison mushroom!" reflex. by Ungrounded+Lightning · · Score: 4, Informative

    The human body has three systems for balance - Inner ears (3-axis accellerometers and "rate gyros"), visual modeling, and muscle/tendon position & stress sensors - and needs any two to balance, stand, and walk properly.

    It also has a reflex: When two of them disagree (particularly visual vs. ear), it is interpreted as "You just ate a neurotoxin! Get it out NOW and we MIGHT survive it!"

    Thus nausea, projectile vomiting, explosive diahrrea, and clothes-soaking sweating if the mismatch is strong. If it's smaller - nausea. ("Whatever you just ate may have been toxic or spoiled. So you're not going to like it anymore.")

    Of course other things than being poisoned can trigger it:

    Diseases that temporarily incapacitate or permanently damage the inner ear are one class. (For instance, Meniere's Disease, where the pressure-relef valve for the inner ear sticks, the pressure rises, and the membranes with the sensory nerves tear. Result: Sudden extremem vertigo attack - hours on the floor - followed by days or weeks of gradually reduced incapacity until the brain maps out the change to the ear - followed by another tear and repeat indefinitely. Very high suicide rate.)

    Vechicles, where you may visually fixate on the accellerating inside rather than the surroundings, are another: Cars, boats, ariplanes (and the corresponding car/sea/air sicknesses) are notorious, as are carnival rides and trains. For relief, make a point of looking at the horizon or otherwise the exterior. Eventually the brain may learn "I'm in a vehicle. Ignore the weird signals from the ears. (That's why vertigo sufferers may NOT have attacks in MOVING vehicles...)

    And, of course, VR mismatches - to the point that there is a term of art: "Barfogenisis" (I hear the lengths of some of the rides at Disneyland are calibrated so they end and the crowd is out into the hall just BEFORE the effect would become pronounced.)

    --
    Bantam Dominique roosters crow a four-note song. Once you've heard it as "Happy BIRTHday" you can't NOT hear it that way
    1. Re:"You ate the poison mushroom!" reflex. by josquin9 · · Score: 2

      Never could stomach the first person shooter, going back to the first Wolfenstein that a friend had loaded on his 386. Shaky-cam movies have the same effect. I understand that about 15% of people get nauseated, and I've had to leave my eyes shut 80% of the time during movies where I wasn't expecting the technique (at least not for the whole movie.)

      I usually just avoid movies that are shot hand held start to finish (I'm okay for a few minutes.) I keep hoping that the fad will come to a natural end, but I'm curious why producers would want to cut out 10-15% of their potential audience for a movie like "Edge of Tomorrow" or any of the other recent tent pole movies that use it.

      I also haven't read whether there is any difference in the incidence of the condition among younger audiences raised on games. Anybody have any insight?

    2. Re:"You ate the poison mushroom!" reflex. by cascadingstylesheet · · Score: 1

      (That's why vertigo sufferers may NOT have attacks in MOVING vehicles...)

      I have no problem in a vehicle at all, at least not when I'm driving. After all, I'm sitting basically still and upright, and my visual processing is running the show.

      It's when I'm bending, twisting, picking up objects, etc. that I get vertigo.

    3. Re:"You ate the poison mushroom!" reflex. by Ungrounded+Lightning · · Score: 1

      It's when I'm bending, twisting, picking up objects, etc. that I get vertigo.

      Which is what's expected. You spend most of your time upright, so your brain gets a lot of experience with the chaged response of your inner ear. So it learns to interpret the modified signals more appropriately.

      But when you bend down, twist, pick things up, and otherwise get into rarer positions and motions, you're in a set of conditions where the signals you're getting are not what the brain has yet figured out. Meanwhile, some of these postures also make you lose many of the visual cues of your position, throwing you into dependence on your muscle and (defective) ear signals. Bingo: Vertigo attack.

      You MAY be able to reduce the amount of severity of the attacks by doing such postures as exercise, to help you learn to map more of the range of your ears' signals. Assuming, of course, you can stand the vertigo while doing the exercises, and/or can stop before the attack gets very strong.

      --
      Bantam Dominique roosters crow a four-note song. Once you've heard it as "Happy BIRTHday" you can't NOT hear it that way
    4. Re:"You ate the poison mushroom!" reflex. by Anonymous Coward · · Score: 0

      explosive diahrrea

  30. A bigger problem by asmkm22 · · Score: 1

    A problem that I think is bigger than motion sickness is the fundamental problem with locking vision and movement with where your gun is pointed. It doesn't come off as natural in the slightest, because your body is used to doing lots of different things at the same time.

  31. Return of Space Sim Games? Zapper Fix? by foxalopex · · Score: 1

    I played a lot of games and I always found that first person view games stood the best chance of giving me motion sickness. I think a console game called Spiral the Dragon was one of the worst. On the other hand racing games, space sim games and flying games gave me the least problems which to me proves that this statement makes perfect sense. Maybe this VR tech will bring back the popularity of these kinds of games considering they were my favourites when I was a kid.

    On the other hand I remember reading about a tech which applied electrical shocks to alter your sense of balance. While this might be a little extreme, it might be the solution to this problem.

  32. AR would avoid the sickness by DriveDog · · Score: 1

    So don't sit down or run around in a 5x5 space and play. Augment the reality of running around a parking garage, the woods, whatever, with enemies, enhanced surfaces, objects, obstacles you won't be touching, etc., but let the player's motion be real. Then we'll benefit from the exercise, too. From the opposite perspective, that of making exercise less boring, wouldn't you run better if someone was chasing you or you were chasing someone? I know it's going to look hilarious to those around you without the AR gear, but that's a temporary situation. The funny part will be when you see an armed human coming toward you and another person sees you, a different type of dinosaur trying to steal the carcass they're dragging around.

  33. Which is why FAST flicker still causes vertigo. by Ungrounded+Lightning · · Score: 5, Interesting

    I find that any kind of response time lag between my inputs and the real world, especially when it varies, is what makes me sick ...

    My wife has vertigo. Her attacks can be triggered by fluorescent or high-pressure arc lights where the flicker rate is above the flicker-fusion rate of the eye. (This makes trips to warehouse stores problematic - they have to be short or she'll be down for the rest of the day. That's hard at, say, Costco.)

    I used to wonder how this could be, and finally realized that the "strobe light" effect produces small, but significant, errors in observed position of the background items (shelves, etc.) that she uses for reference to balance despite the damaged inner ear.

    When they first began using fluorescent lights in factories - in the days before guards over moving machinery were common - the worker injury rate went 'way up. Turns out the lights made the AC-powered motors, turning at or near an integer fraction of the line frequency, look like they were stopped or only moving slowly.

    The fix was to build the light fixtures in two-tube versions, with a capacitor and an extra inductor in the balast, so the "lead lamp" and "lag lamp" would light at a quarter-cycle offset. In combination with suitably persistent phosphors this made them largely fill in each other's dim times, enough to make fast-moving parts blur and look like they were moving. For large arc lights, a similar fix was to arrange them so adjacent lamps were distributed among the three phases of the power feed, rather than having rows or patches of lights all flickering in unison.

    Unfortunately, this lore has apparently been lost - at least outside the specialists wiring factories full of moving parts. Warehouse stores have rows and sections of arc lighting all wired to the same phase. I'm not sure, but I don't think the new electronic ballasts for flourescent lights do the lead-lag thing, OR have enough raw filtering capacitance to power the lamp through the phase reversals. (And then there's LED lamps...)

    It's not a safety hazard these days, now that OSHA rules have all the fast-spinning machinery covered with guards. But for those with vertigo it's a big problem.

    --
    Bantam Dominique roosters crow a four-note song. Once you've heard it as "Happy BIRTHday" you can't NOT hear it that way
    1. Re:Which is why FAST flicker still causes vertigo. by rkcth · · Score: 1

      Electronic ballasts don't run at line frequency, they are many times higher (1,000hz+), so that issue should be eliminated.

    2. Re:Which is why FAST flicker still causes vertigo. by Anonymous Coward · · Score: 0

      Unfortunately magnetic ballasts are cheaper, more reliable, and not yet banned by the government, so you'll likely still have to suffer from 100/120 Hz flicker from fluorescent lights a lot.

    3. Re:Which is why FAST flicker still causes vertigo. by Ungrounded+Lightning · · Score: 1

      Electronic ballasts don't run at line frequency, they are many times higher (1,000hz+), so that issue should be eliminated.

      Electronic ballasts may indeed produce thousands of flashes per second. But they're powered by a "raw" power supply - a recitfier and filter capacitor that is in turn powered by the line, which comes and goes 120 times per second (or 100 in much of Europe).

      If the filter capacitor is large enough that it doesn't discarge appreciably before it is recharged by the next half-cycle, the individual pulses produce about the same amount of light, the repitition rate of the pulses is close to constant, and thus the average brightness is close to stable over the line power cycle.

      If the filter capacitor is smaller, it discharges substantially during the low-voltage parts of the cycle. The individual flashes get dimmer when the voltage droops and the repititition rate may also change. The average across several consecutive mini-flashes tends to track the input voltage.

      If the capacitor is still smaller, the voltage may go so low that the high-frequency oscillator actually stops during the low voltage parts of the input cycle. The flicker may actually become substantially WORSE.

      Bigger capacitors cost more. So guess what the cheap, commodty, lamps get.

      --
      Bantam Dominique roosters crow a four-note song. Once you've heard it as "Happy BIRTHday" you can't NOT hear it that way
  34. Re:Still "Don't" Work? by Anonymous Coward · · Score: 0

    Jesus, if you're going to go out of your way to be a complete ass hat (anyone who corrects grammar on a message board), at least do it correctly. What a super twat.

  35. Wait until you're older. B-b by Ungrounded+Lightning · · Score: 2

    There are two sets of muscles for eye movement - one for convergence, which rotates the eyes, the other for focus, which reshapes the eyes...

    The latter system also reshapes the lens.

    Unfortunately, as you age your lenses stiffen up and/or the muscles get weaker, and that system gradually degrades. (This "disease of age" (presbyopia) becomes significant pretty early - about mid 30s.)

    (By the way: The eye rotation is actually THREE axis, although the motion around the line-of-sight is pretty limited. {Look in a mirror and rotate your head right-left to see it.} Apparently evolution found matching the image rotation by slightly rotating the eyes to be less expensive than a layer of image-rotation logic in the brain.)

    --
    Bantam Dominique roosters crow a four-note song. Once you've heard it as "Happy BIRTHday" you can't NOT hear it that way
  36. Not doing it in real life? by Opportunist · · Score: 1

    C'mon, be honest, don't tell me you don't duck when trying to avoid bullets flying over your head, or leaning to the side when trying to make that tight bend in GTA.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:Not doing it in real life? by Quirkz · · Score: 1

      The first time I played Doom I was so antsy trying to look around corners I was physically standing up in my seat and leaning around the side of the monitor, as if that would help. I grew out of that reflex with practice, though.

    2. Re:Not doing it in real life? by Nidi62 · · Score: 1

      C'mon, be honest, don't tell me you don't duck when trying to avoid bullets flying over your head, or leaning to the side when trying to make that tight bend in GTA.

      The other night I was playing Red Orchestra 2 and I was prone behind a fence and found myself craning my head to try and see under the fence a little bit better.

      --
      The only thing necessary for evil to triumph is for it to be pitted against a slightly greater evil
    3. Re:Not doing it in real life? by Anonymous Coward · · Score: 0

      I've only done that with my 3DS. I'll still find myself tilting it in order to see around corners or over a horizon and such, only to realize seconds later that I'm holding a flat screen and feel like an idiot. And then I'll do it again 5 minutes later.

  37. Re:Massive vertigo attacks and Pron by Anonymous Coward · · Score: 0

    Mebbe porn doesn't fit this scenario. It is likely that many persons watch porn sitting down. Will doing this make you sick too? No reports of such so far....

  38. Depends on the FPS by Nidi62 · · Score: 1

    OF course, twitchy fps's such as CoD or CS would be horrible with VR, as the movement is way too quick. But slower games such as Red Orchesatra 2 or more survival-type games such as DayZ would be incredible with VR. While "e-sport" type FPS's like CoD an Halo might flounder, I think VR will be a boon for more realistic sims and tactical shooters. I look forward to the day where I can play a game and look around and feel like I'm crossing the scorching hot steppes of Russia in 1942, crawling through the jungles of Vietnam in 1967, or even combing through the passageways of a dark deserted space station not knowin if a horde of aliens or zombies (or alien zombies) are waiting around the next corner for me.

    --
    The only thing necessary for evil to triumph is for it to be pitted against a slightly greater evil
  39. Motion sickness is protective. by 140Mandak262Jamuna · · Score: 1
    The brain gets lots of sensory input. It has evolved some kind of input validation procedure. The inner ears are sending information about which direction is up and which is down. We are also getting visual input, from which you can deduce the "up" direction. The trees and shrubs in the jungle, pillars, walls of the building etc tell the "up" direction. The brain expects them to be in synch. When they contradict one another, it could be due to some poisonous thing one has eaten. So throwing up is a reasonable reaction.

    Of course as with any evolutionary biology explanation, the brain did not reason it out. It the past the bodies that had a nausea response to contradiction between visual and inner-ear cues of direction of gravity survived better and passed on their genes to us.

    --
    sed -e 's/Chuck Norris/Rajnikant/g' joke > fact
    1. Re:Motion sickness is protective. by Junta · · Score: 1

      Or it could be a deviation that had little to no practical downside in selection since the world rarely went that weird in the past. It would explain why motion sickness is so prevelant, yet not close to universal. There may just have been very little selective pressure either way.

      I think on the poison theory, if your senses are impacted, the ship has sailed on ejecting the poison.

      If it was a selected-for trait, my completely unsubstantiated guess would be something about falling out of or maneuvering within trees. After all, people who get motion sick can get sick in excessively peculiar real-world motion without messing with reference points (e.g. some people do it on roller coasters without looking at the car that much, or on boats without looking at the floor).

      --
      XML is like violence. If it doesn't solve the problem, use more.
  40. Or is it unrealistic speed? by Anonymous Coward · · Score: 0

    I've found that FPS games like are perfectly fine in VR, provided a few limitations:

    Head-tracking must be the only input method influencing camera rotation. You can, weld the gun to the player's face (Doom 3), you can decouple aiming and looking (ArmA), or you can make aiming relative (TF2).

    You have to be standing up, or it just doesn't feel right. Sitting in a spinning chair just isn't the same. Try not to trip over the video cable.

    You have to be limited to a realistic walking or jogging pace. Typical 20 mph walking speeds and even realistic sprinting speeds get overwhelming fast

  41. 3-4 seconds to turn around? by Anonymous Coward · · Score: 0

    Holy crap you are slow.

    I can turn my entire body 180degrees in well under a second, and I have to repeat that a dozen times or more before I start to feel the first hints of nausea.

    1. Re:3-4 seconds to turn around? by Immerman · · Score: 1

      Can, sure. But pay attention to how fast your torso actually rotates when going around the average 90* corner during your normal daily activities.

      And yeah - you can do that a dozen times or more without inducing nausea, when your inner ear is in complete agreement with your eyes as to how your body is moving. Now do it for an hour or two with a bad head cold causing your inner ear to insist that you're standing still. See how it could cause problems when gaming?

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
  42. Joystick support? by Kaenneth · · Score: 1

    I don't see anything about being able to use a joystick to fly in this game; which was a disappointment for me with EVE online, flying by point and click isn't the same.

  43. Have you seen... by Anonymous Coward · · Score: 0

    a 8-10 year old playing a FPS. They aren't sitting.

  44. Open space by Anonymous Coward · · Score: 0

    A backpack with batteries, GPUs with plenty of open space is all you need.

    That and gloves with heater/pelter coolers built in so when you put your hand over a lava pit it actually feels warm.

  45. Games just need to be slower when in VR by Alejux · · Score: 1

    It's not that FPS games don't work, it's just that they have to be designed differently in order to create presence, and provide a pleasant experience, something that running around and jumping like crazy will not do.

  46. CCP on FPS games? HAH! by Anonymous Coward · · Score: 0

    Anyone who has played Dust514 can tell you CCP doesn't know shit about FPS games.

    Cool story CCP, get back to us when you learn something about game balance and QA.

  47. eyelasers by Lehk228 · · Score: 1

    arm the character with eyelasers (pew pew pew)

    --
    Snowden and Manning are heroes.
  48. People who are not used to exercise by statemachine · · Score: 1

    tend to get sick when exercising.

  49. Karma to burn so fuck you. by Anonymous Coward · · Score: 0

    As someone who has played EVE online for about a decade AND as an open source developer. Can I please get an explanation of how that myth was actually debunked?

  50. Chainsaw! by SuperKendall · · Score: 1

    Please make it moddable. I want a chainsaw on my wheelchair. Woooo!

    Now why would I make WHeX WITHOUT chainsaws!

    A chainsaw on every corner. The footrests? Both chainsaws.

    And then of course there's the Tow Saw, which is a chainsaw tied to a rope that bounces around randomly as you roll forward.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  51. It's just motion sickness. by Anonymous Coward · · Score: 0

    This is just motion sickness. If your ears tell your brain you are moving and your eyes looking at a stable horizon tell you you aren't your brain gets confused and tells you to sit down and grab hold of something by making you feel dizzy and nauseous. Same as if your eyes tell your brain you are moving but your ears say you aren't. Or you spin around a lot and stop but you ears think you are still moving but your eyes say you have stopped.

    If your eyes can see you are stationary relative to a cockpit and the background is moving then your brain assumes the cockpit is moving passed the background if your ears say your a moving, but if your ears say you are stationary it assumes that the background is moving passed you. So no real problem, unless the cockpit is doing loop the loops.

    This problem will likely be insoluble for many people. Some people with the right stuff can over to overcome it through astronaut training.

  52. Re:Go Linux! by Anonymous Coward · · Score: 0

    No, the real reason is this moron is trying to sell his game by claiming that it's any different. Think about it, what makes it different? Seeing the overlay of a cockpit or car interior? If it were true, why couldn't someone playing an FPS pretend they are inside of a robot or something? Sorry, not buying it.

    I don't get "simulator sickness" because it's a BS term. I don't get motion sickness either. Anyone who gets sick from using an HMD has deeper issues of vertigo or something and would get sick in many other cases, such as riding in a car, sailing in a boat or flying in a plane.

  53. peddling his own wares by gl4ss · · Score: 1

    i doubt many people accustomed to fps's get motion sickness when playing with rift. I certainly don't.

    however the dude is peddling a space sim, not an fps.

    so, fuck him and his opinion.

    (for the record, there's some people who get motion sickness just watching someone else play fps on a normal screen.. so could just as well claim that fps's can't work at all)

    --
    world was created 5 seconds before this post as it is.
  54. Translucent displays. Slowing down. by Anonymous Coward · · Score: 0

    Perhaps translucent displays will help there. You can switch your focus back and forth to manage any perceptual disconnect, just as we do today by having our peripheral vision occupied by the real world. Perhaps just translucency for our peripheral vision.

    Perhaps slowing things down will help. If I'm sitting at a gunnery station in a lumbering space ship then my body isn't being thrown around as much, and there's less issue with the disconnect. At the same time, I'm still furiously looking around for stuff to shoot at. Also, I could be controlling drones from my lumbering ship in third person as a means of attacking other ships while their gunnery players are trying to stop them. That third person view would be as close to the drones as the individual's nausea tolerance allows. For those who can handle it, they can operate them from the view inside the drone.

    The system I'm waiting for is one where I'm strapped to a 3D rail system that can move and turn me around in a room-sized environment. If I walk up virtual stairs, I'm walking up in the actual world. If I fall in the virtual world, I fall in the actual world. Perceptual cheats would be used to make sure that I never hit 'gimbal lock' conditions, and certainly the system would never permit me to experiencing any sort of physical injury.

    Barring the rail system, a straight robot arm would work. Those exist now as theme park rides. They're not priced for residential use, but in time...

  55. Re: by bjohnson · · Score: 1

    Me too. After my first marathon session of DOOM back in the day, I felt like I was having the worst drunk/hangover of my ife...lasted for three days, I couldn't close my eyes without getting the spins. To this day i cannot take more than about 2 minutes of an FPS.

  56. Keep-fit Doom and others. by RockDoctor · · Score: 1

    So, the problem with first-person shooters is that you're running or crouching or jumping in the game but not in the real world, and because it's so realistic it can make some people (not everybody) feel nauseated if they start doing it for extended periods of time.

    Wasn't there a whole series of hacks, starting with Doom-2 and probably continuing to every FPS since, which hooked up treadmills (or bicycles on stands), barbells on springs, grip-strength testers and suchlike fitness equipment so that you HAD to do the exercise to make the moves in the game.

    Weren't very popular, as I recall - people couldn't do a 20-hour session every day without ending up looking like they were Special Forces dudes willing to get shot at for a pittance.

    --
    Birds are not dinosaur descendants;birds are dinosaurs, for all useful meanings of "birds", "are" and "dinosaurs"