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."
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
I'm sure the real reason is that it's not open source. Who is with me?
Or just see it
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.
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?
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!
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
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.
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"
No, the grammar in the headline is correct. Shooters is plural, so "don't" is correct.
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
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.'"
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.
So, just make it like the headsets in Sword Art Online.
What is the worst that could happen?
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.
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
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.
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
"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.
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
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...
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
And the light novels it's based off of are up to like 5-6 sequels now :)
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.
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).
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.
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.
God spoke to me
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!!!
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
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.
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.
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.
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
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.
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
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.
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....
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
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
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
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.
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.
a 8-10 year old playing a FPS. They aren't sitting.
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.
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.
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.
arm the character with eyelasers (pew pew pew)
Snowden and Manning are heroes.
tend to get sick when exercising.
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?
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
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.
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.
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.
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...
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.
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"