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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."

23 of 154 comments (clear)

  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 gurps_npc · · Score: 2

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

      --
      excitingthingstodo.blogspot.com
    2. 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.

    3. 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.

  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. 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.

  4. 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 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.
  5. 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.

  6. 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
  7. 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.
  8. 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?

  9. 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.

  10. 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
  11. 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

  12. "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?

  13. 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
  14. 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