Developers Race To Develop VR Headsets That Won't Make Users Nauseous
HughPickens.com writes Nick Wingfield reports at the NYT that for the last couple of years, the companies building virtual reality headsets have begged the public for patience as they strive to create virtual environments that don't make people physically sick. "We're going to hang ourselves out there and be judged," says John Carmack, chief technology officer of Oculus, describing what he calls a "nightmare scenario" that has worried him and other Oculus executives. "People like the demo, they take it home, and they start throwing up," says Carmack. "The fear is if a really bad V.R. product comes out, it could send the industry back to the '90s." In that era, virtual reality headsets flopped, disappointing investors and consumers. "It left a huge, smoking crater in the landscape," says Carmack, who is considered an important game designer for his work on Doom and Quake. "We've had people afraid to touch V.R. for 20 years." This time around, the backing for virtual reality is of a different magnitude. Facebook paid $2 billion last year to acquire Oculus. Microsoft is developing its own headset, HoloLens, that mixes elements of virtual reality with augmented reality, a different medium that overlays virtual images on a view of the real world. Google has invested more than $500 million in Magic Leap, a company developing an augmented reality headset. "The challenge is there is so much expectation and anticipation that that could fall away quite quickly if you don't get the type of traction you had hoped," says Neil Young.
(More, below.)
At least one company, Valve, believes it has solved the discomfort problem with headsets. Gabe Newell says Valve has worked hard on its virtual reality technology to eliminate the discomfort, saying that "zero percent of people get motion sick" when they try its system. According to Newell, the reason why no one has gotten sick yet is thanks to Valve's Lighthouse motion-tracking system, a precise motion-tracking system that is capable of accurately tracking users as they move around a space. In the meantime the next challenge will be convincing media and tech companies to create lots of content to keep users entertained. "Virtual reality has been around for 20 years, and the one thing that has been consistent throughout this is that the technology is not mature enough," says Brian Blau,. "Today there's the possibility for that to change, but it's going to take a while for these app developers to get it right."
... That Won't Make Users Nauseated.
Well, I guess VR headsets *could* make users nauseous...
Technical Illusions product doesn't have nausea problems. Jerri Ellisworth is a genius. I first found her when I googled "how to make a transistor at home."
Over the last 20 years a lot of patents in the area have expired as well, making them cheaper to produce and sell.
I'm so sick of these VR products I could throw up.
I think I might be one of the people who are getting sick from using VR. It's also one reason why I don't drive.
What happens is that I have nausea symptoms if I am in a moving car and look at my cellphone screen, for example. I can't look at my cellphone or tablet for more than 30 seconds before I start to get sick and feel like throwing up.
My doctor says it's because I am stationary (my body doesn't move), I'm also looking at a stationary object (e.g. cellphone screen) but the environment I'm in moves with high speed.
Strangely enough, I don't get sick while travelling by train or plane, only car and bus. I played and watched movies on my tablet for 8 hours straight while in a moving train and haven't had any symptoms.
...gis sdrawkcab (usually not responding to ACs; don't bother posting as AC)
with all the focus on motion sickness, what about depth of field?
I'm god, but it's a bit of a drag really...
Nauseated, not nauseous. A thing that is nauseous makes people sick. Nauseated is the state of being you mean.
And yes, I worked for the German army in WWII as a proofreader for Hitler's various public missives.
and why should I care what his opinion is?
Of course any VR helmet will be capable of making the user sick. Even if perfected with inner ear stimulation. All they have to do is put them through virtual motions that would make them sick IRL.
If they haven't been making anybody sick, it has nothing to do with motion tracking. The one on my VFX1 was 'good enough' 20 years ago.
It's down to software. It was down to software 20 years ago. 20 years ago nobody would write a VR only game though, so we ran hacks. Even then some games would not make most users sick. Comanche 2 was not very pukey at all, once you got the frame rate high enough.
John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
"People like the demo, they take it home, and they start throwing up."
"I notice that by your increased heartrate and labored breathing that you have been poisoned. Would you like me to start up Starfox 3d pre-alpha?"
I for one am looking forward to my future, virtual, bikini-clad room mates.
From my understanding, General motion sickness happens when your eyes tell you something that the fluid in your ears doesn't
Sure with some VR headsets they do not work well because the images that they show may not be timed or aligned correctly so your 3d perspective is kinda off. But you still have the issue of your ears saying you are not moving, or you are moving in a way that is different from what your eyes are saying.
That and some people have much different levels of tolerance so for some people you can cause motion sickness by just moving an object back and forth across their field of vision. While others it takes a lot more....
If something is so important that you feel the need to post it on the internet... It probably isn't that important.
For some reason I just remembered playing with VRML back in the 90's. Fuck I am old.
Just call the vomit-inducing situation a "feature" and be done with it. In fact, I can see this ushering in a whole new wave of quick-weight-loss VR!
Fully licensed blockchain psychiatrist
Other than being able to sense head movements and thus providing another means to control the camera, this is just ordinary stereoscopic 3D, not "VR". I understand why everyone wants it to be, but this is the umpteenth time something is being touted as VR when it's not even trying to be close. Before that it was Second Life. Before that Doom.
At the very least, you should have a full range of sensory perceptions, and physical actions by your body should reflect in the simulated world.
You are not alone. This is not normal. None of this is normal.
They are going to have to recommend users get plenty of weed in them before use.
I didn't care much about VR before, but maybe I should jump on the bandwagon...
What about other issues such as long-term vision problems? If VR takes off then a lot of fans will abuse it and be spending their nights wearing their Oculus/whatever. How long before that fucks up their eyesight?
The whole VR thing kind of sounds like the new 3D TV - technically interesting but no more than a quirky novelty for most of the population.
Source: I worked in VR 20 years ago for a defense contractor.
Sim Sickness is caused by a disconnect between what your eyes see and what your inner ear is telling you is happening. Your eyes are extremely sensitive to latency. If you snap your head quickly, even a small lag will cause a certain percentage of people to get nauseous. Having a fast and accurate motion tracking system is crucial, but you also need to have an extremely fast rendering engine and a headset capable of updating quickly as well. Motion prediction helps, also, but does not eliminate the problem. As does making sure your program doesn't require you to spin around a lot.
We can only put up with the horribly slow latencies on flat screen displays because they're not attached to our heads.
.....but I get physically ill at just thinking about putting the thing on. It's a love/hate relationship. It's amazing how real the thing feels with good demo or a game. Unfortunately so many demos and many of the games I've played just make me sick to my stomach. I typically can't use it for longer than an hour with Assetto Corsa which is the game I find works best with the Rift. I want to love the thing because it can be really immersive but they really need to figure out how to fix the motion sickness.
So, that's why I usually end curled up on the floor, wanting the world and everything in it to die, after smoking weed, hey?
Peddle your fucking Patent Elixir elsehwere, bub. It doesn't cure nausea, the marthambles, or female hysteria.
Must be one of the new versions. I tried one six or seven months ago and lasted less than a minute before getting hit by motion sickness. Granted, I get it pretty quickly from FPS (I can play for about five minutes and then I'm laid-up for hours) so I might be overly sensitive to the experience.
Bark less. Wag more.
I don't know that this problem can really be solved for all cases. The reason for the nausea is that the eyes and the inner ear are sending different signals. This has been known in aviation for at least 40 years when pilots fly in simulators. The eyes say turning in a bank, but the inner ear says level. I don't see how clever programming is going to affect the inner ear.
I'm just waiting for the first computer virus that makes the user sick. M.D.s will have to get used to diagnosing patients with a bout of BarfOrama 2.6.
https://forums.oculus.com/viewtopic.php?t=905
Basically they can try messing with your inner ear. Or they can provide frames of refrences in game. (they can add a cockpit)
... with some food for thought.
The ending '-eous' or '-ious' is added to a noun to produce an adjective that means producing whatever that noun is. Something that is 'advantageous' produces advantage for example. Something which is ignominious produce ignominy (shame, embarrassment). Something that is piteous arouses pity in the onlooker.
I think you see where I'm going with this. The word the headline writer should have used is 'nauseated', although making users nauseous in the pedantic sense would certainly be a concern for the developers of any product.
Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
That means the window's closing on me making a 3D wingsuit video with the intent of making an Occulus Rift wearer vomit! I'd better get cracking!
I'm trying to teach myself to set people on fire with my mind... Is it hot in here?
I for one am looking forward to my future, virtual, bikini-clad room mates.
I'm not.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
I have heard from that they spent most of their time building the fast graphics hardware needed. Their system appears to be about 3-4 years ahead (they did start early) of everyone else and solved the hard problems.
I know you're right. It's the fairly-contemporary definition of the word "nauseous" now, due to the length of time it has been used improperly.
I'm just being an old fart.
Not old enough, apparently. If you were a pre-2007 revisionist history "old fart", you'd have two spaces after your period, like the older version of the Chicago Manual of Style demanded, before they pretended that we have always had proportional fonts.
Feeling nausea is "nauseated". Causing nausea is "nauseous." Do not say "I feel nauseous" unless you are sure you have this effect on others.
How about you make a product that I want to buy and then I'll give you money for it. There's no "patience" involved here, it's just the free market working like it should for once. Whoever releases a product that doesn't make users sick first will probably get a crapload of money.
-1 disagree is not a modifier for a reason. -1 troll, flaimbait, redundant, overrated are NOT acceptable substitutes.
Without a driver's license, how does one get to and from work on a Sunday, when public transportation has the day off?
Try looking down and reading a book on a long car trip.
The shepherds did so well protecting the flock that the sheep no longer believed that wolves existed.
I've worked with VR helmets since the 1980's in flight simulation.
The problem is simple: Your eyes use two mechanisms to figure out distance - the degree to which your eyes have to point in different directions in order to fuse two images into one - and the degree to which the lens has to be stretched or squished to pull things into focus. Every VR helmet ever made gets the first thing right - and completely fails at the second thing. No matter what optics are used, no matter anything - you're focussing at the same distance over the entire visual field, regardless of virtual distance.
When our brains look at two inputs that should yield the same results - but they don't - we assume that something is malfunctioning, and we get sick.
Same deal with seasickness when the inner ear says one thing about the motion and our eyes tell us something different.
So - you need some kind of insane computer-driven lenticular display where every pixel has a lens that focuses that light at an appropriate depth for the 3D content at that point. Such things don't exist...and that's the only thing that'll make this problem go away.
All of the recent people to try to fix this are amateurs who just started looking at it - look back at the research done by the old flight simulation companies like Link, Singer and Rediffusion - and the decades of research on this subject done by AFRL (the Air Force Research Labs), the US Navy and NASA.
WIthout solving the focus problem, we're doomed to another cycle of dizzy, puking customers.
Worst of all - US Navy research shows that after a protracted time in one of these VR rigs, it's dangerous to go out and drive a car or fly a plane - their pilots aren't allowed to fly within 24 hours of being in a simulator.
-- Steve
www.sjbaker.org
Why is it that I have no motion sickness with my old Forte VFX-1, but get it pretty fast with the DK2 (which I also own)?
So it's definitly not tracking only that's causing the problem..
Hey for those people who are too young to have tried the original VR stuff when it was super-awful...
If you've ever been on a ship and felt sick, that is the exact feeling the VR gear gives you, and amplified up quite a bit. Ships tend not to move rapidly, and people tend to not get sick on larger ships, only smaller ones. Smaller ships tend to move much faster and lack the stabilization equipment of a large ship.
VR gear flips the inertia feeling, from outside source to your eyes. So now your ears are saying you are remaining stationary, but your eyes are going "omg I'm moving" That's what causes the sick feeling.
A similar problem exists right now with 3D glasses, because properly working 3D pushes depth, and sometimes pushes towards the user. But poorly designed "3D" either looks like a pop-up book (where there's multiple 2D layers on top of each other, I'm looking at you Dreamworks) or throws crap at the viewer, resulting in the eye changing the depth of field on which to focus. This makes peoples eyes strain pretty hard.
This is why the 3D on the Nintendo 3DS is pretty tame. It can give you a headache if you hold it too close to your face, but otherwise most games don't really make effective use of the 3D other than some 3D gimmickry (eg Mario 3D Land.)
One key will be to stop trying to take away users view controls because you want them to see something. Just those little glances at things and not having them persist for the correct amount of time really throws people. Its a subconscious anchor, and when that anchor moves, so does the world and well, thar she blows.
A good example, put on any type of vr or video goggles, and have someone with a head mount camera walk around and be your eyes. Its REALLY hard to do, especially if you're moving and walking, even right next to them. Why? they don't look at the right things! Information they might ignore, like items on a shelf they walk by may be something you subconsciously want to see, so you're trying to look but they're not. They don't move their head around the same way you do and that bit in itself will make it difficult.