VR support 'not at launch' for Odyssey

Making sure your product doesn't make people feel ill isn't adding 'bells and whistles'.

They don't just have veterans to consider (either ED ones, or VR ones). No AA+ game hitting the market these days does so without locomotion techniques that mitigate nausea for noobs. It's product suicide to do otherwise.

Anything else that flows on from that is quality control, and their call. Some ED vets may be fine with MVP on those fronts, but again, it doesn't make a particularly compelling product for newcomers. And it seems weird to blame FDev if they want to have an eye on that. IE if they want to launch something better than an MVP on the VR front...
I always thought that motion sickness in VR was pretty much a given (with possibly a few exceptions) and you needed to get used to it slowly but seeing you go on about suggests that the majority of people can just fire up VR and not get sick so am I just a wuss for needing time to adjust?
Also
Source: https://www.youtube.com/watch?v=CGecTrjiRh0


Also also, you do realize that FD could use your arguments about PvP balance to justify a more limited VR implementation, after all without motion controllers a lot (if not all) of the issues you bring up simply go away.
 
I always thought that motion sickness in VR was pretty much a given (with possibly a few exceptions) and you needed to get used to it slowly but seeing you go on about suggests that the majority of people can just fire up VR and not get sick so am I just a wuss for needing time to adjust?
Also
Source: https://www.youtube.com/watch?v=CGecTrjiRh0


Also also, you do realize that FD could use your arguments about PvP balance to justify a more limited VR implementation, after all without motion controllers a lot (if not all) of the issues you bring up simply go away.
... and Detached is currently £6.99 in the Oculus Store...
I could be about to click "Buy" :eek:
 
I always thought that motion sickness in VR was pretty much a given (with possibly a few exceptions) and you needed to get used to it slowly but seeing you go on about suggests that the majority of people can just fire up VR and not get sick so am I just a wuss for needing time to adjust?
Also
Source: https://www.youtube.com/watch?v=CGecTrjiRh0


Also also, you do realize that FD could use your arguments about PvP balance to justify a more limited VR implementation, after all without motion controllers a lot (if not all) of the issues you bring up simply go away.
I can fire up VR and not get any after effects at all. Apart from disappointment with the real world around me when I take it off. ;)
 
I always thought that motion sickness in VR was pretty much a given (with possibly a few exceptions) and you needed to get used to it slowly but seeing you go on about suggests that the majority of people can just fire up VR and not get sick so am I just a wuss for needing time to adjust?
It depends entirely on the VR implementation of a specific game, some games are more intense and others are less.

Elite is somewhere near the worse end of the intensity scale, though the presence of a cockpit that "grounds" you helps a little. The presence of a cockpit is the reason seated games tend to be more comfortable than standing games with smooth locomotion - although these games also usually implement rotational movement of the camera which is much worse than the direct movement + roomscale / snap turning in games like Pavlov. Detached is probably worse because it's at human scale and I don't think the helmet does as strong a grounding effect as a full cockpit would. Then again I can't really speak for people who suffer from VR sickness, as it's not really an issue to me, never was, not even in Detached. BTW Detached is awesome (if you're not "faint hearted")

If the game uses teleportation and does not force "smooth" movement of the camera almost nobody gets sick.
 
It depends entirely on the VR implementation of a specific game, some games are more intense and others are less.

Elite is somewhere near the worse end of the intensity scale,
No it's not, it's one of the best ways to "ease into" VR unless you're takling about driving the SRV in turret mode...
Adrift and Detached are on the extreme end while Skyrim, subnautica and Hellblade are somewhere in the middle
 
I think as long as there are no forced first person animations, your graphics card and cpu can run things at the required framerate and you don't get lag and skipped frames because of crappy networking (Frontier?) I don't see many problems. If there are, you are probably one of those people who suffer with motion sickness generally.
 
I always thought that motion sickness in VR was pretty much a given (with possibly a few exceptions) and you needed to get used to it slowly but seeing you go on about suggests that the majority of people can just fire up VR and not get sick so am I just a wuss for needing time to adjust?


EDIT: It's totally normal to get some nausea initially. (Back in the early days the Rift guys had it around: '60% of people feel some nausea, but get better over time / 20% always feel nausea / 20% never feel nausea'.)

There are some really clear cut nausea solutions for 'walking around'. The most infamous is teleportation. But it's infamous because it's crap ;)

Controller relative & HMD relative systems both have a noted effect in nausea reduction compared to classic stick motion, because they don't rotate your head / vision in-game in a way which clashes with your actual head rotation. (Our inner ear is particularly good at detecting that form of rotation, and it appears to be a key trigger for many people)

Those techniques can then be fine tuned by removing prolonged accelerations from movements etc. (Acceleration is another the area the inner ears detects fairly well).

Then there are techniques like lowering 'vection' (excess movement in the periphery), via either design measures, or the 'blinkers' technique etc.

Those are the ones I've read about anyway ;). (And done some experimenting with, back when I felt nausea).

Like you say, after steps like that have been taken, it's all about accustomisation. But designers will still want to give newer players (and the '20%' who never get over nausea) a ramped experience to help them get there (& to help them play before they've got to the promised 'VR Legs' land ;)).


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Hah yeah, I'm just playing that now actually ;)

(They go all macho there, but they've actually used 'blinkers' to obscure your periphery, and I can't find a way to turn the damn things off :D)

(It's also got pretty mixed reviews on Steam. Which seem to be partially down to the nausea complaints. I've only felt the tiniest twinge myself from it, but I'm 3 years into VR now ;))


Also also, you do realize that FD could use your arguments about PvP balance to justify a more limited VR implementation, after all without motion controllers a lot (if not all) of the issues you bring up simply go away.


Motion controllers provide some of the most recognised solutions for nausea, so I don't get how that follows ;)

It also doesn't really tackle the 'industry standard' argument.
 
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And my summation was correct. There is not enough profit in VR for them to care whether you "no vr I quit!" people leave or not. If VR users staying or leaving amounted to any sort of real financial impact, they would not release until VR was in it. VR is niche. If you won't play because "no VR!!", then you're a niche in a niche.

I do love being right.

Edit: I do feel bad for ya if you enjoy VR and will miss it. I do not feel bad if you can't see you bought a Nintendo Power Glove and yet expect to be important enough to demand catering to.
Sorry you can't afford a VR setup.Enjoy the trolling though.
 
I think as long as there are no forced first person animations, your graphics card and cpu can run things at the required framerate and you don't get lag and skipped frames because of crappy networking (Frontier?) I don't see many problems. If there are, you are probably one of those people who suffer with motion sickness generally.
I've modded my Skyrim to the gills so I'm lucky to get frame rates that are halfway decent and dropped frames are pretty much a given :p
 
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