I've seen a few developers comment that they currently plan on very short games until they get feedback and forge a consensus to players reception of wearing a headset for any extended period of time.
I've seen a few developers comment that they currently plan on very short games until they get feedback and forge a consensus to players reception of wearing a headset for any extended period of time.
That's a pretty funny video.
Here's hoping they pre-announce the price before the 29th. Whatever it is.
/\
I actually found the DK2 to be extremely comfortable with extended usage in sim racers.
Of course, if the game is abusing the player's locomotion system, it's best to keep things short.
[quote="RTdigital"]Remember the early days of 3d vision? If you where an early adopter you know it was pretty limited. Things got much much better around 1 to 1-half years after the tech had launched. The same most def is going to be true with VR. Going to have a few nice "experiences" or games. Nothing really compelling will keep you coming back to it. This is pretty much what I've seen thus far with gearVR. You'll blow through the content then spend the rest of the time maybe checking out streaming videos / pictures. 2016 won't be "the year of VR" I'd wager 2017/2018 would be more realistic for proper content and better/lighter HMD's.
Knowing this $100 for gearVR is a no–brainer if you already have a s6/note5. I have fun with it and can see a hint of the future here. However $600 is a much harder pill to swallow, and I have a pc that can drive this already, unlike many others. (by percentage of steam users with an average of 970 or equivalent)
I have zero issues dropping well over $600 on a new monitor because I know I will be able to use all my stuff with it. This device is a lot more niche. I have not totally written off the rift but I think its really unlikely I will pre-order it. [/quote]
Very well said... Unlike others trying to BASH me (and others) saying that we want VR to fail... "cause they waited 2 years for VR"... (They know all to well who I am referring to...)
[quote="eqzitara"]Its going to be more expensive regardless of what anyone thinks.
Hopefully Valve has an ace up its sleeve for software/game. Otherwise I'd probably wait a year to see what happens.
https://www.youtube.com/watch?v=j9jDo-NnyaY
Again, its not rally a full-fledged game imo but its scary/amazing how accurate the tracking on hand motions are and interactable.
Skip to 6:38
-------------
The early days of 3D vision were great tbh. Games were less advanced back then so much higher compatibility rate. The big diffence between early 3D vision and early VR is...
Full fledged games. You could play a tomb raider, or whatever on it. VR is a whole bunch of games that you will play for a couple of hours.[/quote]
Interesting video! It really shows the precision of the tracking there! Now if we could only get VR on a MAJOR game/title it would be awesome for a start !!!
(Mirror's Edge maybe???)
RTdigital said:Remember the early days of 3d vision? If you where an early adopter you know it was pretty limited. Things got much much better around 1 to 1-half years after the tech had launched. The same most def is going to be true with VR. Going to have a few nice "experiences" or games. Nothing really compelling will keep you coming back to it. This is pretty much what I've seen thus far with gearVR. You'll blow through the content then spend the rest of the time maybe checking out streaming videos / pictures. 2016 won't be "the year of VR" I'd wager 2017/2018 would be more realistic for proper content and better/lighter HMD's.
Knowing this $100 for gearVR is a no–brainer if you already have a s6/note5. I have fun with it and can see a hint of the future here. However $600 is a much harder pill to swallow, and I have a pc that can drive this already, unlike many others. (by percentage of steam users with an average of 970 or equivalent)
I have zero issues dropping well over $600 on a new monitor because I know I will be able to use all my stuff with it. This device is a lot more niche. I have not totally written off the rift but I think its really unlikely I will pre-order it.
Very well said... Unlike others trying to BASH me (and others) saying that we want VR to fail... "cause they waited 2 years for VR"... (They know all to well who I am referring to...)
eqzitara said:Its going to be more expensive regardless of what anyone thinks.
Hopefully Valve has an ace up its sleeve for software/game. Otherwise I'd probably wait a year to see what happens.
Again, its not rally a full-fledged game imo but its scary/amazing how accurate the tracking on hand motions are and interactable.
Skip to 6:38
-------------
The early days of 3D vision were great tbh. Games were less advanced back then so much higher compatibility rate. The big diffence between early 3D vision and early VR is...
Full fledged games. You could play a tomb raider, or whatever on it. VR is a whole bunch of games that you will play for a couple of hours.
Interesting video! It really shows the precision of the tracking there! Now if we could only get VR on a MAJOR game/title it would be awesome for a start !!!
(Mirror's Edge maybe???)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
[quote="Paul33993"]That's a pretty funny video.
Here's hoping they pre-announce the price before the 29th. Whatever it is.
/\
I actually found the DK2 to be extremely comfortable with extended usage in sim racers.
Of course, if the game is abusing the player's locomotion system, it's best to keep things short.[/quote]
HAHAHAHA! I just imagined playing the Witcher 3 or Skyrim in VR where you actually HAVE TO RUN and Walk:)) I bet my session will be around 10-15 minutes until I need a break and a conversation with Roach:)) (lazy ass horse ^_^) Still IT WOULD BE VERY INTERESTING to experience it;) (a first person camera can be very easily added to any game btw...)
Here's hoping they pre-announce the price before the 29th. Whatever it is.
/\
I actually found the DK2 to be extremely comfortable with extended usage in sim racers.
Of course, if the game is abusing the player's locomotion system, it's best to keep things short.
HAHAHAHA! I just imagined playing the Witcher 3 or Skyrim in VR where you actually HAVE TO RUN and Walk:)) I bet my session will be around 10-15 minutes until I need a break and a conversation with Roach:)) (lazy ass horse ^_^) Still IT WOULD BE VERY INTERESTING to experience it;) (a first person camera can be very easily added to any game btw...)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
[quote="helifax"]a first person camera can be very easily added to any game[/quote] I don't think this is the case. You can't just smash a camera into a character's face and expect things to work. Animation would look janky as all hell unless it was made to look correct in first person, to start with. Then there's the fact that heads animated in third person don't stay static and move smoothly forward (which would look weird and broken in third person), so if you made the camera follow the head you'd be looking at a very "bouncy" camera that sways around far too much to be comfortable. Look at the head of any Assassin's Creed protagonist, and imagine how vomit-inducing a first person camera stuck in that would be.
It's possible for devs to do both, but they'll usually use different animation sets, and it's not a quick/easy change.
helifax said:a first person camera can be very easily added to any game
I don't think this is the case. You can't just smash a camera into a character's face and expect things to work. Animation would look janky as all hell unless it was made to look correct in first person, to start with. Then there's the fact that heads animated in third person don't stay static and move smoothly forward (which would look weird and broken in third person), so if you made the camera follow the head you'd be looking at a very "bouncy" camera that sways around far too much to be comfortable. Look at the head of any Assassin's Creed protagonist, and imagine how vomit-inducing a first person camera stuck in that would be.
It's possible for devs to do both, but they'll usually use different animation sets, and it's not a quick/easy change.
[quote="joker18"]I don't think first person will be a hit in VR, in the near future. However someone might invent some accesory for the hmd, detachable barf bag :)).
[/quote]
that is disappointing. I only purchased the rift for first person gameplay
joker18 said:I don't think first person will be a hit in VR, in the near future. However someone might invent some accesory for the hmd, detachable barf bag :)).
that is disappointing. I only purchased the rift for first person gameplay
Intel Core i9-9820x @ 3.30GHZ
32 gig Ram
2 EVGA RTX 2080 ti Gaming
3 X ASUS ROG SWIFT 27 144Hz G-SYNC Gaming 3D Monitor [PG278Q]
1 X ASUS VG278HE
Nvidia 3Dvision
Oculus Rift
HTC VIVE
Windows 10
[quote="Pirateguybrush"][quote="helifax"]a first person camera can be very easily added to any game[/quote] I don't think this is the case. You can't just smash a camera into a character's face and expect things to work. Animation would look janky as all hell unless it was made to look correct in first person, to start with. Then there's the fact that heads animated in third person don't stay static and move smoothly forward (which would look weird and broken in third person), so if you made the camera follow the head you'd be looking at a very "bouncy" camera that sways around far too much to be comfortable. Look at the head of any Assassin's Creed protagonist, and imagine how vomit-inducing a first person camera stuck in that would be.
It's possible for devs to do both, but they'll usually use different animation sets, and it's not a quick/easy change.[/quote]
When moving from 3rd to 1st perspective:
- You don't render the body at all (so defo not trying to put the camera in a mesh)
- You adjust the FOV accordingly to compensate for the change between 1st/3rd eye perspective;)
- Sometimes you might need to adjust the world scale a bit, but this is needed only is the virtual world wasn't done to correct scale and proportions in the first place.
Is that simple.
helifax said:a first person camera can be very easily added to any game
I don't think this is the case. You can't just smash a camera into a character's face and expect things to work. Animation would look janky as all hell unless it was made to look correct in first person, to start with. Then there's the fact that heads animated in third person don't stay static and move smoothly forward (which would look weird and broken in third person), so if you made the camera follow the head you'd be looking at a very "bouncy" camera that sways around far too much to be comfortable. Look at the head of any Assassin's Creed protagonist, and imagine how vomit-inducing a first person camera stuck in that would be.
It's possible for devs to do both, but they'll usually use different animation sets, and it's not a quick/easy change.
When moving from 3rd to 1st perspective:
- You don't render the body at all (so defo not trying to put the camera in a mesh)
- You adjust the FOV accordingly to compensate for the change between 1st/3rd eye perspective;)
- Sometimes you might need to adjust the world scale a bit, but this is needed only is the virtual world wasn't done to correct scale and proportions in the first place.
Is that simple.
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
I played FPS with my old i-Glasses SVGA 3D, and eMagin Z800. They were the best! They weren't even made for VR - aiming with head etc was "livable".
If you easily feel sick then I guess the games which give the most "presence" aren't going to be for you.
[quote="RAGEdemon"]
If you are easily feel sick then I guess the games which give the most "presence" aren't going to be for you.[/quote]
I think this depends on the experience too. I definitely think "presence" can intensify sickness if the same kind of experience makes you sick in real life too, like rollercoaster ride. But generally "presence" just means higher quality experience all around so it can also help with the sickness(those related to the limitations of the tech.). This has already happened infact and you are far less likely to feel sick in cv1 compared to dk2. Or so the reports say at least. I think this could also be because of carefully selected demos.
If you are easily feel sick then I guess the games which give the most "presence" aren't going to be for you.
I think this depends on the experience too. I definitely think "presence" can intensify sickness if the same kind of experience makes you sick in real life too, like rollercoaster ride. But generally "presence" just means higher quality experience all around so it can also help with the sickness(those related to the limitations of the tech.). This has already happened infact and you are far less likely to feel sick in cv1 compared to dk2. Or so the reports say at least. I think this could also be because of carefully selected demos.
Don't really see how a traditional HMD compares when talking about motion sickness. I never experienced locomotion issues with the Sony HMZ-T1 (although it was terrible in terms of lag and I returned it for that reason.) A fixed, 45 degree FOV isn't really any different than a monitor.
VR has locomotion issues for many because on a sub-conscious level, our lizard brain parts have totally bought in. They're totally buying things are real (even if we know on a conscious level it's not). So when our inner ear isn't detecting any actual physical movement to match those visuals, you get that weird sensation and start sweating.
I found it interesting on another forum, a respected poster over there always talks about how he loves all genres in VR. Then he recently made a comment about lens fogging. And how he hoped they corrected it. Since if he didn't put a cloth around the lenses, they were guaranteed to fog up on him. Which I found funny. I live in a fairly warm and humid climate. I had zero issues with fogging on my lenses (even with extended sim racing sessions). They only time my lenses ever fogged up is when I tried to play something like Half Life 2. Which is something I noticed fairly quickly across VR. My lenses would never fog unless there was a good reason behind it. And that reason was always inner ear/locomotion based.
Don't really see how a traditional HMD compares when talking about motion sickness. I never experienced locomotion issues with the Sony HMZ-T1 (although it was terrible in terms of lag and I returned it for that reason.) A fixed, 45 degree FOV isn't really any different than a monitor.
VR has locomotion issues for many because on a sub-conscious level, our lizard brain parts have totally bought in. They're totally buying things are real (even if we know on a conscious level it's not). So when our inner ear isn't detecting any actual physical movement to match those visuals, you get that weird sensation and start sweating.
I found it interesting on another forum, a respected poster over there always talks about how he loves all genres in VR. Then he recently made a comment about lens fogging. And how he hoped they corrected it. Since if he didn't put a cloth around the lenses, they were guaranteed to fog up on him. Which I found funny. I live in a fairly warm and humid climate. I had zero issues with fogging on my lenses (even with extended sim racing sessions). They only time my lenses ever fogged up is when I tried to play something like Half Life 2. Which is something I noticed fairly quickly across VR. My lenses would never fog unless there was a good reason behind it. And that reason was always inner ear/locomotion based.
[quote="Paul33993"]They only time my lenses ever fogged up is when I tried to play something like Half Life 2. Which is something I noticed fairly quickly across VR. My lenses would never fog unless there was a good reason behind it. And that reason was always inner ear/locomotion based.[/quote]
Not sure I understand mate. Can you elaborate?
How does locomotion cause foggy lenses? Something to do with increased heart-rate causing sweating?
Sounds like the poor chap could do with a de-humidifier, or simply a fan blowing on his face while "plugged in".
Both my old HMD's had head tracking (one after market solution, the other integrated; and neither great). I'm sure DK2 was a lot better by a large margin, but let me assure you that it wasn't as bad as having a monitor - more like a huge wall a large distance away like a movie theatre, with head tracking.
Paul33993 said:They only time my lenses ever fogged up is when I tried to play something like Half Life 2. Which is something I noticed fairly quickly across VR. My lenses would never fog unless there was a good reason behind it. And that reason was always inner ear/locomotion based.
Not sure I understand mate. Can you elaborate?
How does locomotion cause foggy lenses? Something to do with increased heart-rate causing sweating?
Sounds like the poor chap could do with a de-humidifier, or simply a fan blowing on his face while "plugged in".
Both my old HMD's had head tracking (one after market solution, the other integrated; and neither great). I'm sure DK2 was a lot better by a large margin, but let me assure you that it wasn't as bad as having a monitor - more like a huge wall a large distance away like a movie theatre, with head tracking.
Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.
[quote="helifax"]When moving from 3rd to 1st perspective:
- You don't render the body at all (so defo not trying to put the camera in a mesh)
- You adjust the FOV accordingly to compensate for the change between 1st/3rd eye perspective;)
- Sometimes you might need to adjust the world scale a bit, but this is needed only is the virtual world wasn't done to correct scale and proportions in the first place.
Is that simple.[/quote] That will get you partway there, but it doesn't solve the problem of how to place and animate the camera. If you just place it at roughly eye height and to move in a straight line (no sway/bounce), that works as long as all you expect to do in the game is run around, maybe do some simple interactions (press buttons, open doors). But the moment you start thinking about guns, swords, climbing, jumping, dodging, rolling, sliding, driving, painting, fishing, baking, golfing...etc into the mix, it breaks.
Do you match the camera to where the third person character's head would be? Instant nausea if you do that 1:1 in most of the above cases. Anything other than that, and you'd have to manually animate for it. You'll probably need to bring the character's mesh back into play too, otherwise most of those interactions will either be impossible, or just not feel good to play.
To give you a sense of it, take a look at this video. This is a first person game, viewed from a third person camera. Look how stable the head has to be - and even then, this is a game that still made a lot of people motion sick. Now to apply the same principle in reverse, imagine she was animated correctly for a third person view, and you put a camera where her head would be (delete the character mesh, and just attach it to the location). That's going to look awful too.
https://www.youtube.com/watch?v=t3VnWYt9flM
In short, you have to design, plan and animate for a camera perspective if you want it to work well. You might be able to hack something together as a mod/quick and dirty option, but for many games that's not going to be enough to make it actually playable/enjoyable.
helifax said:When moving from 3rd to 1st perspective:
- You don't render the body at all (so defo not trying to put the camera in a mesh)
- You adjust the FOV accordingly to compensate for the change between 1st/3rd eye perspective;)
- Sometimes you might need to adjust the world scale a bit, but this is needed only is the virtual world wasn't done to correct scale and proportions in the first place.
Is that simple.
That will get you partway there, but it doesn't solve the problem of how to place and animate the camera. If you just place it at roughly eye height and to move in a straight line (no sway/bounce), that works as long as all you expect to do in the game is run around, maybe do some simple interactions (press buttons, open doors). But the moment you start thinking about guns, swords, climbing, jumping, dodging, rolling, sliding, driving, painting, fishing, baking, golfing...etc into the mix, it breaks.
Do you match the camera to where the third person character's head would be? Instant nausea if you do that 1:1 in most of the above cases. Anything other than that, and you'd have to manually animate for it. You'll probably need to bring the character's mesh back into play too, otherwise most of those interactions will either be impossible, or just not feel good to play.
To give you a sense of it, take a look at this video. This is a first person game, viewed from a third person camera. Look how stable the head has to be - and even then, this is a game that still made a lot of people motion sick. Now to apply the same principle in reverse, imagine she was animated correctly for a third person view, and you put a camera where her head would be (delete the character mesh, and just attach it to the location). That's going to look awful too.
In short, you have to design, plan and animate for a camera perspective if you want it to work well. You might be able to hack something together as a mod/quick and dirty option, but for many games that's not going to be enough to make it actually playable/enjoyable.
[quote="RAGEdemon"][quote="Paul33993"]They only time my lenses ever fogged up is when I tried to play something like Half Life 2. Which is something I noticed fairly quickly across VR. My lenses would never fog unless there was a good reason behind it. And that reason was always inner ear/locomotion based.[/quote]
Not sure I understand mate. Can you elaborate?
How does locomotion cause foggy lenses? Something to do with increased heart-rate causing sweating?
Sounds like the poor chap could do with a de-humidifier, or simply a fan blowing on his face while "plugged in".
Both my old HMD's had head tracking (one after market solution, the other integrated; and neither great). I'm sure DK2 was a lot better by a large margin, but let me assure you that it wasn't as bad as having a monitor - more like a huge wall a large distance away like a movie theatre, with head tracking. [/quote]
For myself, yeah. If my lens ever started "fogging", it was always because FPS locomotion discomfort made me hot and my forehead had started sweating (usually too involved to really pay much attention before it hit that point).
Paul33993 said:They only time my lenses ever fogged up is when I tried to play something like Half Life 2. Which is something I noticed fairly quickly across VR. My lenses would never fog unless there was a good reason behind it. And that reason was always inner ear/locomotion based.
Not sure I understand mate. Can you elaborate?
How does locomotion cause foggy lenses? Something to do with increased heart-rate causing sweating?
Sounds like the poor chap could do with a de-humidifier, or simply a fan blowing on his face while "plugged in".
Both my old HMD's had head tracking (one after market solution, the other integrated; and neither great). I'm sure DK2 was a lot better by a large margin, but let me assure you that it wasn't as bad as having a monitor - more like a huge wall a large distance away like a movie theatre, with head tracking.
For myself, yeah. If my lens ever started "fogging", it was always because FPS locomotion discomfort made me hot and my forehead had started sweating (usually too involved to really pay much attention before it hit that point).
[quote="RAGEdemon"]I played FPS with my old i-Glasses SVGA 3D, and eMagin Z800. They were the best! They weren't even made for VR - aiming with head etc was "livable".
If you easily feel sick then I guess the games which give the most "presence" aren't going to be for you.[/quote]
I also played a lot in the past with Vuzix VR920 but due to FOV you have no motion sickness. I could play in 3D for hours without any problem.
But when I played Doom 3 with DK1 It was nauseating. Going down some stairs it was like infinite falling for me.
I also tried Skyrim and here it was even worse.
RAGEdemon said:I played FPS with my old i-Glasses SVGA 3D, and eMagin Z800. They were the best! They weren't even made for VR - aiming with head etc was "livable".
If you easily feel sick then I guess the games which give the most "presence" aren't going to be for you.
I also played a lot in the past with Vuzix VR920 but due to FOV you have no motion sickness. I could play in 3D for hours without any problem.
But when I played Doom 3 with DK1 It was nauseating. Going down some stairs it was like infinite falling for me.
I also tried Skyrim and here it was even worse.
Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Windows 10 64bits
Here's hoping they pre-announce the price before the 29th. Whatever it is.
/\
I actually found the DK2 to be extremely comfortable with extended usage in sim racers.
Of course, if the game is abusing the player's locomotion system, it's best to keep things short.
Very well said... Unlike others trying to BASH me (and others) saying that we want VR to fail... "cause they waited 2 years for VR"... (They know all to well who I am referring to...)
Interesting video! It really shows the precision of the tracking there! Now if we could only get VR on a MAJOR game/title it would be awesome for a start !!!
(Mirror's Edge maybe???)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
HAHAHAHA! I just imagined playing the Witcher 3 or Skyrim in VR where you actually HAVE TO RUN and Walk:)) I bet my session will be around 10-15 minutes until I need a break and a conversation with Roach:)) (lazy ass horse ^_^) Still IT WOULD BE VERY INTERESTING to experience it;) (a first person camera can be very easily added to any game btw...)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
It's possible for devs to do both, but they'll usually use different animation sets, and it's not a quick/easy change.
Intel i7 8086K
Gigabyte GTX 1080Ti Aorus Extreme
DDR4 2x8gb 3200mhz Cl14
TV LG OLED65E6V
Windows 10 64bits
that is disappointing. I only purchased the rift for first person gameplay
Intel Core i9-9820x @ 3.30GHZ
32 gig Ram
2 EVGA RTX 2080 ti Gaming
3 X ASUS ROG SWIFT 27 144Hz G-SYNC Gaming 3D Monitor [PG278Q]
1 X ASUS VG278HE
Nvidia 3Dvision
Oculus Rift
HTC VIVE
Windows 10
When moving from 3rd to 1st perspective:
- You don't render the body at all (so defo not trying to put the camera in a mesh)
- You adjust the FOV accordingly to compensate for the change between 1st/3rd eye perspective;)
- Sometimes you might need to adjust the world scale a bit, but this is needed only is the virtual world wasn't done to correct scale and proportions in the first place.
Is that simple.
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
If you easily feel sick then I guess the games which give the most "presence" aren't going to be for you.
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I think this depends on the experience too. I definitely think "presence" can intensify sickness if the same kind of experience makes you sick in real life too, like rollercoaster ride. But generally "presence" just means higher quality experience all around so it can also help with the sickness(those related to the limitations of the tech.). This has already happened infact and you are far less likely to feel sick in cv1 compared to dk2. Or so the reports say at least. I think this could also be because of carefully selected demos.
VR has locomotion issues for many because on a sub-conscious level, our lizard brain parts have totally bought in. They're totally buying things are real (even if we know on a conscious level it's not). So when our inner ear isn't detecting any actual physical movement to match those visuals, you get that weird sensation and start sweating.
I found it interesting on another forum, a respected poster over there always talks about how he loves all genres in VR. Then he recently made a comment about lens fogging. And how he hoped they corrected it. Since if he didn't put a cloth around the lenses, they were guaranteed to fog up on him. Which I found funny. I live in a fairly warm and humid climate. I had zero issues with fogging on my lenses (even with extended sim racing sessions). They only time my lenses ever fogged up is when I tried to play something like Half Life 2. Which is something I noticed fairly quickly across VR. My lenses would never fog unless there was a good reason behind it. And that reason was always inner ear/locomotion based.
Not sure I understand mate. Can you elaborate?
How does locomotion cause foggy lenses? Something to do with increased heart-rate causing sweating?
Sounds like the poor chap could do with a de-humidifier, or simply a fan blowing on his face while "plugged in".
Both my old HMD's had head tracking (one after market solution, the other integrated; and neither great). I'm sure DK2 was a lot better by a large margin, but let me assure you that it wasn't as bad as having a monitor - more like a huge wall a large distance away like a movie theatre, with head tracking.
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Do you match the camera to where the third person character's head would be? Instant nausea if you do that 1:1 in most of the above cases. Anything other than that, and you'd have to manually animate for it. You'll probably need to bring the character's mesh back into play too, otherwise most of those interactions will either be impossible, or just not feel good to play.
To give you a sense of it, take a look at this video. This is a first person game, viewed from a third person camera. Look how stable the head has to be - and even then, this is a game that still made a lot of people motion sick. Now to apply the same principle in reverse, imagine she was animated correctly for a third person view, and you put a camera where her head would be (delete the character mesh, and just attach it to the location). That's going to look awful too.
In short, you have to design, plan and animate for a camera perspective if you want it to work well. You might be able to hack something together as a mod/quick and dirty option, but for many games that's not going to be enough to make it actually playable/enjoyable.
For myself, yeah. If my lens ever started "fogging", it was always because FPS locomotion discomfort made me hot and my forehead had started sweating (usually too involved to really pay much attention before it hit that point).
I also played a lot in the past with Vuzix VR920 but due to FOV you have no motion sickness. I could play in 3D for hours without any problem.
But when I played Doom 3 with DK1 It was nauseating. Going down some stairs it was like infinite falling for me.
I also tried Skyrim and here it was even worse.
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