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Guru3D.com » News » Valve Mysteriously solved VR Motion Sickness Problem

Valve Mysteriously solved VR Motion Sickness Problem

by Hilbert Hagedoorn on: 03/06/2015 08:58 AM | source: | 23 comment(s)
Valve Mysteriously solved VR Motion Sickness Problem

Gabe Newell told the New York Times "Zero percent of people get motion sick" when they use SteamVR tech. In his frank speech at the conference, Mr. Carmack did not sugarcoat his explanation for why Oculus has moved slowly to ship a public version of its virtual reality technology. Personally I have an oculus as well, and can't play longer than 5 minutes before I get sick to my stomach.

It is well known that virtual reality headsets can cause motion sickness and eyestrain in people who use them, though the severity varies by person, the type of game being played and the length of time a game is played. 

Oculus and other companies are still making technical modifications to their products to avoid those effects. They are encouraging game developers to avoid creating virtual environments that tend to cause nausea, like roller coaster rides. Mr. Carmack said Oculus would still allow virtual reality games that could make people uncomfortable into the online store for its headset, but it will label them as such. 

In the meantime, they are keeping access to the products limited. Oculus has released a version of its headset that connects to PCs for developers only. Gear VR, the mobile phone headset Samsung makes, has been on sale since late last year, but only in limited quantities and without broad distribution in wireless stores and other retail locations. 

In explaining why Oculus has gone slow, Mr. Carmack described what he called a "nightmare scenario" that has worried him and other Oculus executives. "People like the demo, they take it home, and they start throwing up," he said. 

At least one company, Valve, believes it has solved the discomfort problem with headsets. In an interview at the developer conference, Gabe Newell, the president and co-founder of Valve, said he, too, had reacted badly to most headset demonstrations, describing them as the "world's best motion sickness inducers." 

Mr. Newell said the company had 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. Part of its solution is a motion tracking system that uses lasers to accurately reproduce a person’s real-world movements in the virtual world. Mr. Newell said Valve would offer the tracking system, called Lighthouse, free to hardware manufacturers. 

During a 15-minute demonstration of the Valve headset, it caused no discomfort for a reporter. In one segment of the demonstration, a colossal whale comes precariously close to the viewer, who is standing on the prow of a wrecked ship.







« AMD unofficially confirms Radeon Flagship – R9 390X - Launches at Computex · Valve Mysteriously solved VR Motion Sickness Problem · Nvidia PhysX Source Code Now Available Free »

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KissSh0t
Senior Member



Posts: 11079
Joined: 2011-10-22

#5024651 Posted on: 03/06/2015 09:17 AM
Praise Lord Gaben.

JulianBr
Member



Posts: 44
Joined: 2011-06-23

#5024653 Posted on: 03/06/2015 09:27 AM
He did it again! Almighty Gaben!

Prod
Senior Member



Posts: 316
Joined: 2004-09-10

#5024669 Posted on: 03/06/2015 10:53 AM
He did it again! Almighty Gaben!


lol nice

CrazY_Milojko
Senior Member



Posts: 2540
Joined: 2013-02-26

#5024685 Posted on: 03/06/2015 12:09 PM
I don't believe this until I try it myself. I highly doubt they had solved motion sickness completely so that we could play for more than hour or two without negative effect.

lol, that "VR thing" pic in the top of the article is hilarious :funny:

GiggityGiggity
Junior Member



Posts: 6
Joined: 2015-01-30

#5024687 Posted on: 03/06/2015 12:16 PM
It's a bold statement to come out and say that 0% have felt sick with the Vive when the demo's are in a controlled environment.

I use a DK2 pretty much daily playing Elite or Assetto Corsa, and I can play for hours fine. But as soon as I try a stand up FPS game like Alien Isolation / Pneuma, after tens mins I've had enough and want to turn it off.

Difference with Valve's system is the complete room tracking, so their movement in the demo environments is 1:1, and therefore a lot more natural. I imagine being able to see your hands in-game where they are in the real world also helps.

It's a great solution they've got, but I do wonder how it will translate into proper games where you're walking/running long distances. They've mentioned changing the ratios so a few feet can equal metres/miles. Interesting to see how that pans out & makes you feel.

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