Valve Mysteriously solved VR Motion Sickness Problem

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Praise Lord Gaben.
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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:
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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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If it really is a 1:1 movement then there's no real reason I can see why motion sickness would happen, given that it is caused by the disconnect between movement and vision. The problem here is there will probably have to be some form of calibration to be done for it to work perfectly with every game. However, even if they have an hours calibration for each game it's still a pretty damn good step forward and definitely something to brag about.
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How the hell they did that? Now i have to wait for CV1 to see if it can do it better, if not i will have seriously hard time deciding which cat in the bag i should get.
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If it really is a 1:1 movement then there's no real reason I can see why motion sickness would happen, given that it is caused by the disconnect between movement and vision. The problem here is there will probably have to be some form of calibration to be done for it to work perfectly with every game. However, even if they have an hours calibration for each game it's still a pretty damn good step forward and definitely something to brag about.
And what is the amount of games where you only stand still and look around with your head? There is some 1:1 for you. The real issue is completely replacing the real world with a fake one.
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And what is the amount of games where you only stand still and look around with your head? There is some 1:1 for you. The real issue is completely replacing the real world with a fake one.
Oh yeah, totally forgot about the difference between inertial motion sickness and visual motion sickness. However, looking around on pubmed, it seems that there's a bunch of different factors that can lessen simulation sickness, so its not unreasonable to think that someone at valve/HTC managed to do it in a controlled environment.
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http://youtu.be/leg2gS6ShZw I personally will be picking up steam version of VR as it's by far the most advanced version currently available. Also the idea of giving money to steam, a game related franchise rather than Facebook, a marketing company. As oculus seems has taken the mobile vr route than actual dedicated vr gaming bieng put on the back burner currently. Plus, oculus still has no release date or even confirmed specs for CV. Steam on the other hand already released the specs and release date bieng around late this year.
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i doubt i would even want to use my head as a controller. the thought of moving my head around sounds exhausting. i just want a huge, full field of view 3d screen. hopefully, head tracking will be optional in games, though i know they'll stress it in the beginning.
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It will definitely be 0% for me as I won't be buying trash like VR 😀 But, for those that do get sucked in at least it's one less thing to make you sick!
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Doesn't Valve have a higher refresh rate for their VR screens as opposed to Occulus Rift?
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90Hz I think DK2 is 75Hz but I read something about 120Hz with DK2, can't remember what that was about though
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They way to solve it, is don't use it ^^
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It does sound unlikely it will be solved for everyone, but any improvement is welcome. Looking forward to trying it, can see it being amazing for Star Citizen and Elite Dangerous, and i have little interest in those games, but with VR it would likely be a much better experience.
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I find with the DK2, if you have something constantly stationary on screen, such as a hud, motion sickness is greatly reduced, but when absolutely everything moves, it's nasty stuff
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awesome. I wonder if the motion tracking has anything to do with the focal point as well. that's what the new version of the 3ds lite does. it looks at your eyes and sets the convergence value to whatever you're looking at. as opposed to a fixed location in space where anything in the foreground or background would cause eye strain but that sweet spot looks sweet. some 3d middleware (iZ3D, tridef) have an autofocus feature that basically adjusts it to whatever's in the center of the screen, but that's not always where you're looking. I read another article before that talked about how framerates and resolution have contributed to this motion sickness, understandably. honestly though, i have gone as low as 480p @ 20 fps and i still love the effect on my 3dtv, and have NEVER had motion sickness or a headache. furthermore, i call b.s. ...i think half of the criticism is b.s. and people are just too dumb to add a .nip profile with NVidia inspector to get something working in real 3d instead of the crappy 2d to 3d conversions, or adjust their convergence values when it actually is working. THAT (understandably) i think is a huge part of the real reason 3d hasn't taken off. took me a bachelor's in 3d animation to be able to understand how to tweak that stuff. it is nice to see R&D in this space, 3d has been neglected for far too long.
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90Hz I think DK2 is 75Hz but I read something about 120Hz with DK2, can't remember what that was about though
I think frame rate is part of it, but lower persistence is key as well. I thought I read that the valve display was of particularly low persistence. I think their use of room tracking is really intriguing. I wonder how it handles objects in the room, like a chair or coffee table. Depending on how high resolution those lasers map out the room, I don't see any reason why a game couldn't place an object like rock to mask an obstacle. What would be really cool is if it could recognize a shape like a table and insert a same-size table in game, or even a chair.
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High refresh rate, low persistence, high resolution, low input latency, low video pipeline latency, and something Valve have drawn Carmack's attention to, change out that old top-to-bottom, left-to-right refresh method we still use. In VR headsets, moving your head around will cause the screen to have less latency at the top than at the bottom, making the image move in a wobbly fashion and adding to motion sickness. I believe it's that issue they have solved. Without changing how the graphics card itself sends a frame to the monitor, this means that a buffer to hold at least a frame was used, adding back some latency. 90Hz isn't enough for monitors let alone for VR, as a long-term solution. Refresh rates beyond 200Hz sound nice. We shall see.