Feeling Sick in VR Down to Developers Not Hardware States Valve
One of the major obstacles virtual reality (VR) hardware manufacturers have had to overcome, before releasing consumer versions is that of simulator sickness. That feeling of nausea that can occur when you move in the virtual world but your body physically doesn’t. At the recent EGX event in Birmingham, UK, Valve’s Chet Faliszek told attendees that the hardware isn’t at fault anymore, and it’s developers experiences that are at fault.
In Faliszek’s developer session, reported by Games Industry.Biz, he said: “The idea that VR must get you sick is [bullshit]. We have people come in who don’t want to do demos. In a party of ten people there will be someone who says, I’m gonna be sick, I’m gonna be sick, I can’t do this.”
“That expectation is based on either what they’ve seen before or what they’ve heard.”
“As consumers and people in the community, hold developers to it. They shouldn’t be making you sick. It’s no longer the hardware’s fault any more. It’s the developers making choices that are making you sick. Tell them that you don’t want that,” he said to the consumer audience.
Now Faliszek is naturally only talking about the HTC Vive, the head-mounted display (HMD) that Valve collaborated with HTC to create. One of the HMDs main features is the wireless motion controllers that are part of the Lighthouse Room-Scale tracking system, which tracks users in a 15 feet by 15 feet space. This interactive system makes an immersive VR experience that much better. “When you reach in and can interact with the world your brain’s buying into the system grows that much stronger,” Faliszek added.
With the HTC Vive due to launch this year, and rivals like the Oculus Rift not out until 2016, those in the industry won’t have to wait too much longer to see how well consumers adapt to the technology.
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