Why virtual reality makes a lot of us sick, and what we can do about it.

  • 5BC2E7@lemmy.world
    link
    fedilink
    English
    arrow-up
    1
    arrow-down
    1
    ·
    edit-2
    1 year ago

    The article says 40% to 70%. Not 20%

    So halving your sales by ~50% on a small market doesn’t go well

    • lloram239@feddit.de
      link
      fedilink
      English
      arrow-up
      2
      ·
      edit-2
      1 year ago

      The article doesn’t cite a source and the number is meaningless without knowing the methodology. If you put a headset on somebody new to VR and spin them around the yaw or roll axis, almost everybody will get sick. But that’s a situation you encounter in no modern VR game, which all have snap-turn (except for flight and racing sims). Furthermore, most people simply get used to it, even if they initially have issues with it. For some it takes longer than others, but the end result is that it is a non-issue. Fans, ginger and a bunch of other things can help as well.

      Ever seen a beginner try dual stick controls in a FPS game? That doesn’t exactly come naturally either, that doesn’t mean we should stop making FPS games. My worst case of motion sickness so far was Half Life 2 on a monitor before they patched the FOV.

      • 5BC2E7@lemmy.world
        link
        fedilink
        English
        arrow-up
        1
        arrow-down
        1
        ·
        1 year ago

        I suppose you are entitled to your opinion and so am i. I will keep not buying or refunding games that make me uncomfortable. developers that cater to you and oppose supporting teleportation will learn how it goes as well.