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

  • 5BC2E7@lemmy.world
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    1 year ago

    And you even have some vr fans just blindly claiming that all games should use gliding for movement and that having the option to teleport ruins the game even if they don’t use it. even though gliding (they call it natural locomotion) makes people sick because it’s obviously unnatural. They claim there is no need for movement systems that don’t induce motion sickness because it’s a matter of getting used to “natural locomotion” an anyone who doesn’t get better is because they are lying🙄.

      • RaoulDook@lemmy.world
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        1 year ago

        100% accurate. All the teleport-to-move games I tried just sucked. Enabling free movement is a must for good VR gaming.

        It’s too bad for the folks that get motion sickness, they are missing out on some rad shit.

      • 5BC2E7@lemmy.world
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        1 year ago

        I am not sure if you are mixing allowing teleportation with not allowing natural locomotion or if you are claiming that allowing teleportation would be limiting the game in some form. Many games support both. My comment was about people complaining that the game should not have support for teleportation (since they don’t use it).

        There are plenty of multiplayer games with locomotion. The problem you describe regarding not being able to play multiplayer has been resolved in this games with different mechanics. Most of them use some form of stamina so you can’t just run away. To name an example since you claim no one has done it take a look at half life alyx.

        I agree with the fact that it doesn’t work well for existing games non vr games. But I don’t want to play those games in vr…

        Regarding your static gallery comment that’s not true at all. You teleport to move larger distances but you interact with your environment by moving in the room where you are playing so you can walk, dodge, crawl, etc…. Teleporting is more about repositioning your play space so you can actually walk and move around using your body.

          • 5BC2E7@lemmy.world
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            1 year ago

            Thanks for clarifying your position. You seem to be the type i was describing. Well except that you didn’t claim everyone can get used to it and anyone who can’t is because they are not trying. As te technology stands, making games that only a fraction of the target audience that want and can consume it is not a great idea. Instead you say that most people want what you want and ignore the statistics.
            I agree with your opinion that games that cater to me are better than games that don’t.

              • 5BC2E7@lemmy.world
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                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

                  • 5BC2E7@lemmy.world
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                    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.

    • deadcade@lemmy.deadca.de
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      1 year ago

      Although with most games, the accessibility options need to be there (even when they sometimes aren’t), some games incorporate their movement mechanics into gameplay heavily. Take BONELAB for example. Great game, but simply impossible to play for some people due to the movement. Adding teleporting (or really any accessibility movement option) would simply ruin it though, as the entire game is based around physics based interactions, walking, running, jumping, climbing, etc.

      • chakan2@lemmy.world
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        1 year ago

        Bonelab literally made me sick for hours. I tried to power through it and that’s when I realized VR wasn’t for me.

        It’s a slick game…but oof…I just can’t do it.