VR still makes 40-70% of players want to throw up, and that's a huge problem for the companies behind it

stopthatgirl7@kbin.social to Technology@lemmy.world – 721 points –
VR still makes 40-70% of players want to throw up, and that's a huge problem for the companies behind it
pcgamer.com

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

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I bought a Vive since I was careless and wanted to see what the VR hype was. Considering that I've probably used it less than 100 hours in about 4 years, I think of it as a bad investment.

In its current technologically limited state, VR feels more like a gimmick than a real experience. I think that all of what VR is currently trying to do is still waiting for that uninvented Star Trek holodeck technology to come around anyway. Headsets and wands are unwieldy and breaking down/setting up the system is a PITA.

The Quest is really easy to use since you don't need external sensors, but it's underpowered and also from Facebook.

We need wider FOV and better screens. The controllers are okay I think. Hopefully with apple stepping in we get more desperately needed content.

I’m not sure if even Apple can turn the tides. I can’t see how Apple can succeed if Meta struggle finding a market even with their much cheaper models.

Maybe they will find a market among the most diehard Apple/tech enthusiasts, but it’s probably going to end there.

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The OG Vive is a really horrible experience compared to modern VR headsets already. There are incredible technological advancements being made and to say all VR is doing is waiting for some Star Trek technology is incredibly ignorant. And frankly an insult to those super talented engineers that are breaking new ground on a yearly basis.

Sorry if I sounded disrespectful to the brilliant people working on this tech. I don't mean to say they aren't making insane progress in the field. However, I stand by the main point of my original comment: until VR makes a lightyear jump in tech and frees itself of the headset and the wands/hand pieces (or minimizes them to the point of negligible discomfort), I won't be sold on VR as a consumer.

I get that but I feel like we're much closer than you think. Hand tracking has been a thing in budget headsets for years now and it's really solid. There are quite a few really fun experiences that don't require controllers at all.

Apple is about to ditch controllers completely, combining hand tracking with eye tracking. The displays are almost as sharp as real life and headsets today are fully wireless, standalone computers while being 50% slimmer than your Vive. Oh yeah, they also map the environment automatically and have high definition 3D passthrough with AR capabilities.

A lot of that stuff was considered science fiction when the Vive was released. What you want from VR is happening within the next decade, no lightyear jump needed.

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