CCP Games Explains Why Virtual Reality First Person Shooters Still Don't Work 154
An anonymous reader writes Icelandic studio CCP is better known for EVE Online, but its first foray into virtual reality with space shooter Valkyrie has caused a stir, and is widely seen as a flagship game for the Oculus Rift headset. In a new interview, Valkyrie executive producer Owen O'Brien explains what advantages the game will have when played with a headset — and gives his view on why a dogfighter is better suited to VR than a first person shooter: "People have hacked it together, but it doesn't really work," he says. "The basic problem is Simulator Sickness. In Valkyrie or any cockpit game or driving game, what you're doing in the real world, assuming you're sitting down, more or less mimics what your brain is telling you you're doing in the game. So you don't get that disconnect, and it's that disconnect that causes sickness. So, the problem with first-person shooters is that you're running or crouching or jumping in the game but not in the real world, and because it's so realistic it can make some people (not everybody) feel nauseated if they start doing it for extended periods of time."
Not if you use the Virtuix Omni (Score:5, Interesting)
You use it in a VR environment and to move forward, you walk forward on the treadmilll.
This should solve the simulator sickeness issue.
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Went here to see whether a comment about Virtuix Omni has made it into the top three, was not dissapointed.
I'm curious though, how they manage to integrate the controls into the game. If all you have is a joystick, that's one thing, but if you want to have a full cockpit controls, you probably need some sort of VR gloves (and some kind of Minority Report controls). I recall seeing such gloves on an Occulus Rift presentation, but forgot how the project was called.
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Went here to see whether a comment about Virtuix Omni has made it into the top three, was not dissapointed.
Haha, me too! Although combining an Occulus Rift and and Omni is probably a bit too much like actual exercise to really take off in a big way. Yeah it's a neat gimmick, but not conducive to gaming for hours. Unless you are specifically using it to make your exercise routine more interesting, in which case it's a great idea. That would be a different user base than for most video games, though...
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Went here to see whether a comment about Virtuix Omni has made it into the top three, was not dissapointed.
Haha, me too! Although combining an Occulus Rift and and Omni is probably a bit too much like actual exercise to really take off in a big way. Yeah it's a neat gimmick, but not conducive to gaming for hours. Unless you are specifically using it to make your exercise routine more interesting, in which case it's a great idea. That would be a different user base than for most video games, though...
It's true that most gamers aren't exactly fitness buffs. However, If VR and the Virtuix Omni makes a game more compelling and gives a player an advantage, then I think that you would see a higher adoption rate than you anticipate.
Personally, I was thinking that if the Virtuix Omni becomes popular, gamers could become as fit as some professional athletes. Think about it, if you game for 6 hours a week using the treadmill, ducking, jumping, etc., all while having fun, you would get into shape fairly quickly
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My roommate still uses DDR (OK, technically Stepmania) as his workout routine. I tend to go with Dance Central on the Kinect instead, but... yeah, they're both amazing workouts.
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Control VR are these gloves called, they had a Kickstarter campaign as well, got more than double the funding they wanted.
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That depends on whether the sickness is caused by the lack of leg movement or not. It think there's a good chance the problem is tied to the inner ear (or more precisely your sense of movement vs. visual feedback), or possibly something else, in which case a treadmill might not help at all.
This is only a guess, but I think the reason simulator games work okay is because real life piloting of cars and planes is actually what is outside our normal expectations for our physical movement versus our sen
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That depends on whether the sickness is caused by the lack of leg movement or not. It think there's a good chance the problem is tied to the inner ear (or more precisely your sense of movement vs. visual feedback), or possibly something else, in which case a treadmill might not help at all.
Indeed - the Virtuex Omni is more likely to make things worse. Your eyes say one thing, your feet another[*], and your inner ear disagrees with the two.
Think about it - when you drive a car, you don't have to move your feet like a mad runner in order to avoid feeling sick. Your inner ear gets the cues from the accelerations, and those match what you see, as long as you look out the windows. If, on the other hand, you're a kid that reads or play in the back seat, your visual cues don't match your inner e
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So is that why those little shits constantly kick the back of the seat? to stave off motion sickness?
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The Virtuix Omni is basically an omnidirectional treadmill.
You use it in a VR environment and to move forward, you walk forward on the treadmilll.
This should solve the simulator sickeness issue.
Sure until you reach some stairs, or a ladder, or need to jump down from a ledge. Or crouch. Or do anything interesting with a portal gun.
And where do I put the keyboard and mouse? Or do I have to line up my shots with a toy rifle instead?
Thus being wasted by people playing in a chair with a keyboard and mouse, becau
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These are quite small! You could easily jump off it I think.
What I'm waiting for is a BIG room like treadmill. Something you REALLY could move on as if you were in space
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Two words: hamster ball
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What you need is a force feed back suit, basically an extension of powered exoskeleton technology http://en.wikipedia.org/wiki/P... [wikipedia.org] but instead of providing mechanical assistance it provides mechanical resistance. Not only can it be used in gaming but in remote robotics where the operator guides the robot and gets feedback from the robot for accurate motion. Think of the suit being suspended in mid air, holding the player up and allowing a full range of motion, quite expensive and really only for the relat
peddling his own wares (Score:2)
i doubt many people accustomed to fps's get motion sickness when playing with rift. I certainly don't.
however the dude is peddling a space sim, not an fps.
so, fuck him and his opinion.
(for the record, there's some people who get motion sickness just watching someone else play fps on a normal screen.. so could just as well claim that fps's can't work at all)
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I can easily afford it to get me one of those Virtuixes (Virtuii?), have a spare room to put it and find the technology really cool. Still, not sure whether I ever buy it. Must be getting older... Still, looking forward for very healthy geeks.
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I actually have experienced nausea in non-VR FPS games. Descent and the old Duke Nukem used to give me headaches and nausea on and off.
Descent had that effect on a lot of people, even where other games at the time didn't. I think it was due to the full six degrees of freedom movement plus zero-g and "which way is up" effect. I don't think the sentence in the summary about cockpit games applies - unless you are in zero-g in real life.
Yeah, yeah... (Score:2)
So, the problem with first-person shooters is that you're running or crouching or jumping in the game but not in the real world
Yeah, we know you're just trying to sell these. [virtuix.com]
Make the players mechs instead (Score:2)
So put together some cockpit graphics and make the player models look like mechs instead of people. I'll admit that we'll probably never be playing quake/unreal style FPS games in VR*, but that doesn't mean that we can't have VR FPS-style games. They'll just have to be a little different from the shooters we currently play.
*Yes, there are omnidirectional treadmills, which will be great for getting gamers to exercise, but no one's going to be doing an all-day gaming session if they have to physically run the
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The medium is the message (Score:4, Interesting)
Within even moving our internet browsing and gaming to mobile devices has resulted in wildly different usage patterns, there are the obvious ones such as using map tools more but Facebook does not seem to have translated to mobile as well as instagram, or twitter. Also the first person shooter largely has failed on mobile whereas I don't think that Angry Birds would have gotten much traction in a desktop only universe.
So surprise surprise VR goggles aren't turning out to be a screen you wear on your eyes but a whole new medium. I am willing to bet that there will be a genre that takes off on VR and that genre might not even really exist right now. Something really different. A simple example of different was that Wii games had a wildly different flavour than anything proceeding them. I don't remember a game prior to the Wii where I stood on a platform eagerly flapping my arms to propel what looked like a guy in a chicken suit though the air. Yet the Kinect games never caught my fancy as the games were often too serious and made me feel like a fool flapping my arms. The Just Dance game was close but was probably too late.
I am going to throw this one out there for free: Maybe the VR goggles will take off in Colorado and Washington with the blockbuster title being "The Stoner Olympics"
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If as you can do with VR is reproduce a similar experience to a PC game no one will buy it. They'l just keep playing their PC games with their music on and reddit or youtube on their second monitor while enjoying a beverage. You have to offer a more immersive experience if you're going to limit multitasking and convenience.
You could have a virtual monitor in your cockpit that you bring reddit or youtube up on. When you are on those long boring flights through space toward the far away target you need something to keep you entertained.
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So surprise surprise VR goggles aren't turning out to be a screen you wear on your eyes but a whole new medium. I am willing to bet that there will be a genre that takes off on VR and that genre might not even really exist right now. Something really different.
I suspect they would work quite well for (an evolution of visual novels), since those are already set in the first person, but don't require moving around the way FPSs do. Not sure how the controls would work though...
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Your novel idea would probably be pretty good if it is written so that more than one thing is going on at a time; and yes good lu
The obvious FPS that needs to be made then (Score:5, Insightful)
Wheelchair Hunter eXTreme
You're sitting down. You could even sell wheels that attached to the side of office char armrests... and a gun accessory that tracked position relative to your body to match the virtual version.
Or, a Battlezone clone where you are in an open cockpit.
Chainsaw! (Score:2)
Please make it moddable. I want a chainsaw on my wheelchair. Woooo!
Now why would I make WHeX WITHOUT chainsaws!
A chainsaw on every corner. The footrests? Both chainsaws.
And then of course there's the Tow Saw, which is a chainsaw tied to a rope that bounces around randomly as you roll forward.
What of lag? (Score:2)
Visualization is incredibly powerful, but bad visualization is incredibly bad. I find that any kind of response time lag between my inputs and the real world, especially when it varies, is what makes me sick — and I can play descent without chunking without any trouble, so long as the frame rate is kept up.
Which is why FAST flicker still causes vertigo. (Score:5, Interesting)
I find that any kind of response time lag between my inputs and the real world, especially when it varies, is what makes me sick ...
My wife has vertigo. Her attacks can be triggered by fluorescent or high-pressure arc lights where the flicker rate is above the flicker-fusion rate of the eye. (This makes trips to warehouse stores problematic - they have to be short or she'll be down for the rest of the day. That's hard at, say, Costco.)
I used to wonder how this could be, and finally realized that the "strobe light" effect produces small, but significant, errors in observed position of the background items (shelves, etc.) that she uses for reference to balance despite the damaged inner ear.
When they first began using fluorescent lights in factories - in the days before guards over moving machinery were common - the worker injury rate went 'way up. Turns out the lights made the AC-powered motors, turning at or near an integer fraction of the line frequency, look like they were stopped or only moving slowly.
The fix was to build the light fixtures in two-tube versions, with a capacitor and an extra inductor in the balast, so the "lead lamp" and "lag lamp" would light at a quarter-cycle offset. In combination with suitably persistent phosphors this made them largely fill in each other's dim times, enough to make fast-moving parts blur and look like they were moving. For large arc lights, a similar fix was to arrange them so adjacent lamps were distributed among the three phases of the power feed, rather than having rows or patches of lights all flickering in unison.
Unfortunately, this lore has apparently been lost - at least outside the specialists wiring factories full of moving parts. Warehouse stores have rows and sections of arc lighting all wired to the same phase. I'm not sure, but I don't think the new electronic ballasts for flourescent lights do the lead-lag thing, OR have enough raw filtering capacitance to power the lamp through the phase reversals. (And then there's LED lamps...)
It's not a safety hazard these days, now that OSHA rules have all the fast-spinning machinery covered with guards. But for those with vertigo it's a big problem.
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Electronic ballasts don't run at line frequency, they are many times higher (1,000hz+), so that issue should be eliminated.
Electronic ballasts may indeed produce thousands of flashes per second. But they're powered by a "raw" power supply - a recitfier and filter capacitor that is in turn powered by the line, which comes and goes 120 times per second (or 100 in much of Europe).
If the filter capacitor is large enough that it doesn't discarge appreciably before it is recharged by the next half-cycle, the ind
Can work for some.. (Score:3)
I have high hopes that the movement won't bother me, I've never had a hint of the issues many report, though I haven't tried VR, per se.
I will say even if there is a problem for people who can stand it when it's a conventional screen but lose it at the threshold of VR, there is yet hope for FPS genre without cockpits. Imagine playing your game and the monitor having the appearance of a movie theater screen. An experience that is totally impractical in reality, but not really much of a big deal in VR. There is a lot of interest in things like VR Cinema and virtual desktop (https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=8182). In both cases, the medium is still fundamentally not motion sensing or surrounding in any way, but the concept of playing with screen size, curvature, and distance freely all while not imposing any particular posture is quite appealing.
Or is it unrealistic speed? (Score:5, Insightful)
Seriously - how many VR FPSes limit motion to anything resembling realistic speeds? Especially rotation. The average FPS has you running around at probably 20+mph and spinning 180* in a fraction of a second with a flick of the wrist. It takes me 3-4 seconds to complete a full rotation in real life at normal speeds, and if I spend much time turning quicker than that I start to get nauseous without any simulator needed. I can turn my head faster, but there's a lot more biofeedback maintaining orientation in that case. Spinning at FPS speeds should be generating massive accelerations of your inner ear, not to mention instantly launching from a complete standstill to a 20mph run - I'm not at all surprised that the absence of such accelerations throws people for a loop.
I haven't heard many complaints of nausea from the various VR first-person adventure games, and I can't help thinking tat that is largely because they are typically far slower paced than a twitchy FPS. An obvious solution would be more realistically paced FPSes. Or potentially even just considerably gentler accelerations. Maybe you can still run at 20mph, but it takes you 5-10 seconds to get there from a complete stop. Can't see any solution for faster spinning as radial acceleration is constant at constant speed, but then I'm not sure it's needed - being able to look around at a realistic pace should greatly reduce the need for instant spins, especially if you can aim independently from head tracking so that you can fire directly backwards at that guy just visible in the edge of your vision while looking over your shoulder.
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...especially if you can aim independently from head tracking so that you can fire directly backwards at that guy just visible in the edge of your vision while looking over your shoulder.
What you're suggesting presents a whole new class of problems actually (from personal experience from while messing about with the Rift). The issue is that from the VR's headset point of view, there is no difference between rotating your swivel chair and facing a direction and moving your head.
The reason this matters is for having intuitive controls. When you push forward on your d-pad, and you're facing forward, you expect to go forward. When you press forward while facing right, you expect to go right
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Ditch the swivel chair and I imagine a Mech-style control scheme would work just fine - a 3-axis joystick controls fore/aft, strafe, and swivel, while turning your head/twisting your torso controls view as expected with kinesthetics giving you an excellent awareness of "forward". Add mouse for an independent or semi-independent aim/interaction cursor and you should be good to go. Or with a dual-stick gamepad, one is 2-axis movement and the other turning and possibly jump/crouch or something. And of cour
Re:Or is it unrealistic speed? (Score:4, Funny)
It takes me 3-4 seconds to complete a full rotation in real life at normal speeds, and if I spend much time turning quicker than that I start to get nauseous without any simulator needed
3-4 seconds? Is that 1 second per hundred pounds?
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Hardly - you up to join me for a 10 mile hike tomorrow?
Seriously - walk around for a while at a normal walking pace and pay attention to how fast your body actually turns when going around corners. Or sit somewhere and watch other people do so as they go about their day - it's not nearly as fast as you would imagine. Certainly we *can* turn much faster without much effort, but we don't normally do so. Which means that FPS style games are simulating us turning much faster than normal, and if you add in wid
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Sure you *can* turn that fast, but I bet you if you actually pay attention to how fast your torso is turning when walking around the average 90* corner as you go about your day you would find you aren't actually turning all that fast. Then imagine adding on a bunch of extra weight far from your center of rotation (high angular momentum), and the time it takes to stabilize your arms to draw a bead on something. With lots of practice you could still do it quickly, but your sense of vertigo probably isn't ac
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And how often do you dart around like that in real life, so that your kinesthetic senses would be acclimated to such motion? Hell, I doubt most people could keep it up for 2 minutes, even if the speeds weren't impossible to achieve on foot. The simulation is entirely unrealistic.
Consider: a typical FPS has you running along at 20+ mph, come to an instant stop, whip around, and instantly begin running at 20+mph in a completely different direction. That maneuver is completely physically impossible - even
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I think its the other way around, VR headsets lag compared to your head moving just enough to fuck with you.
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Certainly, but lag is an independent issue from speed (much like lag and bandwidth). It's long been known that disagreements between what your eyes and your inner ear think is happening can make you nauseous, and here we have a case where darting around with lots of sudden stops and spins at FPS speeds (and possibly more importantly, with infinite acceleration) should be generating rather dramatic inner-ear responses, which of course are completely absent because in reality you're sitting still. Cockpit g
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Can, sure. But pay attention to how fast your torso actually rotates when going around the average 90* corner during your normal daily activities.
And yeah - you can do that a dozen times or more without inducing nausea, when your inner ear is in complete agreement with your eyes as to how your body is moving. Now do it for an hour or two with a bad head cold causing your inner ear to insist that you're standing still. See how it could cause problems when gaming?
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Combat situations are not relevant - nothing in my daily life gives me cause to acclimate my kinesthetic senses to that kind of movement. And in the absence of both real-life acclimation and inner ear involvement you're asking for trouble. Just imagine darting around in real life like you were in a FPS-style combat situation for a couple hours, while suffering from a bad head cold messing with your inner ear - you really think you wouldn't become nauseous?
I'm one of those people (Score:2)
and because it's so realistic it can make some people (not everybody) feel nauseated if they start doing it for extended periods of time.
I had to quit playing FPS games for that very reason. I would get nauseous after a few minutes until I started taking ginger pills, which also work for me on boats. Can't rule out that it's not purely psychological but they worked whatever the reason.
Apparently ancient Chinese mariners used to use ginger for seasickness, but they all died anyway and didn't respawn.
Never had more fun in an FPS than HL2 on the Rift (Score:3)
While I know some people are very suspetible to gettin simsick, I just want to add that some arent. I have used a Rift DK1 to play Half-Life 2, and it is the best FPS experience I have ever had. It adds an unbeliable amount of spacial sense and experience. I would not play it again without the Rift.
That said, I do need to take breaks every 45 minutes or so, and cannot play for more than three hours or so. Still, its absolutely worth it.
3D viewing (Score:2, Interesting)
There are two sets of muscles for eye movement - one for convergence, which rotates the eyes, the other for focus, which reshapes the eyes. These typically work in sync, allowing proper focus wherever one looks. In any given 3D system, however, the focus is fixed at the screen distance & never varies, while the eyes converge continuously for objects perceived at different depths. It is this disparity - one set of muscles attempting to remain fixed while the other changes continuously - that causes the b
Wait until you're older. B-b (Score:3)
There are two sets of muscles for eye movement - one for convergence, which rotates the eyes, the other for focus, which reshapes the eyes...
The latter system also reshapes the lens.
Unfortunately, as you age your lenses stiffen up and/or the muscles get weaker, and that system gradually degrades. (This "disease of age" (presbyopia) becomes significant pretty early - about mid 30s.)
(By the way: The eye rotation is actually THREE axis, although the motion around the line-of-sight is pretty limited. {Look i
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I explored the Oculus Rift for two weeks and what you are describing fits exactly with what I experienced. The first time I used the Rift, I coudl not keep it on for more than 2 hours. The next day, I had it on for about 8 hours. The strain was so bad that I could not use it at all the following day.
I eventually became "comfortable" with all aspects of the Rift but no matter what, my eyes still felt "odd" after removing the headset. That is why I did not order the future development kit. In theory, it would
Not since Doom II (Score:2)
Used to play Doom II for hours on end. And then one day, it was like a switch turned on my brain. Now, any FPS makes me motion sick. Quake, Duke, etc etc, I try to play, and up comes whatever is in the stomach. Oh well. Back to RTSs for me. :)
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Was that perhaps the day you got a bigger monitor? Motion sickness is primarily influenced by what goes on in your peripheral vision. I've only ever gotten motion sickness on sims with wraparound displays on the sides, and it's quite awesome. Still saving up for extra screens for my gaming rig at home so I can have those side panels.
All kind of obvious (Score:2)
I suppose a FPS would be possible providing the person can remain seated but there are obvious control issues to figure out. For example if I look around for real, e.g. turn my head to look over my shoulder, what does that mean in a game where I'm lying prone staring down an iron sight at
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I was thinking similarly. Their vampire game stalled out and died, as far as I know. They ultimately ended up apologizing for neglecting EVE while making incredibly sophisticated in-game avatars for a cohort of gamers least likely to care about such frippery. DUST 514 appears to be a failure, judging by CCPs own statements and the announcement of Project Legion, another attempt at MMOFPS.
One could be forgiven for thinking there are better places to find clues about the future of gaming.
That's nothing, I found something even worse (Score:2)
May 2nd, 2014: I just thought of a killer game with Occulus Rift. Imagine outerspace sports. Imagine one where if you extend your legs or arms out full, they have thrust. The thrust can propel you around, or push the ball around. You'd have to be in a sphere(suspended in a harness) which rotated around instead of the standard treadmill design. So this installation would only be good for amusement parks and... arcades(heh)? The downside of this game is that people will get HYP
This is my problem exactly (Score:2)
Originally I couldn't play 3D games. They made me ill.
Most 3D movies STILL make me ill.
However, I was able to train myself to play without needing to puke.
But watching someone else play still makes me incredibly queasy.
Recently, I had the opportunity to try out an Occulus Rift.
It hit me the same way. I had to stop playing before it got too bad. One of my colleagues was visibly ill after just a few moments.
Now some of it IS simply a matter of resolution and framerate.
But, as mentioned, some of it is due t
A bigger problem (Score:2)
eyelasers (Score:2)
Return of Space Sim Games? Zapper Fix? (Score:2)
I played a lot of games and I always found that first person view games stood the best chance of giving me motion sickness. I think a console game called Spiral the Dragon was one of the worst. On the other hand racing games, space sim games and flying games gave me the least problems which to me proves that this statement makes perfect sense. Maybe this VR tech will bring back the popularity of these kinds of games considering they were my favourites when I was a kid.
On the other hand I remember reading
AR would avoid the sickness (Score:2)
Not doing it in real life? (Score:2)
C'mon, be honest, don't tell me you don't duck when trying to avoid bullets flying over your head, or leaning to the side when trying to make that tight bend in GTA.
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The first time I played Doom I was so antsy trying to look around corners I was physically standing up in my seat and leaning around the side of the monitor, as if that would help. I grew out of that reflex with practice, though.
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C'mon, be honest, don't tell me you don't duck when trying to avoid bullets flying over your head, or leaning to the side when trying to make that tight bend in GTA.
The other night I was playing Red Orchestra 2 and I was prone behind a fence and found myself craning my head to try and see under the fence a little bit better.
Depends on the FPS (Score:2)
Motion sickness is protective. (Score:2)
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Or it could be a deviation that had little to no practical downside in selection since the world rarely went that weird in the past. It would explain why motion sickness is so prevelant, yet not close to universal. There may just have been very little selective pressure either way.
I think on the poison theory, if your senses are impacted, the ship has sailed on ejecting the poison.
If it was a selected-for trait, my completely unsubstantiated guess would be something about falling out of or maneuvering wit
Joystick support? (Score:2)
I don't see anything about being able to use a joystick to fly in this game; which was a disappointment for me with EVE online, flying by point and click isn't the same.
Games just need to be slower when in VR (Score:2)
People who are not used to exercise (Score:2)
tend to get sick when exercising.
Keep-fit Doom and others. (Score:2)
Wasn't there a whole series of hacks, starting with Doom-2 and probably continuing to every FPS since, which hooked up treadmills (or bicycles on stands), barbells on springs, grip-strength testers and suchlike fitness equipment so that you HAD t
Re:Go Linux! (Score:4, Funny)
I'm sure the real reason is that it's not open source. Who is with me?
Karma to burn so fuck you. (Score:5, Insightful)
I could have let this one slide, but I have a few things to say:
1. Darl, Darl McBride, is that you? When will you be testifying against Mark Shurtleff and John Swallow? You have a chance to redeem your soul! Imagine that!
2. The myth that "you can't make money on open source" is a myth so debunked that you have entire industries built on it, from servers and supercomputers to cellphones and kids' toys.
3. The myth that people don't get paid (slaves) to develop open source is belied by the fact that small companies like IBM are major contributors and specifically pay for people to work on open source code.
And even Microsoft pays people to do it now.
You can take your 20 year old arguments, write them out on oaktag, fold it until it's all sharp corners, and shove it straight up your arse.
Have a great day.
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BMO
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While I concur with your opinion, I can't muster the righteous anger you have on the subject. Where does that come from?
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It's sad that all you've managed to do is restate the implied proposition that they're angry.
We know they're angry. You have zero insight.
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Well, exactly. Who the fuck wants to actually, you know, work for IBM? A gigantic, monolithic mega-corp with a potentially stable (not anymore!) cube job answering to middle management assholes, stuck in meetings, and occasionally getting to code for. Look, that might be your idea of a good job, but for many of us Open Source supporters, we're not wearing a tie or cutting off our beards just so we can get 'paid' to do open source. So when someone says "no one's getting paid to work on open source," what
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>what they mean is, there aren't many one man or 5 man shops developing Open Source for a living.
Yes there are. They are also directly supporting that stuff for their clients and getting cash for it. Because a lot of businesses don't want a "one size fits all" solution, because "one size fits all" is a complete oxymoron.
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BMO
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Very few and far between.
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I could have let this one slide, but I have a few things to say:
1. Darl, Darl McBride, is that you? When will you be testifying against Mark Shurtleff and John Swallow?
Is that an African or a European Swallow?
Re: Karma to burn so fuck you. (Score:2)
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wolfenstein 3D (http://en.wikipedia.org/wiki/Wolfenstein_3D) is the only shooter where i have ever experienced that. consistently after playing about 30 mins, and my gf as well. it never happened with rott, quake, doom or any other shooter until now, and i've played quite a lot of them. based on this personal experience and comparing w3d to all others i would say framerate, turn speed and color saturation combined might be a relevant factor. i don't think it had anything to do with a contradiction of virtua
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That's because console games almost always have a terrible field of view. PC games are more likely to have a wider field of view and are more likely to let you adjust it.
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I get seasickness from some fps games. Strange enough I always get them from console FPS games. Only sometimes from PC FPS games. Maybe it's the framerate?
No, more the rubberbanding. Consoles don't have mice that can easily change acceleration and start and stop instantly, so to make games playable with a controller, the movements are not synchronized with the stick - when you let go of the stick, you don't instantlly stop, but your movement slows down to a halt over a small period of time. So your actions don't match your movements.
That's also seen in bad console ports, by the way.
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That's also seen in bad console ports, by the way.
I've long since overcome my motion sickness (mom's van came with multiple barf buckets), but watching the screen move like I flicked google maps and it slowly pans to a stop (especially in any kind of curved motion) tickles the part of my brain that says "stop that, it's trying to make you sick".
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they might come out with a sequel.
"You ate the poison mushroom!" reflex. (Score:5, Informative)
The human body has three systems for balance - Inner ears (3-axis accellerometers and "rate gyros"), visual modeling, and muscle/tendon position & stress sensors - and needs any two to balance, stand, and walk properly.
It also has a reflex: When two of them disagree (particularly visual vs. ear), it is interpreted as "You just ate a neurotoxin! Get it out NOW and we MIGHT survive it!"
Thus nausea, projectile vomiting, explosive diahrrea, and clothes-soaking sweating if the mismatch is strong. If it's smaller - nausea. ("Whatever you just ate may have been toxic or spoiled. So you're not going to like it anymore.")
Of course other things than being poisoned can trigger it:
Diseases that temporarily incapacitate or permanently damage the inner ear are one class. (For instance, Meniere's Disease, where the pressure-relef valve for the inner ear sticks, the pressure rises, and the membranes with the sensory nerves tear. Result: Sudden extremem vertigo attack - hours on the floor - followed by days or weeks of gradually reduced incapacity until the brain maps out the change to the ear - followed by another tear and repeat indefinitely. Very high suicide rate.)
Vechicles, where you may visually fixate on the accellerating inside rather than the surroundings, are another: Cars, boats, ariplanes (and the corresponding car/sea/air sicknesses) are notorious, as are carnival rides and trains. For relief, make a point of looking at the horizon or otherwise the exterior. Eventually the brain may learn "I'm in a vehicle. Ignore the weird signals from the ears. (That's why vertigo sufferers may NOT have attacks in MOVING vehicles...)
And, of course, VR mismatches - to the point that there is a term of art: "Barfogenisis" (I hear the lengths of some of the rides at Disneyland are calibrated so they end and the crowd is out into the hall just BEFORE the effect would become pronounced.)
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Never could stomach the first person shooter, going back to the first Wolfenstein that a friend had loaded on his 386. Shaky-cam movies have the same effect. I understand that about 15% of people get nauseated, and I've had to leave my eyes shut 80% of the time during movies where I wasn't expecting the technique (at least not for the whole movie.)
I usually just avoid movies that are shot hand held start to finish (I'm okay for a few minutes.) I keep hoping that the fad will come to a natural end, but I'
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Me too. After my first marathon session of DOOM back in the day, I felt like I was having the worst drunk/hangover of my ife...lasted for three days, I couldn't close my eyes without getting the spins. To this day i cannot take more than about 2 minutes of an FPS.
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(That's why vertigo sufferers may NOT have attacks in MOVING vehicles...)
I have no problem in a vehicle at all, at least not when I'm driving. After all, I'm sitting basically still and upright, and my visual processing is running the show.
It's when I'm bending, twisting, picking up objects, etc. that I get vertigo.
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It's when I'm bending, twisting, picking up objects, etc. that I get vertigo.
Which is what's expected. You spend most of your time upright, so your brain gets a lot of experience with the chaged response of your inner ear. So it learns to interpret the modified signals more appropriately.
But when you bend down, twist, pick things up, and otherwise get into rarer positions and motions, you're in a set of conditions where the signals you're getting are not what the brain has yet figured out. Meanwhile, som
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I think it was because I'd be moving forward and my characters head (ie. camera) would be swiveling around looking at other things
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It's an accomplishment that EVE lasted this long. Complaining that even in its decline that it has an extremely long tail is silly.
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those killmails must have really pissed you off, man :) :D
harden the fuck up!