

It happened with twitch shooters after console/LCD era came. Hard to predict.)īut I'm afraid that instead of putting effort to make it happen, industry will say 'it's not good fit for VR' and that will be it. It might require more than just a hand controller, I don't know. should they avoid these experiences due to longer term health implications? Or is it simply a matter of 'if you can stomach it, it is safe'?įast paced shooters will be great for VR, but not until we'll get much improved latency (DK2 is far too high for this genre, as well as 75 or even 90Hz) and appropriate controller (and by that I don't mean a simple solution. They might not experience sim sickness, but can it do actual harm?įor instance, if there are people who want to play a fast paced 'Unreal Tournament' type of game and they are not prone to sim sickness. I am curious what breaking the best VR practices can do to people who are not prone to sim sickness. Unnatural motion (directional and velocity) Blood splattering onto camera lenses (too close to eyes).

Camera getting wrenched away from user control when using sledge hammer. A few that happen in the first couple minutes: It's been proven that those types of movements in VR can really screw with your vestibular system, causing sim sickness.From watching the video on YouTube, I see all kinds of 'bad practices'. A slow-paced FPP *might* be ok, or an FPS that doesn't have a lot of sideways/backward movement. Fast-paced FPS games are a bad fit for VR.
