– Another look at the Dorculus Drift DonkeyKong2 –

So i gave the rift another try, i looked into how users of the device cope with motion sickness and nausea, turns out some people slowly adapt to it over time, others never adapt and just have a barf bucket prepared, there are some who dont feel the motion sickness at all due to some pathology in their vestibular system. Theres also pills and Ginger supplements that you can take to minimize these effects. But most people just willingly sit there and torture themselves for up to 30 minutes a day till they either build up a tolerance or just simply get used to being nauseated as a part of their gameplay experience.

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FUCKING RETARDED


Anyway! I found this really nice game that doesnt make me sick after a minute of playing it, its called vanguard V, its about this mecha girl flying through space, blasting stuff and dodging the debris. This game takes an out of the box approach to gameplay using the oculus motion tracker and is a very good example on how to make games for the device that feel fresh, innovative and dont make you sick. It has really awesome music too, i wish the OST was on youtube or something.

vanguard

In a stark contrast, i found a game that i literally cannot take more than 3 seconds off without removing the dork helmet and throwing it to the side in agony. It is called helix, it is the ultimate rolercoster ride simulator, it has lots of forward motion that instantly gets you nauseated.

helix

So here’s what causes motion sickness and how to make games that dont make you wanna vomit.

The Oculus Rift motion sickness is mainly caused by unnatural motion that goes against what your vestibular system is saying, motion that you cannot feel with your body. Basically its camera position movement through space, like for example walking/driving/flying forward or looking around with a controller/mouse/keyboard instead of using the motion tracker and your own head. This type of motion is not cause by you and it cannot be detected by your vestibular system because your real body is stationary.

Games that dont cause motion sickness and nausea.

Games that only use real motion, such as you looking around by rotating your real head or moving it side to side, up and down, these kind of motions are felt by your body and your vestibular system and go hand in hand with what your eyes see, these motions do not cause dizziness or make you sick. Vanguard V is a very good example, you see your character in third person and, most of the movement in that game is natural and(done with your actual head), with the exception that you slowly fly forward, but you fly forward so slow that it doesnt effect you. Another perfect example is the desk demo from the oculus rift settings menu, you get zero dizzyness or motion sickness in that demo because in order to move through space, you have to physicaly stand up from your chair and walk around your physical room to move through space in the desk demo.
So basicaly, its games where you only rotate and move your head, real motions that go hand in hand with your vestibular system.

deskdemo

The most ideal use to the oculus rift system that i see would be if the helmet was made wireless and you were in a big room with motion trackers on the walls, in this room you would move around freely, moving yourself through the virtual space. Also one big boner killer to me was that i couldnt see my hands or my body in the desk demo, i couldnt try to poke through the house of cards with my finger and stuff like that, so it would be a huge plus if in addition to the VR helmet, you also had a motion capture suit on that was also constantly tracked by the motion trackers in the room, that way you would also see your body in game, making you even more immersed in the experience.

Now for games that you move through space unnaturally, maybe they could make a chair that moves and tilts and shakes in sync with the motions you are experiencing in the game, to fool your vestibular system into thinking that you are actually moving, i think this would eliminate the majority of the motion sickness.

 

The judder problem in DK2

So yeah, now that i found my game, i still cannot enjoy it because of a big judder problem with the DK2. I did some research and it turns out that this is mostly happening to games and demos made with the unity engine. There also seems to be different casuses and different solutions from person to person, some solve it by setting the rift to extend mode and running things direct to oculus and otehrs fix it by changing their primary monitor’s refresh rates and disconnecting all aditional monitors. The way i “solved” my problem was using clone display mode and disconnecting all my other monitors, just leaving my main monitor and the rift connected. But the problem now is that the rift needs my desktop to be in portrait mode and it looks like this, so basicaly every time i want to play a game i have to disconnect everything and do this to my display.

desktopflip
In its current state the dk2 is a broken piece of shit, only the desk demo and a handful of other demos that were not made using unity works right, i really hope that ts just an issue with the drivers that will be fixed with later updates and not the units themselves.

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6 Responses to – Another look at the Dorculus Drift DonkeyKong2 –

  1. Dlaitini says:

    These comments are exactly why they have those words printed just below the oculus logo on the front of the HMD. This was specificly stated that it was for developers so they can work on making the drivers and streamline it so it will seamlessly go in to direct draw mode and not have to do all the workarounds that everyone has to deal with at this moment, because the CV1 (consumer version 1) will also be using direct draw. This unit was not designed for the gamers, but when you purchased it, you must not have read that when you checked the “have you read the terms and conditions” check box… If you are still getting ill, also run the sdk again and rerun the program that calculates the distance between your eyes. Having it off by even half a millimeter can cause people to feel ill. Make sure the sides are backed out to the last notch when doing the calibration, some peoples go one more notch beyond the marks and that is enough that it throws the calibration off and will cause the sickly feelings.

    • I got tired of waiting for the consumer version, and now that fag book has bought it, i wanted to get one before they close source and ruin everything, i felt like this is the last chance.

      As for calibration, everything is alright, i do not get any sickly feelings playing games that dont move the camera for you, if you re-read the part about what causes it and how to avoid it again.

  2. Dlaitini already pointed out that it was a dev kit, so I won’t bother talking about how underwhelming the screens turned out to be.
    As for your sickness, it’s literally a form of motion sickness, convenient wikipedia link here http://en.wikipedia.org/wiki/Motion_sickness#Simulation_sickness .
    I know someone who gets motion sick from first person shooters on a plain LCD. I know people who get motion sick from certain games. Back during a big rise in 3D movie popularity, people complained about getting sick from watching movies in 3D.
    Some people get sick at first, but if you keep trying the headset for a little bit every day your body will begin to accept the simulated motion as normal.

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