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

  • Petter1
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    1 year ago

    Let’s see if vision pro holds up against this number with it’s special chip.

    • Lucidlethargy@sh.itjust.works
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      1 year ago

      I had to Google what this even was, and I’ve been into VR since the beginning…

      Real talk: Apple’s fans aren’t into this… They just want the same shit as last year (a phone) with a higher model number.

      Apple stopped selling to people interested in innovation around a decade ago. We moved on, and let me tell you… We were BIG fans after the first iPhone. They sold out. It’s that simple.

      • Petter1
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        1 year ago

        Have you watched reviews of people who were allowed to test it? They are mind blowed about how real the AR feels with the fast refresh rate the vision pro achieves. Additionally, they told, that they dis not recognize any drift (e.g. placing something on a table in AR, looking away and looking back, the thing you placed is exactly on the place you put it). Any other AR device yet has this problem according to the reviewers I watched. Many say that too slow refresh rate, too low resolution and the drift are the 3 major things which cause motion sickness. That is way I am looking forward to see reactions of average non techy people. Between, I heard from a lot of apple fanboys (and girls of course) with too much money, that they will buy one (or two including one for the loved ones) and replace the TVs and their monitors with it. And if that really is Working, you may safe more money on those screens, than you spend on a Vision pro.

    • lloram239@feddit.de
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      1 year ago

      I doubt the hardware will make a difference. Motion sickness is almost completely down to software design at this point, unless you running 90s VR headset at like 15fps. Low-persistence and 90fps took care of hardware induced motion sickness for anybody except the most sensitive people[1].

      What makes VisionPro not have motion sickness issues for now is that it completely avoids any form of locomotion. Everything they have shown so far is standing/sitting in place with some 2D apps around you. That doesn’t make anybody sick on PCVR or Quest either. What makes people sick is fast action games that have your character running around a virtual space. Apple so far has shown nothing doing that. Once they start having games that require people moving around in virtual spaces, the motion sickness will return, though I expect them to cut down on that with store policy until VR has established itself some more.

      [1] PSVR2 turns into a high-persistence display when the brightness is cranked up, that still causes issues for some.

      • Petter1
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        1 year ago

        Good point, apple is in fact limiting devs to design full VR apps only in a 1.5 meters sphere around the head, until the Vision Pro turns on AR mode again.

        Marques has reported that when he tried it, there was a AR presentation where T-rex comes through the a wall and walks towards you even if you move. Like, it adjusted it’s path and turned towards him, but maybe I understood that wrong.