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Just attach a sensor to the players torso. Movement forward, backward, strafing are all relative to the torso, and the camera is rotated relative to your torso too.

So if you physically turn your head to the left, and then walk forward, it would be like strafing right in the game.

>but you don't turn your torso all the time to move around the game
It doesn't matter. The reason people get sick is because the camera doesn't move right even for subtle motions of the torso, or moving forward/backward is in a direction the brain doesn't anticipate because it isn't relative to your torso.

Am I really the first person to realize this?
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>>107256615
there needs to be a report option for ai slop responses
>>
>>107256572
Head tracking already takes care of this because your sense of acceleration is in your inner ear.
Tracking the torso can help with better controller mapping for movement directions. This would make it more intuitive to control your avatar and might make it more comfortable for people who don't experience motion sickness in the first place.
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>>107256572
>open quest store
>zomg cool VR game
>no 2 hr free trial like on steam
>whatever
>drop $100 on new game bc granny game me a meta gift card
>tfw it's an old game from 7 years ago from whofuckingknows slavshit game company
>resolution is worse than what headset is capable of bc they didnt bother updating it from quest 1
>everything's glichy
>have to reach under ass to grab gun bc I'm playing while sitting
>look down and chest is always protruding so can't see my feet or my gun on my waist
>check reviews
>everything is 5 stars but no way to sift through them effectively
>can't figure out how to leave a review
>game is mindnumbingly boring
>tfw have to wait until next year for granny to give me another gift card
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>>107256639
There is.
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>>107256572
>Am I really the first person to realize this?

You're just wrong. People still get sick facing forward and moving forward because there's no vestibular stimulation to match the visual illusion they are moving forward. It has nothing to do with movement direction based on the torso, head, hand, or whatever. If you move with analog stick or gas pedal or artificially you will get vestibular conflict, if you move naturally everything perfectly matches and you'll be fine if the frame rate is good enough.
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>>107256572
You are retarded and wrong
>>
>>107256639
Don't be a luddite, anon. AI is the future! Why do you hate AI so much? Are you a leftist?
>>
>>107256703
>Head tracking already takes care of this because your sense of acceleration is in your inner ear.
And that sense is relative to your torso.
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>>107256853
No it's absolute. Your inner ear is essentially a biological 6 axis imu.
>>
>>107256703
>>107256853
Just think about it like this: Turn your head left relative to your torso, and then think "I want to move forward now", which direction do you expect to go?
In the direction your head is facing or the direction your torso is facing?

The answer for VR headsets is completely different from the answer in real life. How can that possibly not have a major effect on the way your brain is expecting to interpret motion?
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>>107256870
It's not just about the ear anon. Yes a signal is sent to the brain, but it's the brain that puts together your entire mental model of where you are in the world you perceive and how an expected "forward motion" is supposed to generate a motion that may be sideways relative to your head (if your head is turned).
That's how real life works, so that's what your brain is expecting.
Change the expected relative motion and people get sick.
>>
>>107256883
>>107256883
>Turn your head left relative to your torso, and then think "I want to move forward now", which direction do you expect to go?
>In the direction your head is facing or the direction your torso is facing?
Yes that's the improved controller mapping I mentioned.
This certainly would be helpful but won't fix actual motion sickness which comes from sensitivity to inner ear / visual position perception discrepancy.
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>>107256853
No it's not and it doesn't comport with reality if you pretend it does. And reply to this >>107256748 if you want to keep pushing this thread.

When the movement is consistent with the torso direction, what the user expects it to be, and how you imagined it should be based on your description, they still get sick.

How do you explain how people get sick rotating? Rotating right is rotating right relative to your torso. They still get sick. Turn character get sick, turn airplane get sick. Turn car get sick. Go forward in all these, get sick. Go backwards, get sick. Torso has nothing to do with anything for simulator sickness.

Designers want to track the torso and use torso as the basis for movement direction because it makes the most sense. It makes things like walking on a wood plank while looking left and right work how it's expected. But it's not going to make a damned difference on how sick people get.
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>>107256572
>The reason people get sick is because the camera doesn't move right even for subtle motions of the torso
That's not true at all. the game character moves when you do, the problem is your play space is limited and the game world is not.
So making your character move without the physical sensation of movement is what makes you sick.
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>>107256906
>>107256934
>>107256952
Fair enough. I guess I was wrong.
>>
no need really. you get used to it after a while.
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>>107256894
Hmm, I suppose the definition of motion sickness you're using is broader and probably more correct.
In that sense your expectation of analog stick forward == your body moves to where your torso is facing can contribute to it.
I'd suggest that instead of tracking your torso it should probably be your hips since that's where your legs are attached to.
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>>107256964
>Fair enough. I guess I was wrong.
You actually sort of convinced me of your position.
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>>107257045
Yeah but I think like the other anons said it's probably not the whole story.
The reason I'm satisfied to say I was wrong is because it sounds like tests have already been done on this, and the claim being that it's still not enough.
I do still think it would be greatly preferable though. I think moving always in the direction my head is facing would be weird.
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>>107256572
>Put on vr headset
>Start moving around in vr
>Brain realizes this isn't right, I've been poisoned
>Vomit.exe activated

A belt will do nothing.
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>>107256572
there's already a solution...
https://scitechdaily.com/scientists-discover-unique-100-hz-sound-that-alleviates-motion-sickness/

can any of you test if it helps?
>>
has anyone found out if sailors get vr motion sickness or are they already immune because of sea sickness?
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>>107257125
I'm not a sicklet so I can't, but just open this in desktop view run 100hz and see if it helps

https://www.szynalski.com/tone-generator/

There's health claims about sound tones all the time though. If it worked we would be using it.
>>
>>107256572
Maybe I'm just built different but I literally never felt VR sickness
>>
People get sick due to moving in weird unexpected ways, as fantastic and important as torso based locomotion (something nobody fucking implements because VR is still a tech demo after a decade of "development") is, it does absolutely nothing to combat sim sickness. It's just the correct solution to thumbstick movement, because head based movement is retarded, and hand based movement falls apart if you want to do something like reload while moving into cover.
>>
i feel like motion sickness is a low iq thing
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>>107258026
It's the opposite. It's your brain being smart enough to go "I'm moving around but my inner ear is telling me I'm not, I must be poisoned, I should throw up because I must've eaten something bad".

If you don't have this response, it means you're one of the monkeys who should've died eating nightshade, and the only reason you're alive is because of society coddling you.
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>>107258055
>knows about how VR and motion sickness work
>still assumes that he's being poisoned when experiencing the expected outcome from using VR, despite not having ingested anything out of the ordinary recently
doesn't sound too smart
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>>107258164
You like spicey food?
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>>107258177
sometimes but not too much, but I don't get what you're getting at.
Anyway if you want to experience strong motion sickness clean your ears with one of those water syringes, I tried it once and it fucked me up
>>
>>107256572
>Movement forward, backward, strafing are all relative to the torso
You mean with external tracking beacons? It wouldn't help much, by tracking the head you already track general movement of the entire body as well. Motion sickness happens in susceptible people (not everyone) when there's movement in VR that DOESN'T match the movement of their real body.
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>>107256572
you are forgetting leg movement, strap some sensors to around calf joint then you might a point.
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>>107257650
I'm not a sicklet either, but I am curious if it works
then software can just play 100hz audio and there's no problems
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>>107256572
>most people complain about VR sets being too cumbersome
>should we simplify their design so they're more comfortable to use?
>lol no let's add more retarded shit
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>>107256639
why would the board allow you to report the posts they generate to make the boards seem more active then they actually are?
>>
>>107256639
They are the one paying for the Pass. Jay is never going to act against them.
They are the clients. They paid for the right to post.
You are a product. You are here to get influenced. Feel grateful that they let you post at all.
>>
>>107256783
The only thing that has surprised me about the whole Facebook VR debacle is that no one else even attempted to really compete after Zucc bought Oculus. Everyone from tech nerds to investors kind of just threw their hands up in the air and said fuck it let Facebook have it then.
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>>107256572
how do people still have issues with motion in racing sims if youre simulating you being strapped into a car im not fully understanding your post op
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>>107256572
The solution to VR sickness is not having faulty moron genes.
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>>107258055
>When I put a shirt on my cat and its incapable of walking it's a sign of extreme intelligence just like me

lmao
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>>107258055
>>107258164
VR is a "Do you think that's air you're breathing?" test except it's motion. If your mind stops being fooled that you are moving you won't be sick. Eventually you get to the point where you can ride in a helicopter with a 13 year old retard pilot with acne, you feel nothing as it spins and rolls, you can't even believe how weak you were and how this was a problem before.
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>>107256572
Is motion sickness even a problem in modern headsets?
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>>107261423
Yes. This is like asking if sea sickness is even a problem on modern boats.
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>>107261431
There is a difference between a dingy and a cruise ship.
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>>107256716
>>have to reach under ass to grab gun bc I'm playing while sitting
>>look down and chest is always protruding so can't see my feet or my gun on my waist
i'm also too fat to play Into the Radius, anon
>>
Motion sickness is something that only happens in the first dozen hours or so of playing. It goes away after a while.
Somehow this is not common knowledge and it actually bothers me.
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>>107260191
THAT IS BECAUSE ZUCC SOLD HEADSETS AT A MASSIVE LOSS. Did you know that Zucc's VR department loses facebook ~6 billion... A QUARTER?
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>>107265016
Unless, you know, you stop playing.

Anyone can get over sea sickness with enough exposure too, but most people don't continue to do things that aren't fun and occasionally make them sick. It was pretty hard for me to try VR for the second time after I ran around in Quake for 5 minutes and then felt like throwing up for 2 hours after. Sure, with more use, you get better. Until you throw it in a drawer again because there's nothing to play, and then it's right back to square one next time a new game comes out. Thankfully, there are fewer and fewer games coming out, given the last one was Alyx 5 years ago.



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