So I’ve been having an Oculus Rift for a few months now, and I’ve been playing and working on my own VR games during that time. Some random thoughts and findings are:
- Smooth rotation can make you seasick. Turing in incremental steps is better, although it appears jerky. But still better than getting sick 😉
- You can’t move the VR camera, although you can attach it to a player controlled object, you can turn and move. Forcing the VR camera to move, is like somebody grabbing your head and turning it for you. Not a very nice experience!
- Teleport or seated VR games are probably better, but it’s still cool to move around using the thumbsticks or a game controller. In Skyrim for instance you teleport inside the enemy more often than not, making combat extremely difficult and unrealistic.
- Great contrast in color (bright yellow on dark for instance) causes reflection in the lenses. This is known as good rays, and it’s worse for some people apparently. I experience some god rays, but it is possible to adjust game contrast to minimize it, so make sure to test your game on a lot of different people, and adjust accordingly.
- Another issue is blurring/screen door effect. This is due to low resolution in the headset, which is needed, since it must render the scene twice, with at least 90 fps per eye.
A way to counter this would be have some sort of texture on walls, even for simple graphics, as well as reducing the view distance of the player.
- If the game has a low frame rate, the headset software will reuse and twist previous frames, again leading to lower quality image and artifacts.
- 20 ms response time is needed or the player might get sick.
- Many seasickness issues related to VR games, is caused because the brain experiences something different, than what it feels from the bodys internal sensors. In other words, there’s a disconnect between what is seen, and the bodys position/movement in the real world.
- With regards to UI, one must get rid of the existing ways of doing UI. Since current gen headsets have their focal point in the middle, you can’t for instance, place a UI in the top left of the screen or it would be out of focus of your eye. Next-gen headsets with eye tracking might alleviate this.