I was a very dedicated supporter of VR from 2012 to 2014.
I was a very dedicated supporter of VR from 2012 to 2014. Unfortunately I have come to the conclusion that VR will flounder, especially in the coveted "seated experience" category. When the DK2s began to land on the doorsteps of developers and fans, feedback began to pour into the forums. There are two kinds of people: there are people who do not get simulator sickness and those who do. After reading the feedback and stories regarding the DK2 I realized simulator sickness was a much larger problem that I thought, and that it wasn't going to disappear with better tracking, pixel density and refresh rate. Some people simply cannot tolerate VR, and I doubt that even the CV1 will be able to change that. But these are only the people at the extreme end of the spectrum, there are many others who straddle the boundary between being sick immediately and never feeling sick at all. The problem for people on the fence is that lateral movement in the game world is a major trigger for nausea. If your virtual body accelerates from standing to running, your real body expects to feel a sensation of acceleration. What this means is that if you move around too much you get sick. And for people who don't feel sick as soon as they put the head set on, movement is often the tipping point. This is a huge problem because there is no way to simulate that kind of sensation (within practical limits) and almost all of the VR experiences that people want to engage in involve moving around in some way. This conclusion is based solely on rational observations, and it was arrived at in spite of huge optimism and engagement with VR and the VR community.
Posted by bronz on May 16, 2015, 1:15 AM
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Raise real-world problems, find people facing the same issue, and discuss solutions.6,500 issues0 comments
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The biggest problem with having an LLM do this, from what I've observed of at least frontier models, is that the way they are trained...
The biggest problem with MOND is that it was hand-crafted with additional parameters simply to fit the data.
(My comment is about detached houses).
The biggest problem with this is that I can't run my company's own internal benchmarks against this API, because they will be trained int...
> steer Claude away from over-engineering parts of the system in response to hypothetical concerns.
Why is there no comparison with FLUX 3 Image?
> our Git monorepo was developing an annoying problem Sentences like this are so common from people using monorepos that I am convinced ...
Why is there no contact form?
I was a very dedicated supporter of VR from 2012 to 2014.
I was a very dedicated supporter of VR from 2012 to 2014. Unfortunately I have come to the conclusion that VR will flounder, especially in the coveted "seated experience" category. When the DK2s began to land on the doorsteps of developers and fans, feedback began to pour into the forums. There are two kinds of people: there are people who do not get simulator sickness and those who do. After reading the feedback and stories regarding the DK2 I realized simulator sickness was a much larger problem that I thought, and that it wasn't going to disappear with better tracking, pixel density and refresh rate. Some people simply cannot tolerate VR, and I doubt that even the CV1 will be able to change that. But these are only the people at the extreme end of the spectrum, there are many others who straddle the boundary between being sick immediately and never feeling sick at all. The problem for people on the fence is that lateral movement in the game world is a major trigger for nausea. If your virtual body accelerates from standing to running, your real body expects to feel a sensation of acceleration. What this means is that if you move around too much you get sick. And for people who don't feel sick as soon as they put the head set on, movement is often the tipping point. This is a huge problem because there is no way to simulate that kind of sensation (within practical limits) and almost all of the VR experiences that people want to engage in involve moving around in some way. This conclusion is based solely on rational observations, and it was arrived at in spite of huge optimism and engagement with VR and the VR community.
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