QUOTE(iGamer @ Oct 17 2016, 09:17 AM)
It's a bit of mixed reviews out there for this new tech toys, some reported zero/minimal problem while some scream disaster. Anyway the new tech toys requires the support of these early adopters to survive and hopefully flourish in years to come....
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The downgrade in PSVR graphical fidelity reminds me of the time when polygonal video games first arrived in the form of the original playstation, man the graphic was really bad when compared with the beautiful sprite based graphic of cartridge based system, it was not until PS3 or Xbox360 era when the graphic has improved to a more acceptable level.
Nausea in VR reminds me of time when DOOM first arrived on PC, some people were disorientated with the rotating background, now almost everybody can play fast action first person shooter without much problem.
The numerous cables of the PSVR reminds me of the cabled controllers of yesteryear game consoles.....
Man I'm old to have the above nostalgia..........
It would be nice if I'll still be able to experience adventures in my golden days (not now lah

) by just strapping on a VR headsets with surreal virtual reality.......

We may not get hover board or flying car in our life time, but surreal VR is almost within reach....
If it were that easy, if it's a simple case of "disorientation", then it will only take a lot of repetitiously training ourselves to get used to VR and its effects to get ourselves desensitised. It's not that easy in reality. In reality, there are some whom until now can only play specific type of first person shooters only. They are okay with FPSes that simulate human movement heavily with head bobs and actual weight in the steps/walk. They totally cannot play Doom 2016, because the game is too "smooth" and fast for them, as it lacks that "bob and weave" with that weighted characteristics.
The same with VR. Some experiences are enjoyable and fine, others are not. The most apparent example is the game RIGS. IF anyone here got a chance, try RIGS on PSVR. Do the tutorial. In the game tutorial, those who aren't prone to VR nausea, are totally fine in the tutorial stage where the mech's movement is dictated by the movement of your head(designated by the movement of the headset strapped to your head) while remaining stationary. As you progress in that same tutorial, the game unlocks movement by your DS4 thumb stick, in addition to the targeting movement by your head. Try moving forward at a fast pace using the thumb sticks while leaning to the left and glancing to the left at the same time with the headset, and then face forward back again. The game tricks your eyes into thinking that you now have forward momentum, but you arent actually moving. The mismatch and disconnect here, confuses the body and brings the onset of VR nausea.
The cure is the same as the cure for FPS before, train your body to get used to it. It wont be immediate, it will take long play sessions to get your body desensitised to this, some will overcome it, other wont. Until today, I cannot play a VR game called Adr1ft on Oculus Rift without cold sweat coming over me, because the game simulates movement of astronaut in zero-G. There is no "up" or "down" on that game, you lose points of references, and it confuses the body so much it made the body sick. And I don't get sick easily: I'm a theme park commando by hobby, I look for rollercoasters to ride for fun, the more intense the better, and I'm laughing my ass off riding these. I also fly planes for a living, and even aerobatics doesn't phase me. This VR game called Adr1ft however, brought me to my knees. Literally.