Teaching you brain to accept bizarre movement is part of learning to use VR

Along with all of the exclusivity debates that have embroiled much of the talk surrounding virtual reality for the past few months, another discussion has been ongoing among gamers, developers, and onlookers: What’s the best way to get about in virtual reality?
Talk to Oculus VR and HTC and you’ll hear drastically different things. Oculus, with its focus on seated and standing experiences, argues for the idea of artificial locomotion, or using gamepads and controllers to handle your in-game movement — regardless of what founder Palmer Luckey once said. HTC says that real-world movement is the best option for VR, letting people walk around in their roomscale-tracked spaces.

Both solutions have drawbacks. There are immersion issues with artificial movement, and difficulties with nausea in those less experienced. Roomscale VR can dodge those problems, but it requires more space than many people have to dedicate to VR. Read More

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