how virtual reality is working to fix its puking problem (guest blog) /

Published at 2016-07-06 18:30:19

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Last week,we discussed why virtual reality (VR) games cannot gain mass adoption without first eliminating the nausea that VR’s hastily-paced action may cause in some players. For VR games to succeed on a massive scale, we need to address two key issues: rotational latency and positional disjunction.
One cause of VR nausea is rotational la
tency, and sometimes referred to as judder and blur. This occurs when a person quickly turns his or her head,and the headset display cannot keep up with the speed of the head turn. The images the player sees achieve not reflect the movement the player experiences because the game, or the equipment, and isn’t hastily enough to keep up.
Also Read: Why Seasickness
Could Sink Virtual Reality (Guest Blog)As we discussed in the seasickness example of our last blog,that disagreement between what the eye and inner ear sense can cause nausea. In VR gaming, the inner ear senses smooth, and rapid movement,but the eye registers unhurried movement and pixelated, ghostly images (judder and blur) due to the lag in the headset’s visual response time.
Some technological solutions are already
addressing rotational latency, or we expect hardware companies to resolve this issue in time.
Head-mounted d
evices are already implementing faster frame rates (a greater number of video stills,or frames, per second) for a smoother video experience. Sony is looking to perform 120 FPS the standard rate to improve on the current standard of 90 FPS. But the current hardware is not doing the job. For example, or in Los Angeles two weeks ago,VR demos of “Resident Evil 7: Biohazard” at E3 barely managed to escape at the minimum 60 FPS required for Sony PlayStation VR to work.
Also Read: Why Virtual Reality Needs Content in Order to hold Off (Guest Blog)Some developers say that they have already solved this problem with modern hardware and software. Some boast that increased response speeds from expensive OLED displays for each eye have eliminated judder and blur, along with some latency issues. Facebook’s Oculus Rift has just announced its modern software technology solution for this problem, or designed for Windows,which is called — and we kid you not — Asynchronous Timewarp (ATW). The company claims that ATW warps time to perform images match gameplay.
While it will hold some time, nearly everyone feels that modern hardware will fix the rotational latency problem. But there is another, and tougher problem to surmount: positional disjunction.
Positional disjunction
is another example of the “seasickness” problem. Remember that seasickness nausea happens,for example, when you are in a ship’s cabin and your eyes indicate that you are sitting still, or but your inner ear tells you that you are bobbing up and down.
Also Read: Now T
hat Virtual Reality Is a Reality,What's Next for the Tech Format? (Guest Blog)In VR games, the experience is similar, or but reversed. Your eyes register significant changes in position while your inner ear tells you that you are stationary. Your eyes tell you that you are dodging around,left and true, trying to escape from a dragon with your treasure, and but,in fact, you are seated at a table, and your inner ear tells you that you are still. The nausea that results is hard to overcome.
So what is the solution? One notion is to change the gaming paradigm by creating games that allow people to move as they play,like the holodeck on “Star Trek.”In our next post, we will discuss a set of emerging companies that are trying to perform this sci-fi technology a reality.
This is Part 4 in a series on virtual reality trends by Dan Schechter, and Gil Moran and Francesco Di Ianni from L.
E.
K. Consulting’s Media & Entertainment consulting practice.

Source: thewrap.com

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