Oculus engineers admit that VR still has many problems to solve: such as motion sickness

We are rapidly entering the world of VR, but there are many technical problems hidden under this fiery market. These problems make it difficult for people to accept virtual reality. In particular, the comfort of VR helmets and motion sickness caused by using VR devices. At the PAX East show in Boston last Sunday, an Oculus employee acknowledged that there was still a lot of uncertainty about the development of virtual reality and that the technical problems were still not solved.


The era of virtual reality may have begun, but on Sunday, an Oculus employee admits that there is still much room for the development of virtual reality, especially with respect to comfort and motion sickness.

At the PAX East show in Boston, Chris Jurney, head of development technology promotion at Oculus, Frank Azor, global general manager of Dell subsidiary ALIENWARE, and Joe Kreiner, head of game engine licensing at Epic Games, participated in the panel to discuss greater virtual reality. Opportunities and challenges.

“What surprised me is that there are still many things that we don’t know about virtual reality,” Jurney said. He pointed out that this is an important opportunity, especially for independent developers in the field of virtual reality.

The first generation of high-end virtual reality headsets was officially launched this year. The motion sickness problem may be one of the biggest obstacles to widespread adoption. If the Oculus Rift, HTC Vive and PlayStation VR have too many experiences to make people feel uncomfortable, it will seriously hinder the development of VR. At present, virtual reality is mainly used for games, but many companies are also watching how this technology can be used by them.

Jurney said that an important opportunity in virtual reality is to find a technical solution to solve the fast-frequency motion experience, because such experiences can easily make people feel dizzy. He gave an example. Ubisoft is developing a game called "Eagle Flight". You can turn it into an eagle bird's eye view of the Parisian skies that disappeared after 50 years. The game places special emphasis on ease of play and comfort. Sex, the adoption of new technology has also greatly reduced the player's dizziness discomfort.

This game allows you to quickly walk through the city's buildings, which is very easy to make people feel dizzy, especially when you are too close to the building, your body will realize that you are not there. But Jurney said that Ubisoft creates a unique type of control that limits your perspective and prevents "motion sickness" from happening when you approach a building.


Jurney said that there are 20 different ways to trigger motion sickness, and it's important for everyone. For this reason, he suggested that developers test their virtual reality games with at least 30 to 40 people as a test group. However, he admits that not all virtual reality games are suitable for all, which is why Oculus has developed its own comfort rating system, which is classified into three levels: "comfortable," "mild," and "intense."

Azor's company focuses on producing high-performance PC-level virtual reality experiences such as the Oculus Rift. He said that the game's low frame rate will cause picture jitter, which is an annoying problem. For virtual reality, high frame rates are absolutely necessary, providing a smooth experience that makes users feel comfortable. If the virtual reality experience does not work smoothly, it will bring dizziness.

"In virtual reality, if there is a dropped frame, you will vomit all over the place," Azor said. This will mean that hardware and software developers need to think about how to ensure that the experience's frames per second is no lower than a high standard. Sony’s PlayStation VR recently stated that it will not accept any games below 60 frames per second.

Krein said that the epic virtual reality game "Bullet Train" alleviates motion sickness by limiting the movement of the first-person view and using teleport to solve the rapid movement. He said that he played some games that allowed freedom of movement. They can sometimes be very dizzy. "When you have to manually move the view, it will easily cause motion sickness."

The immaturity of VR technology leads to VR devices only staying in a magical concept. The experience in real device operation is not very good. This is also the problem that VR is difficult to popularize. I believe that in the future, with the development of technology, these problems can be solved. By then, we will better experience the virtual world brought about by VR.

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