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Sorrin.2963

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Everything posted by Sorrin.2963

  1. "Considering that noone has any idea how this hypothetical "VR GW2" would like (apart from it being quite different than current GW2), answering in general is the only reasonable option here." Not true if you have no idea what modern VR gaming is like. Not true. "The Forest". VR users start the game in VR mode, but still plays in multiplayer with all the flatscreen players without any change to their gameplay. Not all people 'don't play games that can induce it'. I felt VR sickness, stuck with it because I loved the games, and no longer feel it anymore. There's over a million monthly active VR headsets so I'm not the only one. Said like someone who hasn't experience much of VR. GW2 is a great candidate because of the few active skills a player uses at a time. All sorts of VR experiences have a large assortment of skills to use. Raw Data for example, has four different classes to choose from with multiple skills they can use with their own cooldowns.
  2. Are you sure that's because once you get used to it VR ceases to cause motion sickness, even in people who are prone to getting it from other sources, or is it because 'people active in VR regularly' are a self-selected group and those prone to motion sickness as a result of playing are highly unlikely to join? Because to me it reads like saying vertigo is extremely rare among rock climbers, and concluding that means rock climbing cures vertigo when the much more likely explanation is that people who get vertigo do not choose to take up rock climbing because of the risk of suffering vertigo. If you know of any studies or reports on the subject I'd love to read them. I don't see how the conclusion you're drawing relates the vertigo of rock climbing to what I'm talking about, I don't really know anything about rock climbing in real life other than cliff jumping into lakes. Because in my experience and several others', we don't get VR sickness from games we actively play; and when we do feel it, its not something we go back to because its considered poorly made. I can't see how a rock climber can get used to extreme heights or never get vertigo, but I don't know because I'm not a rock climber. I get a fun vertigo from rock climbing in VR, but I don't get VR sickness from every play session. I got a rift pretty early on and have studied other people's experiences in relation to my own, because its an interesting subject, whether by observation by showing my rift to others, relating through discussion our first time experiences and our adaptation over time, or reading online reviews and personal experiences on VR news related websites, discord, or watching reviews made on youtube videos, or listening to VR podcasts. People love discussing their VR experiences because they're very interesting. HTC, Oculus, and Valve are all researching VR sickness, finding solutions and incorporating them into their next gen VR headsets. I have not read any research papers on the subject, but they do discuss their findings openly. Its not just gaming VR companies that are studying the problem either, because there are training simulations for military practices, vehicle operations, medical procedures, and space flight training programs that cause VR sickness in some users, hindering their ability to learn and participate. Some people don't experience VR sickness, some people experience heavy VR sickness in certain experiences and none in others, some people experience VR sickness every time they put on a headset. Its variable. In my experience, I had a mild VR sickness every time I put on a headset, but each time I was able to go longer without the feeling kicking in until it just quit happening entirely. At first I was concerned and was ready to return it for my money back, but oculus reported on their public forum that it is a matter of adaptation and will lessen over time. Now, for me, it only happens in cheaply made roller-coaster experiences and terrible VR ports like Fallout 4. What I've personally found, and what many agree upon, is that the experiences that are the most immersive, the ones that are most like reality, don't cause VR sickness. For one example; I watched my brother in his first time with a VR headset get a very upset stomach from playing Shadow Legend, but then played Blade and Sorcery and didn't feel a single bit of VR sickness and played it for a longer period of time. I'm not at all saying that everyone who gets VR sickness should just get used to it. If you don't want to play VR games because of how it makes you feel then don't. I don't care. But should a vast amount of people miss out on great experiences because some will have a bad reaction? That's like saying, don't build an awesome roller coaster because someone will puke. Don't grow peanuts because someone is allergic. So, my entire point, is answer this question without regard to VR sickness. It is not a definite problem, and if it is a problem, its unlikely permanent. It is highly variable and depends on the user. Based upon Valve's Steam Survey, there's over a million monthly active VR headsets, so there's a hell of a lot of users that got over it. VR sickness is a more valid topic when applied to the question, "should you play a VR game?" The original poster indicated these conditions: "But it fully VR perspective like aiming spells and weapons, different locomotion options, 360 world viewing from headset, hand UI interactions (like grabbing something in your inventory) etc." which is the kind of gameplay that wouldn't cause VR Sickness.
  3. Actually, Swords of Gargantua has dodge rolling and it works wonderfully. Also, if you use programs to simulate Dark Souls 3 in VR, you can experience Dark Souls dodge rolling in VR which is still comfortable, not motion sickness inducing. People that haven't tried VR very much or at all, find it hard to comprehend how it would work when actually those solutions are already found in current VR experiences. The problem with this poll question, is that most of the answers that are being given are answering whether they'd want to play a VR game at all. There's a vast amount of gamers that really want nothing to do with VR, and that is the answer they're giving. What this poll is targeting is if people would want to play this game in VR if it were an option. I think most people who actually enjoy VR as it is today, would give answers more accurately reflecting the original question. IF VR were an option, what effect would it have on the flatscreen players? Nothing on their own gameplay experiences, however they would find the VR users moving around with animations reflecting the movements of the actual players. Flatscreen players would experience increased immersion and interactivity with other players, like people who play The Forest. A lot of people here are worried about motion sickness, but that is an issue that is slowly dying. People active in VR regularly hardly ever get motion sickness, it usually takes a poorly designed game to cause motion sickness if you are well adjusted to VR. Not to mention, the headsets are improving. As the reports are showing, the improved frame-rate, depth-of-field, and resolution diminishes motion sickness greatly for new users. 5-6 years from now, motion sickness will only be present in old models of VR headsets. Motion sickness is not a factor in whether any game should be made VR immersive, as it depends on developers and users, not the content of the game. (Spider-Man VR for example. Sairento backflips, front flips, wall jumping and aerials for another example. Both you would think do certainly induce motion sickness, and don't for most users.) I have experienced GW2 in VR with Vorpx in first person mode. There's no 3d geometry, so it doesn't actually feel like a VR game, but even still all the environments are very beautiful. Its fun to just sit around and watch the world happen, the events, the players, the ai.. all of it. If the base of the game were fully adapted to be VR immersive, it would be the closest thing we have to Sword Art Online. It'd be very difficult for me to take off my headset. Currently there is a severe lack of open world games for VR. Skyrim was great, but there's only so much you can do in Skyrim, whereas an MMO like GW2 has an endless amount of content to enjoy due to events and player interactions, a huge world to explore, and a great story to follow. Hell yes, every major MMO with half-decent graphics would be made all the better if it were VR immersive.
  4. Hello! I have a simple request, specifically for how the flute is played. When we press the same note over and over, a note image popes up around the instrument but the previous note is only carried on. When playing an air instrument in real life, sounding off the same note repeatedly is done by tongue tapping to very briefly silence the note before it continues again. The only way we can simulate this as flute players is to physically move the character to stop the note before we repeat it again or to press the 'stop playing' skill followed by the note that needs to be repeated. The problem with both of these methods is that it takes too much time to start playing the note again. So if a song requires the same note to be repeated quickly, we cannot match the song. The best we can do is continuously carry the same note, which isn't musically accurate and doesn't sound anything like the original song. I do like how the notes connect when they change with no silence in between them; so I'm not sure how difficult it would be to create a very tiny pause between only repeating notes, and having no pause when changing notes. Maybe there's a way to make the transition between the 'stop playing' skill and a note much faster and equally as responsive as changing notes.
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