Date: 2023-10-06 01:43 pm (UTC)
simont: A picture of me in 2016 (Default)
From: [personal profile] simont
Oddly enough, I was watching a Twitch stream last night in which someone was playing a VR game, and streaming the visuals from her headset to the Twitch video feed. That gave me vertigo in a way that ordinary FPS games don't do nearly so much – and yet those changes of viewpoint absolutely were derived from realistic head movement, because I could see a real person in the corner of the screen moving her head to cause them!

I think for me it's much more about the fact that my head movements aren't correlated with the viewpoint changes. If I have my own head stuck in the VR headset – or even if I'm the person in charge of the controller in an FPS game on a conventional screen – then the changes don't jar me because I'm expecting them.

Date: 2023-10-06 01:54 pm (UTC)
channelpenguin: (Default)
From: [personal profile] channelpenguin
Hmm. But in game change of viewpoint, although *triggered* by that player's real head movements was possibly (even likely) not exactly tracking them in the game environment - by which I mean at same speed and arc as in reality. Or possibly even a plausible speed, acceleration/deceleration and arc. Or realistically mapped the combination of eye head and body movements at each stage of the turns. Inertia, I think I miss that...

Ok, so maybe it's just me, and I'm weird to expect that, and to find the difference jarring. I did a lot of martial arts in my younger days (until I was about 40) and I'm very used to my own max speed of turn and gaze and its probable oddities (I'm fast but stiff and my eyes probably don't track finely enough at speed).

Date: 2023-10-06 02:48 pm (UTC)
channelpenguin: (Default)
From: [personal profile] channelpenguin
I've watched a LOT of Skyrim (one of BFs faves). The VR play video was interesting with how "twitchy" the view was. Presumably our own visual systems just edit that out! Movement still looks odd to me.

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