> Don’t change the user’s horizon line, ever. You can see here how the camera follows the motion and rotation of the character’s head and so it rolls. Your actual head isn’t going to roll when you get killed by an Eyelander, so the mismatch will make you sick.
Here's the presentation's video, bookmarked at the aforementioned insight:
For those of you non-TF2 players, the "Eyelander" is the name of a player-wieldable sword, and when it connects, the victim's head flies off and rolls around the ground. Apparently simulating that effect (changing the user's "horizon line") will make people very sick.
Seasick yes. This will be an interesting cultural-technical thing to watch evolve, assuming this wave of VR lasts long enough to evolve, perhaps SDKs will make it impossible to make a "real" VR sailing/boating simulator or VR flight simulator, or maybe the SDK will not prevent that, which automatically means at least some shovelware twitch games will mess with the horizon lines making users seasick.
http://www.valvesoftware.com/company/publications.html
One of my favorite tidbits comes in the presentation, "Lessons learned porting Team Fortress 2 to Virtual Reality", on preventing VR motion sickness: http://media.steampowered.com/apps/valve/2013/Team_Fortress_...
> Don’t change the user’s horizon line, ever. You can see here how the camera follows the motion and rotation of the character’s head and so it rolls. Your actual head isn’t going to roll when you get killed by an Eyelander, so the mismatch will make you sick.
Here's the presentation's video, bookmarked at the aforementioned insight:
https://youtu.be/Gpr0FE2ATaY?t=19m36s
For those of you non-TF2 players, the "Eyelander" is the name of a player-wieldable sword, and when it connects, the victim's head flies off and rolls around the ground. Apparently simulating that effect (changing the user's "horizon line") will make people very sick.