| > walking a pretty thin line just trying to not make people sick Yes and no. There seems a lot of confusion about that. About which design constraints are coming from which goals. Yes, for the common style of immersive gaming. But when I'm working, I'm usually down around 30 fps with high variance, running on integrated graphics. What constitutes a "horrible" "immersion-breaking" "visual artifact"? And how much will you pay to avoid it? I'm looking at a laptop's desktop. It's obviously a display panel. And not my wooden desk. And that's fine. When looking at my HMD "desktop", it's also obviously a panel. And not my office. And that's also fine. Using emacs isn't fighting slimey zombies. Usually. Paper novels can be immersive. Even if you sometimes notice turning a page. The design goal "avoid reminding the user they're wearing an HMD" is a very challenging one. It prunes the design space, discouraging many things. Camera passthrough AR. Lag. Different objects having different lag. Visible boundaries in display space. And so on. For example. If you mostly care about text, then you want to see unblurred pixels, which means only the center half of the lens-blurred display is useful. Passthrough AR can provide balance even at low fps. So it can be shown beyond the center. Which creates a visible boundary in display space. And that's fine. And if when you turn your head, some graphical elements slowly chase others across the screen, that's fine too. So now you can run on old Intel integrated graphics. It's a different point in design space from fighting zombies in a warehouse. And it has different design constraints. So when people say "VR requires X", that's worth translating as "SteamVR games require X". And it can be fun to consider other things you can do with a tracked head mounted display. |
There is a difference between design decisions based on "striving to achieve presence" and design decisions based on "not make people vomit". And high fps with good tracking is closer to "not make people vomit" group.
I agree that it's okay to break presence to do something (i would trade presence for fun for example) and let user push the limit if he can handle it, but you have to understand that VR is already a niche market, so devs usually are just playing it safe.