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by djhope99
876 days ago
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John Carmack pointed out on X that there is a fatal flaw in this design: “I am skeptical of something like this making an impact for consumer VR, but it should be possible to integrate the sensor input at the OpenXR level, allowing it to work with all apps without needing per-app specialization. However, it probably doesn’t “solve” motion sickness, because the vestibular system still won’t think you are going forward. The bouncing around motion of walking does have a masking effect that will help some.“ I personally could not get over the awful bout of motion sickness after I played my first “walking around” game on VR. |
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However I could imagine this to be able to expand the abilities of venues that already have enough space to let you walk around: You could have people move on their own as long as there is space, but then "stealthily" move them around when they think they're standing still, allowing either much larger geometries than would even fit in a hall or let you play around with non-euclidean geometries, etc.
But yeah, in general I agree, I don't see how this will enable some kind of VR breakthrough or even just move us in the direction on one: Even with this tech working perfectly, you'd be restricted to scenarios where you walk on flat ground and never touch anything. Even a basic hike in the woods has more complex interactions than that, not even starting with the kind of over-the-top acrobatics that we're used to from non-VR videogames.
So yeah, you could probably do the Stanley Parable in VR with this (without the staircases and the drops), but I don't see much else.