from the nose-knows dept.
As reported by The Register :
A Purdue University undergraduate has picked a way to stop virtual reality inducing motion sickness: program in a virtual nose.
Fixed-reference objects help to stop the sickness, Whittinghill says, but not every simulation lends itself to the inclusion of something like the window frames in a cockpit to give the brain something to latch onto.
While discussing this problem, undergraduate Bradley Ziegler piped up with the idea of programming in a virtual nose. The idea is that we're all used to our hooters haunting our field of vision, so much so that we take it for granted that it's always possible to see a slice of schnoz.
Subjects given the virtual nose staved off simulation sickness longer than their noseless counterparts in a variety of simulations, including a sickness-inducing roller coaster ride. The original source provides more information, including a finding that test subjects didn't notice the virtual nose during testing, even displaying skepticism over its presence when told about it later during post-testing debriefings.
Tom's Hardware conducted an interview with Palmer Luckey, the founder of Oculus VR. The defining takeaway? Virtual reality needs as much graphics resources as can be thrown at it:
Tom's Hardware: If there was one challenge in VR that you had to overcome that you really wish wasn't an issue, which would it be?
Palmer Luckey: Probably unlimited GPU horsepower. It is one of the issues in VR that cannot be solved at this time. We can make our hardware as good as we want, our optics as sharp as we can, but at the end of the day we are reliant on how many flops the GPU can push, how high a framerate can it push? Right now, to get 90 frames per second [the minimum target framerate for Oculus VR] and very low latencies we need heaps of power, and we need to bump the quality of the graphics way down.
If we had unlimited GPU horsepower in everybody's computer, that will make our lives very much easier. Of course, that's not something we can control, and it's a problem that will be solved in due time.
TH: Isn't it okay to deal with the limited power we have today, because we're still in the stepping stones of VR technology?
PL: It's not just about the graphics being simple. You can have lots of objects in the virtual environment, and it can still cripple the experience. Yes, we are able to make immersive games on VR with simpler graphics on this limited power, but the reality is that our ability to create what we are imagining is being limited by the limited GPU horsepower.
[...] The goal in the long run is not only to sell to people who buy game consoles, but also to people who buy mobile phones. You need to expand so that you can connect hundreds of millions of people to VR. It may not necessarily exist in the form of a phone dropping into a headset, but it will be mobile technologies -- mobile CPUs, mobile graphics cards, etc.
In the future, VR headsets are going to have all the render hardware on board, no longer being hardwired to a PC. A self-contained set of glasses is a whole other level of mainstream.
[More after the Break]