Wear contacts? Even if not all the time, disposable single use contacts are cheap, comfortable, and probably a requirement if you are farsighted and want to experience this.
Yeah, imagine my surprise when I saw that google was working on those hand gestures radar things and then my disappointment when i realized that I can't do any of those gestures because of peripheral neuropathy. My thumb on my right hand has limited mobility, so hopefully it will be able to pick up my half-assed attempts to mimic the movements or i'll be screwed.
Even cheap dslr cameras have a small +/-3 diopter adjustment in the eyepiece. Something like that would at least let people with such easy corrections use VR without contacts or glasses.
For other corrections, wouldn't it be quite simple to have a slot for drop-in corrective lenses?
I was thinking back the other day and realized that a VR version of Myst or a game like it where there are defined transitions that jump and don't require full locomotion could be absolutely amazing VR experiences. Probably would need some updated puzzles though.
The original creators of Myst are making a spiritual successor (https://www.kickstarter.com/projects/cyaninc/obduction). The kickstarter got to the Oculus Rift support funding tier. They will probably include a Myst-style movement system since that existed in Myst V which also had free-form movement in a 3D environment. I'm really hoping this game pans out to be good.
The article you cited describes games that feature 2d projection of artificial 3d movement that doesn't correspond with the signals coming in to our vestibular system. The same is even more true for VR experiences -- artificial movement that doesn't match what we feel causes nausea for many. The reason Valve can claim 0% sickness is that they're only talking about experiences that don't generate mixed signals, where the player's position in the real world matches 1:1 with the virtual perspective, so that sense mismatch sensation never has reason to trigger.
It's not bold at all. It is to be expected from near perfect tracking and imperceptible latency.
Current video games make people sick for the exact same reason the Occulus makes people sick: they have you move with your thumbs, instead of walking around just like in real life. If a sufficiently good VR game don't give you a "move" button, but have you move for real instead, you can't get sick.
On the other hand, I expect sickness in simulator games even with a perceptually perfect VR system. Because, well… I used to fly (on a glider), and got airsick. I'd expect similar problems from a VR glider simulator, because… sickness is actually realistic in this case.
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[ 5.0 ms ] story [ 36.1 ms ] threadNo idea about the Vive headset, but Oculus recently stated that their consumer version's fit over glasses is better than the development kits'.
http://www.polygon.com/2015/6/11/8766855/xbox-one-vr-rift-co... (second paragraph)
So, yeah. I'm screwed.
For other corrections, wouldn't it be quite simple to have a slot for drop-in corrective lenses?
[0] http://www.theguardian.com/lifeandstyle/2011/dec/19/video-ga...
Current video games make people sick for the exact same reason the Occulus makes people sick: they have you move with your thumbs, instead of walking around just like in real life. If a sufficiently good VR game don't give you a "move" button, but have you move for real instead, you can't get sick.
On the other hand, I expect sickness in simulator games even with a perceptually perfect VR system. Because, well… I used to fly (on a glider), and got airsick. I'd expect similar problems from a VR glider simulator, because… sickness is actually realistic in this case.