How Game Designers Reduce VR Motion Sickness
Technical overview of VR locomotion, hardware and design patterns, examining teleportation (Robo Recall), zero?g movement (Lone Echo) and strategies to reduce motion sickness.
Technical overview of VR locomotion, hardware and design patterns, examining teleportation (Robo Recall), zero?g movement (Lone Echo) and strategies to reduce motion sickness.
Guide to choosing VR cameras and 360-degree camera systems: entry-level, mid-range (GoPro Omni), high-end (Nokia OZO), and custom rig trade-offs.
Technical overview of VR headset subsystems: lenses, displays, IPD adjustment, IMU and infrared positional sensors, controllers, audio, cables, and rendering.
Technical overview of augmented reality: challenges in display technology, light-field vs stereoscopic approaches, and 3D registration and tracking requirements.
Analysis of VR field of view (FOV): human visual limits, industry standards, optical design trade-offs, and implications for VR product quality and market claims.
Technical primer on VR motion tracking: explains 6-DOF vs 3-DOF, IMU/inertial and optical tracking methods, sensor fusion tradeoffs, and implications for controllers like Daydream.
Overview of VR motion sickness: causes (sensory conflict, latency, IPD, depth mismatch) and technical mitigations—GVS, low-latency rendering, adjustable optics, light-field.
Overview of Oculus Rift DK2 active optical tracking: infrared camera processing, PnP pose estimation, and LED identification using differential brightness patterns and timing.
Technical article about electronics and hardware engineering.
Analysis of Baobab Studio's VR film: design choices in storytelling, character-driven interaction, film/game hybrid format, technical execution and platform support.