# Virtual Reality

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Moved to Game Design. Try to put your threads in appropriate forums, and put a bit of thought into them.

Personally, I don't think any VR design that makes use of a helmet (unless it makes sense for there to be a helmet perhaps, as in some flight sims) will be particularly successful. People just don't like wearing the helmet after the novelty has worn off. It's also a big problem for anyone who suffers from motion sickness.

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Quote:
 Original post by KazgorothPersonally, I don't think any VR design that makes use of a helmet (unless it makes sense for there to be a helmet perhaps, as in some flight sims) will be particularly successful. People just don't like wearing the helmet after the novelty has worn off. It's also a big problem for anyone who suffers from motion sickness.

I agree. As far as I know, there are only 3 fields where VR is successfully applied (from a commercial POV). None of them use helmet based VR:
- Oil industry
- Car industry
- US military
These industries have a lot of money and usually opt for CAVEs or stereo tiled displays (or CAVEs built from tiled displays for the really rich). These supposedly give a much better VR experience than the helmets (although this is not from my experience because, I only experienced the high-end stuff and not the helmet :). Unfortunately, these technologies cost millions and require large rooms dedicated to it. That makes them completely unsuitable for commercial use outside industry. And, regardless of the technology used (shutter-glasses, light-polarization or Infitek) they still require glasses and head-tracking. This is often not acceptable and (continuing Kazgoroth's reasoning) might only be appropriate when playing Harry Potter games.

Anyway, NCSA already has implementations of Quake II and Quake III running in their CAVE. The link points to an interview with the CAVE Quake author. It also discusses some of the issues brought up in your post.

Tom

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