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Had a weird VR experience today

wwm0nkey

Member
Thought I would share this since this was a pretty weird feeling, but anyways I've had an oculus DK2 for awhile and a leap motion. I've tried the combo together a few times but it was never...good really. So I saw that there was an update for the leap that was made for VR experiences and apparently made the whole thing a lot more accurate, so I downloaded the update dusted off the rift and downloaded the Blocks demo .

Now I have had fleeting experiences of immersion but something always took me out of it and I think I finally figured out what, no actual body interaction. I was playing this simple game for around 30 minutes (here is some footage I recorded at the interesting parts) and after I was done my hands started to feel....weird, like they should feel a bit more weightless. I think I was actually getting post VR sensations which has NEVER happened to me in the entire year I've worked with this thing. Took about 5 min for the effect to wear off in the real world but the effect in-game was so convincing at points that even though I knew the blocks are stuff were not there I could imagine feeling them or at least my brain was trying to fill in the gaps.

I really think physical input is going to be the future for these things and it really does increase the immersion level by A LOT, but this was also kind of a scary experience because I have never really felt any kind of immersion on that level that had an effect on me outside of the VR environment.
 
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I played with the oculus also, after 30mnts. My whole body felt tensed and I had to sit down and take a breather it just felt so real.
 
Interesting feedback OP. I wonder if an increased use of haptics will allow to circumvent this post reaction you experienced.
I wonder also when the first VR Tron game will be made ^^'

I played with the oculus also, after 30mnts. My whole body felt tensed and I had to sit down and take a breather it just felt so real.
This reminds me when I spent a day on a boat once and after that my whole balance was messed up for a few hours. I wonder if we'll get this kind of reactions after prolonged use and if it's also something that will be less and less with some practice
 
OPs comment reminds me of the 'trick' where you pretend to wind string around someone's finger, then lift the 'string' up, and they respond.
 
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I played with the oculus also, after 30mnts. My whole body felt tensed and I had to sit down and take a breather it just felt so real.

I'm buying an OR, and I've never tried VR before, I'm wondering how can it feel so real, when from what I gather it's a bit of a fish bowl effect and obviously a much narrower FOV than compared with real life......?
 
I'm buying an OR, and I've never tried VR before, I'm wondering how can it feel so real, when from what I gather it's a bit of a fish bowl effect and obviously a much narrower FOV than compared with real life......?

You've gathered wrong. VR is a 1:1 simulation of how you perceive reality as long as it's configured right for your eyes.
 
I'm buying an OR, and I've never tried VR before, I'm wondering how can it feel so real, when from what I gather it's a bit of a fish bowl effect and obviously a much narrower FOV than compared with real life......?

Maybe when veiwing the VR image on a flat 2D screen it could look like that. But not when veiwing through the lenses of an HMD.
 
I've had similar experiences with my DK2. It's left my whole body feeling lighter for some reason.

Strangely, though, these moments happened only in the first few times I used it, then it tapered off. Now I never feel anything weird.
 
I'm buying an OR, and I've never tried VR before, I'm wondering how can it feel so real, when from what I gather it's a bit of a fish bowl effect and obviously a much narrower FOV than compared with real life......?

It's only the peripheral vision that's limited.
I never found the narrow FOV to be a problem, I assume because my brain just assumed I had some normal goggles on.
the fishbowl effect is nonexistant because you're viewing the image in 3D.
 
You've gathered wrong. VR is a 1:1 simulation of how you perceive reality as long as it's configured right for your eyes.

Maybe when veiwing the VR image on a flat 2D screen it could look like that. But not when veiwing through the lenses of an HMD.

I've had similar experiences with my DK2. It's left my whole body feeling lighter for some reason.

Strangely, though, these moments happened only in the first few times I used it, then it tapered off. Now I never feel anything weird.

It's only the peripheral vision that's limited.
I never found the narrow FOV to be a problem, I assume because my brain just assumed I had some normal goggles on.
the fishbowl effect is nonexistant because you're viewing the image in 3D.

This is the trouble when you've never experienced it, impossible to really convey what it'll actually look like unless you're experiencing it. But I'm in because of the overwhelming positive experiences people generally have with it, and this is just too cool.

http://youtu.be/Q6W7jyEee7o
 
This is the trouble when you've never experienced it, impossible to really convey what it'll actually look like unless you're experiencing it. But I'm in because of the overwhelming positive experiences people generally have with it, and this is just too cool.

http://youtu.be/Q6W7jyEee7o
That looks fantastic! But how are you controlling the games? Those are typical arcade stick games, I think the immersion would be lost if you used a regular controller, the keyboard or some gyro wand controller.
 
Think of them as goggles that let you stick your head into a parallel virtual universe. When things are properly configured it's quite literally like looking around another world. Through goggles. But another world nonetheless.
 
I tried the Blocks demo at work too and it was the first time I had experienced VR myself at all. Weirdest thing was how natural it felt: everything just seemed to work.
 
The worst stigma we've put on human beings concerning video games is that they do influence real life choices. You had fun, so the feeling followed. If I feel the sun breaking through the trees inside a video game then go outside and feel the same effect then it just proves that I really enjoyed it.

It's like any other feeling if you ask me. If you enjoy something then it carries over. Often times if you add dialogue or take the feeling out of context then you wind up over thinking what you were doing.

It's strange that people call attention to it outside of it just feeling good. I think it's taking things out of context and adding to what would not normally be an issue. That is weird to me.

I always find myself being uncomfortable when someone questions a prolonged enjoyment or they have an issue correlating where "they might hold this feeling". That's difficult to answer. Not everyone is the same, so that's just one of my biggest pet peeves. It's hard enough being a gamer and having to explain some of the things that we all know and love without blatant criticisms or something just so incredibly hard to comprehend for non-gamers.

We're use to our own enjoyments, so if there's anything new to us then we kinda know how to approach it or we just experience it. We don't need to question it like we're a bunch of fools either.
 
The worst stigma we've put on human beings concerning video games is that they do influence real life choices. You had fun, so the feeling followed. If I feel the sun breaking through the trees inside a video game then go outside and feel the same effect then it just proves that I really enjoyed it.

It's like any other feeling if you ask me. If you enjoy something then it carries over. Often times if you add dialogue or take the feeling out of context then you wind up over thinking what you were doing.

It's strange that people call attention to it outside of it just feeling good. I think it's taking things out of context and adding to what would not normally be an issue. That is weird to me.

I always find myself being uncomfortable when someone questions a prolonged enjoyment or they have an issue correlating where "they might hold this feeling". That's difficult to answer. Not everyone is the same, so that's just one of my biggest pet peeves. It's hard enough being a gamer and having to explain some of the things that we all know and love without blatant criticisms or something just so incredibly hard to comprehend for non-gamers.

We're use to our own enjoyments, so if there's anything new to us then we kinda know how to approach it or we just experience it. We don't need to question it like we're a bunch of fools either.

I am talking about the minority of people who again is a very big minority who can not separate media from real world. A vast majority of media consumers are not going to become violent but I do wonder how VR will amp up the effect for those who can not really tell the difference.
 
What I see is that we have acknowledge epileptic seizures and exposure to being in well lit rooms.

Otherwise the only thing I'm seeing now is video game addiction which is being compared to an alcohol addiction.

The trough of people complaining of violence seem to not recognize the ESRB or those who cannot morally accept a form of entertainment with different styles of violence.

If you are not mentally prepared for something then don't do it. It doesn't mean the water slide is dangerous for everyone. It just means that it wasn't in the person's best interest to ride it. That's all I'm seeing. You could have an euphoric experience, but you might also see greater things than most.

When they demo the Oculis Rift roller coaster and a large majority laughs, smiles, and screams then you realize it's a good thing. If someone comes in and pukes then you escort them outside and ask if they're doing okay. You don't shut down the attraction. You just clean the puke off and move on.

I don't see them banning anything. I see people who are overly protective of their children ignore every single safety net before hand.

I'm sure there were concerns of seizures with Pokemon that caused more fear than say somewhere else in the world where no one had a problem. You can guarantee the general public will have an issue with it because there are a billion different people out there. Each person has their own preference and their own complaints. It wouldn't be released if it was unsafe.

Back in 1999 I went to Orlando, Florida and rode the Star Wars ride at Disney World. I became incredibly sick (motion sickness). I have played video games since I was in kindergarten. I've seen Samus turn into a rainbow and VR racing on Genesis without any issues. I wasn't prepared for it, but now that that's past I feel like I could go back to that exact same ride and be completely fine with it. I might even want to crank it up a bit.

You might want to increase the volume for which you're experiencing once you realize that it was a taste of what is to come.
 
So has anyone else with this combo downloaded the Blocks demo yet and did anyone else get a similar experience? So far it's still the most immersive demo for me out there.
 
I am talking about the minority of people who again is a very big minority who can not separate media from real world. A vast majority of media consumers are not going to become violent but I do wonder how VR will amp up the effect for those who can not really tell the difference.

I wouldn't be concerned about violence caused by the player. I would be more concerned about virtual violence done towards the player.

There was this VR demo I tried on my DK2 that had a fly buzzing around in front of your face for an extended amount of time. At first it was merely fun, but as the scene progressed the fly got more and more aggressive, causing me to instinctively flinch and physically move away from it even though I knew it wasn't real. I couldn't stop myself from reacting physically to a virtual nuisance. It was an incredible experience in that way.

Now imagine what's going to happen in other cases where VR experiences pretend to cause some kind of harm or horrific situation to the player. Done right (wrong?) it could potentially cause real problems for vulnerable players, which might even lead to real mental damage (PTSD, for example).

The epilepsy warnings on computer games today are nothing compared to what we're going to get with VR experiences in the future.
 
I wouldn't be concerned about violence caused by the player. I would be more concerned about virtual violence done towards the player.

There was this VR demo I tried on my DK2 that had a fly buzzing around in front of your face for an extended amount of time. At first it was merely fun, but as the scene progressed the fly got more and more aggressive, causing me to instinctively flinch and physically move away from it even though I knew it wasn't real. I couldn't stop myself from reacting physically to a virtual nuisance. It was an incredible experience in that way.

Now imagine what's going to happen in other cases where VR experiences pretend to cause some kind of harm or horrific situation to the player. Done right (wrong?) it could potentially cause real problems for vulnerable players, which might even lead to real mental damage (PTSD, for example).

The epilepsy warnings on computer games today are nothing compared to what we're going to get with VR experiences in the future.
Huh, you know I never thought of it that way, but yeah that will be pretty interesting to see VR warning labels lol
 
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