Greetings everyone, I've been registered for quite some time but was never inclined to post. I'm also a lead on
Scorn and we were thinking about and designing with the VR (mode) in mind throughout better part of the development but reluctantly opted out in the end because of this problem.Our gameplay relies to much on movement, especially movement around enemies.If you are interested in what the actual problem is and some possible solutions check these out.
http://xinreality.com/wiki/Locomotion
https://www.youtube.com/watch?v=tYwKZDpsjgg&feature=youtu.be&t=588
The percentage of people getting motion sickness is pretty high, in our office alone its 7-3 in favor of motion sickness.A lot of people are not aware of this and think that standard games will work just fine in VR. They will not. If you check out all the lunch titles for Rift and Vive you will notice that every game from first person perspective uses some alternative form of movement. I think this should be pointed out more often. The problem also comes from developers that are saying they will have VR mode (it's a buzz word now) in standard games so most people think it will just work as intended. I guess some are so stubborn and will not believe it until they try it for themselves.
That makes sense but that is also all you are going to get since you can't dedicate resources(implementing proper motion control etc) to VR mode that can't be played by a lot of potential users. Just to do the testing for VR mode you would first need to test the standard testers for motion sickness and I can guarantee a lot of them would not pass it.