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Interesting article on the thought that Ubisoft put into what would no doubt otherwise be quite a nauseating game for a lot of people. I myself, have only experience discomfort in VR once, and that was due to low framerates. I wouldn't say it was nausea, but I wasn't my normal comfortable self. I have not had any discomfort from stuff that typically causes nausea in VR yet, so I'm counting myself lucky so far.

http://uploadvr.com/how-ubisoft-created-eagle-flight-sickness/
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This is a good article on the current problems with Oculus' business model. They are trying to be Apple with their walled garden from an incredibly weak position:
1. they don't have control over developers except through contracts they convince them to sign. Developers are not forced to use the Oculus store, they can sell them on their own or use the Steam storefront, which already has many Oculus compatible titles.
2. they published a security update to "fight piracy" which actually lead to them being more vulnerable to piracy (though the software dev who developed the software to do that admits it enables piracy, but doesn't want it to be used for that). In reality their update was only to shut out paying Vive customers who wanted to play Oculus store games. The store was more secure before that update went out.
3. Their headset competes with the Vive headset and even beats it in a few areas, but due to the lack of true room scale with tracked controllers at launch....they are offering an incomplete package. Vive can do everything the Rift can do but the reverse is not true. Even when they release their Touch controllers they will be focusing on forward facing games.

There's also the big issue of them not being able to meet launch demands with a lot of preorder customers getting delays. Meanwhile people can go pick up headsets at certain local Best Buys and other retail outlets due to partnership agreements.

All in all, it is not looking good for Oculus.
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