Any excuse to show Ars' Sebastian Anthony in a Vive headset is a good one. (credit: Sebastian Anthony)
As the new wave of virtual reality headsets has gone from low-res, motion-blurred prototypes to the cusp of consumer release, the technology has been constantly dogged by worries about nausea caused by moving around a virtual environment. Now, Valve says those worries should be put to rest, at least as far as the company's own VR hardware is concerned. Instead, any nausea you may experience on the upcoming HTC Vive should be blamed on developers who aren't building VR apps correctly, according to Valve's Chet Faliszek.
"As consumers and people in the community, hold developers to it," Faliszek told a crowd at Birmingham's EGX expo last week (as reported by GI.biz). "They shouldn't be making you sick. It's no longer the hardware's fault any more. It's the developers making choices that are making you sick. Tell them that you don't want that."
According to Faliszek, "the easiest way to get somebody sick" in virtual reality is by trying to tie conventional control methods to a VR environment; pushing a thumbstick to walk forward while you're sitting in a chair, for instance, or tapping a button and seeing a VR hand reach out for an object. Being able to walk around a room and actually use your hands to interact with virtual objects makes VR "exponentially better," he said.
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