OK, just tried a game (Lucky's Tale) over at my friend's place and my take on it.
--First the bad.
Camera movement unrelated to my physical body in this game made me physically uncomfortable. Especially if I moved in one direction causing the camera to pan in that direction and then reversed direction causing the camera to start panning in the reverse direction. It wasn't enough to cause more than slightly nauseas feeling, but it was incredibly physically uncomfortable. It was enough that I didn't stay in it long. However, once I was out of the game I took the headset off. At this point nausea just slammed into me pretty hard. And walking around (in real life) just made it worse.
In many ways, I think that was far worse than the immediate nausea that I felt with scrolling menus.
Also, looking around the game just highlighted just how inadequate the resolution is for the current VR implementations.
--Now the good.
Again, the sense of presence is fantastic. I played around in the menu screen for a bit. It gave the feeling like looking at a Diorama in real life. Except it was all virtual which was pretty darn cool. Being able to move my head and actually look around and behind things was great.
In the game itself, the sense of scale is believable due to the sense of presence. And it was neat to look around.
--What I came away from this thinking
Yeah if I ever get a VR device I won't be playing any games with any movement that isn't directly correlated to my head movement (I have yet to try one, but I'm hoping it won't induce nausea). That's just asking for a world of pain that I'm not interested in. I feel sorry for the many of the poor suckers that are going to get a PSVR and then attempt to play Resident Evil in VR.
Resolution needs to increase by leaps and bounds. Artifacts due to the low resolution were incredibly annoying. I'd always be one part impressed by the VR environment and 2 parts annoyed at the artifacts.
Also, VR movies/clips are nothing more than glorified 3D movies/clips except that they take up more of your FOV. It does improve things in that you can rotate your head to change what you are looking at (looking around a room) but that's mostly just due to the increased FOV. Just like a 3D movie, however, once you have any lateral movement of your head (moving your head side to side for example) the illusion completely breaks.
3D rendered VR "movies/clips" change things slightly. But the novelty of having to look around to find things (I tried the short "Invasion") was more annoying, IMO, than an actual improvement on a movie viewing experience.
Which leads me to my one takeaway from all of this. Interactive movies -AKA- Adventure games are likely to be quite compelling for a variety of reasons.
- You're generally limited to "locations" like a room, or a street corner, or an alley, etc. Hence there's little need for really expansive movement like a flight sim or most typical action games. Hence there is never a need to have the camera move independently of your actual physical head.
- The ability to interact with objects intuitively and more importantly to easy look into (like a drawer) something or behind something fits the Adventure game genre really well. Of course, there's also a danger here. If everything can't be interacted with, the illusion breaks.
- Adventure games are inherently slow paced, allowing the user to take as much time as they want to appreciate any effort the development artists put into crafting the game space. Of course, the danger here is that if enough care isn't put into it the experience may come across as unsatisfactory.
So, for me personally. I'm still at the point where VR is still mainly of interest for movie watching. I again tried out movie watching to make sure my first impressions from before were still valid, in case it was purely novelty. And again I came away greatly impressed with how much VR made it feel like an actual Cinema experience on a gigantic screen. Of course, that only happens if there's a rendered movie watching space (like a cinema, drive in, home theater) within which you are placed. That's key in giving the movie being watched its sense of scale. Absent that (I got to try out the Whirligig movie watching software which had a mode where you only saw the movie/video and nothing else) most sense of scale is lost and the experience isn't as satisfying.
Oddly enough, my last experience actually made me more excited for AR than VR. Most especially the main menu for Lucky's Tale. That feeling of looking at a diorama made me wonder what it would be like to play something akin to a table top war game like Warhammer 40k. Only it's rendered on top of my kitchen table. And I have my gaming group buddies around also. And we can all see the same thing. We can all see each other. We can easily communicate with each other both verbally but with body language as well. And we can take a break and barbeque some steaks. And then get right back to the game. Ah, this sounds like Heaven.
Sure it would just replicate what you can do already in real life. But in real life, setting up everything for a table top Warhammer 40k match is both expensive and extremely time consuming if you want to create actual landscapes and battlegrounds (like a Diorama). Now imagine if you want to play multiple different war games and/or multiple different physical battlefields to play on.
So, weirdly enough, trying out Lucky's Tale in VR made me really REALLY
REALLY want AR to be a thing so badly that I have trouble thinking of anything else.
Regards,
SB