Gora_ Posted June 3, 2020 Posted June 3, 2020 Does any of you experience a problem of nausea and similar especially rolling on the ground or during turbulences in the sky when all the world is moving side to side or up and down and your head stand still? I'm flying in VR and here this effect is overdone IMO. Earlier I was a simracer and we had similar problem there - so every developer gave us an option - stick the head to horizon. It works a little bit more like in the reality where our brain and body stabilizing us during shakes. This option works this way - during shakes only the car/plane was shaking not all the horizon. What do you think guys? Would be such a option nice in the future? 1
Elem Posted June 3, 2020 Posted June 3, 2020 Sounds like you have "Cinematic" effect turned on. Disable it.
Gora_ Posted June 3, 2020 Author Posted June 3, 2020 (edited) Thx I will check, but I thought that this effect doesn't work in VR. EDIT: Ok I tried every option in the camera menu and the problem still exists. My head is hard connected with the plane and horizon line is jumping. Edited June 3, 2020 by RavN_Gora
AEthelraedUnraed Posted June 3, 2020 Posted June 3, 2020 I think that what you'd like, if I understand you correctly, doesn't exist. It simply isn't viable. The problem with a plane is that it has 3 degrees of freedom in its rotation, compared to basically one in a car. Okay, in a corner you might rotate a bit sideways, and when driving across a bump you might go a bit up or down, but it's never more than a few degrees. In an aircraft you've got full freedom of rotation along all these axes, and that brings with it its own problems. Let's say you are a quarter into a looping (so flying straight up), the horizon is actually straight "down" from your aircraft's point of view. There's not much use looking at your feet. Similarly, once you rotate more than 90deg up, the velocity in the x direction suddenly changes direction. So the point on the horizon that first was straight ahead is now actually behind you! I don't think a sudden change in your view direction would be great either. That's why it isn't really viable to make such a system for an aircraft flight simulation. In a car, you can just lock the camera rotation to the z axis and disregard the x and y components since these are always within a certain, very limited, range. 360deg rotation along every axis makes such an option impossible in aircraft. Perhaps you could do some filtering, where for small movements camera movement gets more or less cancelled, but then again, it's incredibly hard to make a good tradeoff between rotating along with the aircraft and damping, and filtering brings along a bunch of its own problems. 1
Lusekofte Posted June 3, 2020 Posted June 3, 2020 I never had this nausea problem except from some time I taxied before. I believed it was fps problem. But if you get sick you need to stop and take a brake
firdimigdi Posted June 3, 2020 Posted June 3, 2020 (edited) I assume since you've played with all the camera options you've also turned of shake and all that (although I am not sure if that is even active in VR). How do you fare with quick rolls or tracking another plane as you move around it? Does any of that induce vertigo? If so then I think it's matter of training/pacing yourself. My only advice would be to do shorter sessions of just flying around and follow the the old nautical advice for avoiding nausea: keep your eyes on the horizon. Eventually you'll find that you'll instinctively compensate either by physically moving your head or mentally. Locking the camera to the horizon is a no go in a combat flight sim sadly, you spend a considerable amount of time inverted or rolling when in a dogfight. Edited June 3, 2020 by Firdimigdi
=RS=Funkie Posted June 4, 2020 Posted June 4, 2020 Imagine what would happen if you did a barrell roll with your head pinned level with the horizon. That just wouldn't work
Gora_ Posted June 4, 2020 Author Posted June 4, 2020 You may be right guys. Option "stick to horizon" can't be achieved as in the racing sim, but maybe some filtering of quick bumps like AEthelraedUnraed said? hmmmm I don't know. I'm a VR guy since DK1 so I used to this technology and have nausea very rearly. I can play VR flight sims and other titles for 5 hours and longer sometimes and I'm OK. Maybe I have to accept this state, but it is not as in real life so ... yea we need to used to this because it is not natural
Alonzo Posted June 4, 2020 Posted June 4, 2020 2 hours ago, RavN_Gora said: You may be right guys. Option "stick to horizon" can't be achieved as in the racing sim, but maybe some filtering of quick bumps like AEthelraedUnraed said? hmmmm I don't know. I'm a VR guy since DK1 so I used to this technology and have nausea very rearly. I can play VR flight sims and other titles for 5 hours and longer sometimes and I'm OK. Maybe I have to accept this state, but it is not as in real life so ... yea we need to used to this because it is not natural If you're getting nausea, check you're getting the full 90 (or whatever) FPS for your headset. Any frame drops are more likely to cause nausea in a flight sim than other games.
VR-DriftaholiC Posted June 5, 2020 Posted June 5, 2020 (edited) I think it's the opposite effect he's describing. When the plane hits a bump your head moves up and down with it even to the smallest degree. There is no degrees of separation from the plane and the pilots g forces. In DCS there is an option to enable "head affected by gforces" though it's a bit overdone in that game. The affect exists in this game but only in 2D. I would love to be able to enable it in VR as well. Taxiing can really feel odd with the stiffness of the virtual pilots back lol Edited June 5, 2020 by VR-DriftaholiC
Gora_ Posted June 5, 2020 Author Posted June 5, 2020 Yes, I play 60Hz Reverb without the reprojection. Everything is smooth as it should be. Yes @VR-DriftaholiC understand me 1
VR-DriftaholiC Posted June 6, 2020 Posted June 6, 2020 I would enjoy having g-forces affect my pilot's head position to some extent. I think ideally we could set the strength in game
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