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Interview: Sublevel Zero Designer Dr. Luke Thompson On Going From Physics To Game Design

From GameCrate: In this exclusive interview, Dr. Luke Thompson talks about how he went from being a physicist who worked on the Large Hadron Collider to designing such video games as "Sublevel Zero."

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gamecrate.com
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Sublevel Zero - Redux arrives to bring rogue-like shooting on Xbox One

Neil writes "Ready to hop into a lone gunship and battle your way through a crumbling rogue-like universe? Sublevel Zero - Redux is here!"

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thexboxhub.com
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Luke Thompson On VR Sickness, Sigtrap Games’ Future Plans & What VR Must Do In 2017

The co-founder of Sigtrap Games speaks to VRFocus.

candystop3402d ago

Sucks to read about motion sickness but for me VR has taken me out of this world and into the game world. Maybe if they focused more or using real footage and adding in digital characters the sickness part would lessen. Those tiny old cockpit simulator games way back in the day felt real and never made me feel sick.

TankCrossing3402d ago (Edited 3402d ago )

Real footage doesn't make a difference, and the resolution of the headsets isn't really well suited to it.

I love VR but do get sick from it quite easily. 1 for 1 positionally tracked movement causes no problem at all, I've never had even a hint of a problem in roomscale games. Roomscale + Teleportation mechanics are comfortable, but when immersion and presence are so critical being able to teleport by clicking a button on a controller does take something away.

I do believe it's a matter of time before someone "cracks" it, and delivers a locomotion mechanic that is both comfortable and maintains immersion. I have some ideas of my own, but it is in large part going to be trial and error.

lameguy3402d ago

He's absolutely right here in what he says. Even if you have 4k in each eye, going at 240fps, that still won't matter in many types of games. The games where you, by design, do not play as a normal human doing normal human things (like in typical walking, flight, driving simulators) will be prone to induce sickness. This is because regardless of the hardware: if you move at different/changing speeds than the user is expecting, they puke; if you swing the camera quickly around left-right, they puke; if you move the camera backwards in space, they puke. Without actually 'jacking in', your body will reject all the interesting movements that make certain games what they are. VR is creatively limiting in many respects, input mechanisms not withstanding.

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Sigtrap Games: ‘We Don’t See Ourselves As A VR Studio’

They might be the developers behind Sublevel Zero and they may have other virtual reality (VR) projects planned, but they certainly aren’t the only plans that Sigtrap Games have.