Our Samsung Odyssey (+) first impressions, tips, and tricks...

vr

#262

Howdy! First time VR simmer here. Have been following this thread as my guide to purchasing my SO+. Really appreciate all the info from everybody! Now I really got to try VR with the brand new SO+, though the sensation was great, the massive nausea was almost unbearable, especially with racing games (tried Dirt Rally and Project Car 2). Is that normal for new users? Will it pass?
Also tried XPlane 11. The FPS was quite poor. Without VR, I got about 42. With VR, only 20 something. Also got the nausea, though not as bad as in racing. Probably because the change of view was not as fast. But the FPS was definitely not working. I have a 1080TI, though a limited i5 2500K OC 4.5GHz. This should get me better than 20 FPS. No?
Another thing - is it just me or does the scale of things (particularly the cockpit, seats, instruments, etc) look small to you, i.e. they feel smaller than should be?
Thanks!


#263

Hi , it will go away. First weeks were pain , but now nothing can give bad feeling to me.

So you get used to it and it fades away (and best in there feeling too when brain learns that this is fake)

But take small steps , you be fine


#264

For me, Dirt Rally was really bad on the nausea. Like really, really bad. I haven’t really tried it beyond the first week but don’t expect it to pass.
The only person who I have seen VR’ing Dirt Rally and not getting nauseous was my girlfriend’s little brother (12 years old).

I was a bit nauseous in flight sims as well (DCS and Elite) the first time, but it soon got better.

I think how bad it is at first may be age related, but most people get over it within a few days. Even a retired guy in my DCS helicopter group got used to VR, though it took him a full week. If it doesn’t get better after a week, return your headset.

Some tips against nausea:

  • Make sure the room is cool. Better have it a bit too chilly than too warm.
  • Keep your nose free (i.e. fold away the noseguards to the top) (maybe less an issue on the O+ than on the original Odyssey)
  • Don’t make too many roll/yaw movements, take some time to look around before starting movements
  • Don’t sit in VR for too long. If you feel a little weird, take it off before it’s too late and you’re feeling bad for the rest of the day

#265

Good tips. Yaw and translating left and right seem to be the most nausea inducing movements. And yeah, if you start developing cold sweat or if you start feeling the need to yawn a lot…those are pretty good indicators that your starting the first stages of motion sickness.


#266

Thanks guys, especially Freak, for the elaboration! I surely will give it more try. Just was really frustrated… I don’t develop cold sweat, but felt like throwing up. Suspect it’s something to do with the delay in visual from what the brain expects to see when the head moves, however subtle that might be. And the scale… No one feels the scale strange, really?


#267

Also, to add to all the good advice above, you really need to turn down the graphics settings to improve the frame rate. Turn it all down to close to minimum and then, when everything is smooth in VR, start increasing the settings again one at a time until you find the happy medium point where your system can deliver a good enough frame rate while still giving you reasonable graphics.

The motion sickness will definitely go away with a little time and perseverance. If you start feeling ‘off’ then remove the headset and do something else for awhile.


#268

Just to make sure, have you had your IPD measured by an optometrist, and then set the Odyssey to that value?
You should add the 2 numbers the optometrist gives you.


#269

Having worked for military flight simulators I can give you a simple answer to why you feel nauseous.
It all has to do with a primary instinct deep in our genes.
I’m not kidding. We had a few pilots discarded for “physical incompatibility”…

It has to do with poisonous edibles.
Again, I’m not kidding.

We have this genetic safety “switch” that if we are perceiving movement with our eyes BUT NOT with our inner ears we have eaten something that’s making our “head spin”. Therefore we must eject it. Therefore to nausea->vomit response.

Simulation (and especially those with Full Head VR) throw that genetic safety switch a curve ball.

In fact it makes our eyes perceive a movement that our bodies cannot confirm… Hence " OMG poison! Vomit!’

Now I experienced that first hand and noticed another funny thing- which explains why a 12 years old gets it better than us… Urhm… experienced people. :smile:

And that’s just that experience.

The more your body can relate to something your brain see the more it gets “ready” for it triggering a harder safety vomits switch response.

I drove my car a bazillion kilometers and my body knows exactly how to react to longitudinal and latitudinal accelerations.
In the same way I rarely flew a plane “in command”.
So when I tried the oculus rift I had no problem with flying / space games but was murdered by my body response to racing games.
See what I mean? The little brother of @Freak girlfriend has (hopefully) very little idea of what driving (in control) entice and so his response is literally nonexistent.

Add to that frames per second… To keep it simple just let’s say that, the more a game is laggy in VR headset the more our genetic response is triggered. It just adds to the “OMG what’s happening”.
So try to have a fluid game, before a good-looking game.

Since I’m… well… Not so young anymore I remember the wave of nausea that first person shooter games brought to the world.

Doom, Mortal Coil, Corridor 7… Yeah go read people’s reaction in gaming magazine’s mail sections… :slight_smile:

So yeah… Sorry for the wall o’text.


#270

Good wall of text!! Informative and pertinent to the subject at a hand.
I was just at the optometrist getting my IPD checked. Glad I did. I can avoid the visit to the toilet time call Ralph and Earl :).
I wonder if anyone can post how to edit the file to enable reprojection?
Having an absolute BALL dogfighting in the O+. Fishbeds are easy meat when flying the Sabre. Who knew?!?


#271

Thanks, Paul, Freak. And great insight, komemiute! That makes so much sense to me. I was actually wondering whether I would get “dull” in actual driving or real world physical reaction to motions if I got used to the VR simming, because that’s how you get used to it - cutting off the natural reaction. But I guess it’d be worth it since there’s no way I would drive a real fighter jet :slight_smile:

I did have my PD measured, but I doubt the accuracy of the reading from the headset. Maybe better to adjust it by feeling? It does end up close to the prescription, though not exact.


#272

My first full-motion simulator was a very early phase 3 DC-10 sim. The visuals were out of sync with the motion by a tiny fraction. I didn’t get sick but had I not forced an early break I would have. Like everything else, you quicly become accustomed to the sensation.


#273

Reading your very interesting explanation of motion sickness with regards previous experiences in life ingrained into your bodies senses makes perfect sense.

I’ve never flown a plane in my life, I got the Rift last year and was ready for the motion sickness I’d been warned could happen, well I never got a hint of any problems and took to it like a duck to water. A few weeks ago I got Project Cars2 and it took me exactly 2 minutes to be in a right mess. It took me a long time to settle down and even now after many attempts I still get wobbly.

The body is a funny thing?


#274

Same experience I had!

Elite Dangerous or DCS? Pffft, a breeze…

Assetto Corsa or War Thunder? BLEARGH! :face_vomiting:


#275

Need a spatial disorientation simulator? Spend a couple of hours in Mission ISS. I seem to have drawn well in the motion biological lottery, but the ISS sim will cause the room to spin given enough time in mission :smile: Well worth the discomfort IMO.

https://www.roadtovr.com/nasas-mission-iss-impressively-detailed-view-life-zero-gravity/


#276

Tearing my hair out here - my X-Plane VR is totally unplayable right now and I have no idea why. I deleted my X-Plane preferences, pushed all the sliders to the left, removed all plug-ins, but when I enter the sim in VR I get about 2FPS and the headset doesn’t even activate at that level. Updating my NVidia drivers right now. This kind of frustrating bug will wear you out…been working on it for two hours now. I also updated X-Plane, but I was having the problem before that. I also checked my Steam VR settings and just put everything on auto to see if it was doing some crazy super sampling or something…but I don’t think that is it either.


#277

Edited

You might have seen this. Not sure if not having a Steam build affects SteamVR, but perhaps.

https://developer.x-plane.com/2018/11/beta-5-default-and-custom-particle-effects/


#278

I don’t think it is an issue with the beta. Something is not playing right between WMR, SteamVR, and X-Plane…I just can’t pin down what it is.

To eliminate X-Plane as the culprit, I’m doing a clean XP11 install on another drive and we’ll see if I still have a problem. I was playing some Fallout 4 VR last night (insanely awesome) so I know overall my system is running fine.

Usually XP and VR have been my least “problem child” sim…so it is odd that I’m running into a problem now.


#279

So it is definitely something with my full install going on. I just installed the XP11 demo and VR is working fine in there. I must have some setting or plug-in still conflicting…


#280

…aaaaand…we have a winner! SkyMaxx Pro is the culprit. Something not happy with X-Plane. Disabled and I’m back in business. Whew.


#281

Still trying to figure out what will work best with X-Plane. You’d think direct observation would be easy :thinking: It’s always hard to know what in-game settings tank performance the most though without spending the whole day fiddling with them. And of course, any setting is going to be both scenery and aircraft complexity dependent (and sometimes weather!). Makes for a challenging equation.