Good to hear it apparently isn't a major issue for most people
>>309917
>Was your friend a subhuman?
In this specific regard, yeah I guess.
>I was pissed that you need another device to set up the Oculus
Standalone VR is such a ridiculous idea compared to tethered. Apps that all demand at least a constantly upgraded midrange desktop PC for barely acceptable performance, soldered inside a much less technologically ephemeral HMD that already struggles against price and (if wireless) battery limits, meaning a flagship tablet SoC at best.
>I did use a smartphone [...] for VR and [...] I felt fine
Me too, along with polarized stereo sometimes on PCs, though I haven't used a proper VR helmet since the early 90s stuff like Dactyl Nightmare, which had far lower rez/FPS/FoV.
>>309986
>Of course it is real.
Sure, but it's difficult to tell from industry chatter how common or severe it is, and how justifiable crippling measures (teleportation, segmented rotation, cages, etc.) actually are. Especially given the bizarre opinions of major industry figures on even the status quo pre-VR.
For instance, this hilarious GDC talk by the instigator of KuSony's indieshit screensaver cancer, wherein the "shakiness" of manual 3rd-person floating camera control in BG&E and sidescrolling rather than flipscreen in Braid are condemned as insurmountable "accessibility issues", while the FPS genre's underlying mechanics in toto are written off as basically the 4th Reich realized in game design form:
https://invidious.nerdvpn.de/watch?v=C7307qRmlMI
I mean, conventional 2D mono vidya gayz are a problem for some people. But it is so, SO incredibly rare, if I hadn't known one firsthand myself there's no way I'd believe that was real.