Sprint Vector VR Interview: Motion Without Sickness
Before Sprint Vector could even exist as a racing game the team at Survios had to solve the problem of people getting motion sickness in VR. Check out how they resolved the quandary in our exclusive interview.
According to Shacknews' own Charles Singletary's review of Sprint Vector, the game does a great job of making motion feel "natural." Which may not sound too spectacular when reading it on paper, but motion sickness prevention has been a major issue for VR. With a game all about running races that problem can quickly become a dealbreaker. Fortunately, for VR fans everywhere the team at Survios went through a long and technical process to develop a system that anticipates a player's movement for that natural, fluid feel without need to keep a barf bag on hand.
I had an opportunity to sit down with the dev team and discuss how they came up with their motion technology and how it works along with details on the various gameplay mechanics. Check out the video below for our full discussion and be sure to read the full review for Charles' take on Sprint Vector.
For more great videos, including interviews and gameplay, check out the Shacknews and Gamerhub.tv YouTube channels.
Sprint Vector is available now on Oculus Rift and HTC Vive and will be available for
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Blake Morse posted a new article, Sprint Vector VR Interview: Motion Without Sickness
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I avoid motion sickness in VR by not being a weenie.
I have yet to play anything that caused motion sickness, including sprinting around Skyrim and RE7 with smooth turning on.
I actually want a game to cause me motion sickness, because it would probably mean they are doing VR so good it makes me sick.
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