![]() Seeing these pain points addressed so quickly was encouraging even though I’ve never had an experience with the Quest 2 positive enough to buy my own. While I can only play games on the Quest 2 for 10 minutes or so, I get nowhere near as hot and need less time to recover from play sessions. The biggest advancement the Quest 2 had for me was reducing my overall discomfort. My friends who own the headsets always have nothing but great things to say, and can normally keep the headsets on as long as they want. I’m just sensitive enough to be thrown off by the tiniest bit of lens distortion and blur. I’ve spent good time using friends’ Quest 2’s and while the headset’s higher refresh rates are certainly an improvement over the PS VR, ultimately the optics and display quality are what do me in. We’ve still got a long ways to go, though. The Quest 2 has been successful in making VR easy, affordable, and mainstream. The focus was dead set on making "consumer VR" viable and generally accessible - the Quest 2 has been the ultimate version of that dream. As impressive as that first generation was, I never felt like attempts were being made to address severe motion sickness. PS VR, the Valve Index, HTC Vive, and every Oculus product all shared the same limitations and features in one way or another the Quest 2 managed to encapsulate most of what made those headsets great in one product that works wirelessly and acts as a PC headset for those with a powerful enough gaming rig. I think of the VR headsets that came out in the 2010s as VR’s first generation, ending with the Oculus (er.Meta) Quest 2. If VR and the metaverse are the future, there’s a lot more work needed to get people like me on board. For people like me who can barely stay in a headset for more than a few minutes, this messaging is somewhat maddening. While there have been a lot of improvements to VR hardware in the years since, the technology still lags far behind its greatest ambitions, even as some of the world’s most powerful people seem set on making a VR/metaverse future a reality. By the time I took the PS VR off my head, I was sweaty and ready for a nap to recover. ![]() The headset wasn’t responsive enough and the image and screen quality led to eye strain. Even games that didn’t require intense motion, like the pack-in title Playstation VR Worlds, were a no-go for me. With one exception (more on that later) I just avoid first-person games altogether.ĭespite knowing it would probably be unplayable for me, I picked up a PS VR in 2016 to give it a shot. This is a problem that persisted and, eventually, I accepted was a key part of how I choose which games to buy when multiple attempts to try other first-person games like Skyrim ended in failure to sustain play for me. I removed myself from the room and was basically out of commission for the rest of the evening. ![]() I had a Wii at home from the prior Hanukkah and only cared for playing Super Smash Bros: Brawl.Īll was going well for an hour or so until suddenly I started to feel extremely hot and disoriented. ![]() The sofa was crowded so I was sitting up close to the CRT TV, watching them play surprisingly well for pre-teens they explained to me that they didn’t really care about the story mode, only the multiplayer. I was 10 years old and at my godmother’s house for Shabbat watching her son and friends play Call of Duty: Modern Warfare 2. The day I found out I had severe video game-induced motion sickness is branded in my brain.
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