Great read! I've been into VR since Oculus kickstarted their DK1 and have developed with/used each generation since. The progression from that prototype to the current generation was such a huge leap considering that it's been just 5 years. It's insane to think of what this technology will be like in another 5 years.
A couple things to note: The overheating issue is limited to mobile VR and the motion sickness problem has been solved in the hardware and SDK for most people in the latest tethered PC version of the Oculus Rift/HTC Vive. This has been achieved by adding positional tracking and using a low persistence display. With that being said, there are still remaining problems that cause motion sickness but it's a game design issue around locomotion. Humans are designed to move around with their own body, not with a joystick. Their visual systems are also not designed to jump and run in the air at high speeds that you see in many "first person shooter" type games. To solve these issues are up to the game designer. Teleportation works fairly well for moving long distances and using positional tracking and your own body works well for moving in smaller "roomscale" distances.
Looking forward to reading more!
Thank you, @chadyo, for your well documented comment! I didn't develop enough the topic, but yes, the motion sickness can be averted mostly by the game designers. The technology is a relatively new one, that's why we will see more and more developments. I can't even imagine how hard it is to design a game for VR. We just have to wait, see and enjoy the next achievements.
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not for noobs
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Great post, I will to trying it..
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