I don't think motion sickness is an issue with room scale games. Better quality headsets won't magically fix games that currently cause motion sickness. The fundamental problem is when your eyes see that your body is moving in the VR world but your body hasn't actually moved. A theoretically perfect VR headset wouldn't prevent nausea in games that do stuff like analog stick movement or roller coaster simulation.
Room scale is a quick fix, it will have to be phased out for mainstream titles so VR can succeed. Unless are rooms are going to get city sized soon or something. LOL.
well, suffice to say you're not going to be getting COD any time soon, if ever. But VR's adoption doesn't hinge on how well it can run unrealistic military shooters. Many of the reasons games like COD don't work in VR boils down to the unrealistic way the game handles locomotion. We're talking games where you move at like 30 miles per hour.
With some outside the box thinking, you can conceive a realistic military shooter that could play nicely in a room-scale tracked place. Would it be exactly like COD? No, but by virtue of it being VR, it shouldn't be.
I guess this is my question: How are you going to get mainstream to adopt a technology that can never be used to venture outside of a 10x10 (or whatever dimension space you have) square?
I actually think room scale would be cool but could start to feel kind of like a cage (particularly with the chaperone popping up and reminding you "Hey, this is VR and your room is only 5x5. Step back please".
To me it seems like this should be the thing; Oculus + some controller + 360 degree tracking = great experience. You shouldn't need room scale, just a movement joystick on a controller and turning your physical body to orient the movement.
Apparently the above isn't possible which is why the "teleportation method" seems to be showing up all over the place.
Now I hear that oculus is focusing on forward only experiences? I mean, what?